【问题标题】:Unity3D Mecanim Character stopping before turningUnity3D Mecanim 角色在转弯前停止
【发布时间】:2015-03-16 10:23:10
【问题描述】:

所以在过去的几天里,我一直在使用 mecanim 在 Unity3D 中制作角色控制器。它不是基于我自己的代码,而是基于我在网上找到的一个教程,当然该教程是针对 Unity 4 的,所以我在这里和那里遇到了一些小问题,但直到现在我都无法修复.

所以基本问题是我的角色似乎(无缘无故地)停止了所有的动力并在我尝试进行 180 度大转弯时慢慢转身,然后他又继续像往常一样奔跑,但我没有看看他为什么会突然停止转动。

这是我的角色逻辑脚本:

using UnityEngine;
using System.Collections;

public class characterLogic : MonoBehaviour {

[SerializeField]
private Animator animator;
[SerializeField]
private FollowCamera gamecam;
[SerializeField]
private float directionSpeed = 1.5f;
[SerializeField]
private float directionDampTime = 0.25f;
[SerializeField]
private float rotationDegreePerSecond = 120f;
[SerializeField]
private float speedDampTime = 0.05f;

private float speed = 0.0f;
private float direction = 0.0f;
private float charAngle = 0f;
private float horizontal = 0.0f;
private float vertical = 0.0f;
private AnimatorStateInfo stateInfo;
private AnimatorTransitionInfo transInfo;

private int m_LocomotionId = 0;
private int m_LocomotionPivotLId = 0;
private int m_LocomotionPivotRId = 0;
private int m_LocomotionPivotLTransId = 0;  
private int m_LocomotionPivotRTransId = 0;  

public Animator Animator
{
    get
    {
        return this.animator;
    }
}

public float Speed
{
    get
    {
        return this.speed;
    }
}

public float LocomotionThreshold { get { return 0.2f; } }


// Use this for initialization
void Start () {


    animator = GetComponent<Animator>();

    if(animator.layerCount >= 2)
    {
        animator.SetLayerWeight(1, 1);
    }   

    m_LocomotionId = Animator.StringToHash("Base Layer.Locomotion");
    m_LocomotionPivotLId = Animator.StringToHash("Base Layer.LocomotionPivotL");
    m_LocomotionPivotRId = Animator.StringToHash("Base Layer.LocomotionPivotR");
    m_LocomotionPivotLTransId = Animator.StringToHash("Base Layer.Locomotion -> Base Layer.LocomotionPivotL");
    m_LocomotionPivotRTransId = Animator.StringToHash("Base Layer.Locomotion -> Base Layer.LocomotionPivotR");

}

public void keysToWorldSpace (Transform root, Transform camera, ref float directionOut, ref float speedOut, ref float angleOut, bool isPivoting){

    Vector3 rootDirection = root.forward;

    Vector3 keyDirection = new Vector3 (horizontal, 0, vertical);

    speedOut = keyDirection.sqrMagnitude;

    //get camera rotation
    Vector3 cameraDirection = camera.forward;
    cameraDirection.y = 0.0f;
    Quaternion referentialShift = Quaternion.FromToRotation (Vector3.forward, cameraDirection);

    //convert key input to world space coordinates
    Vector3 moveDirection = referentialShift * keyDirection;
    Vector3 axisSign = Vector3.Cross (moveDirection, rootDirection);

    Debug.DrawRay (new Vector3(root.position.x, root.position.y + 2f, root.position.z), moveDirection, Color.green);
    Debug.DrawRay (new Vector3(root.position.x, root.position.y + 2f, root.position.z), axisSign, Color.red);
    Debug.DrawRay (new Vector3(root.position.x, root.position.y + 2f, root.position.z), rootDirection, Color.magenta);
    Debug.DrawRay (new Vector3(root.position.x, root.position.y + 2f, root.position.z), keyDirection, Color.blue);

    float angleRootToMove = Vector3.Angle(rootDirection, moveDirection) * (axisSign.y >= 0 ? -1f : 1f);
    if (!isPivoting)
    {
        angleOut = angleRootToMove;
    }

    angleRootToMove /= 180f;

    directionOut = angleRootToMove * directionSpeed;

}

// Update is called once per frame
void Update () {

    if (animator) {

        stateInfo = animator.GetCurrentAnimatorStateInfo(0);
        transInfo = animator.GetAnimatorTransitionInfo(0);

        horizontal = Input.GetAxis("Horizontal");
        vertical = Input.GetAxis("Vertical");

        charAngle = 0f;
        direction = 0f;

        keysToWorldSpace (this.transform, gamecam.transform, ref direction, ref speed, ref charAngle, isInPivot());

        animator.SetFloat ("Speed", speed);
        animator.SetFloat ("Direction", direction, directionDampTime, Time.deltaTime);

        if(speed > LocomotionThreshold){

            if(!isInPivot()){

                Animator.SetFloat("Angle", charAngle);

            }

        }
        if(speed < LocomotionThreshold && Mathf.Abs(horizontal) < 0.05f){

            animator.SetFloat("Direction", 0f);
            animator.SetFloat("Speed", speed, speedDampTime, Time.deltaTime);

        }

        Debug.Log(Speed);
        Debug.Log(charAngle);

    }

}

void FixedUpdate() {

    if (IsInLocomotion () && ((direction >= 0 && horizontal >= 0) || (direction < 0 && horizontal < 0))) {

        Vector3 rotationAmount = Vector3.Lerp(Vector3.zero, new Vector3(0f, rotationDegreePerSecond * (horizontal < 0f ? -1f : 1f), 0f), Mathf.Abs(horizontal));
        Quaternion deltaRotation = Quaternion.Euler(rotationAmount * Time.deltaTime);
        this.transform.rotation = (this.transform.rotation * deltaRotation);

    }

}

public bool isInPivot(){

    return stateInfo.fullPathHash == m_LocomotionPivotLId || 
            stateInfo.fullPathHash == m_LocomotionPivotRId || 
            transInfo.nameHash == m_LocomotionPivotLTransId || 
            transInfo.nameHash == m_LocomotionPivotRTransId;

}

public bool IsInLocomotion(){

    return stateInfo.fullPathHash == m_LocomotionId;

}

}

我相信它要么与此脚本有关,要么与 mecanim 中的过渡有关。我还将教程的成品(在此处找到:https://github.com/jm991/UnityThirdPersonTutorial)移植到 Unity 5 并且在那里没有遇到同样的问题,我不完全确定给我这个问题的区别是什么,但如果有的话你知道或发现,请告诉我。

【问题讨论】:

    标签: c# unity3d logic game-physics


    【解决方案1】:

    我自己已经发现了问题!

    如果有人对未来感兴趣,这是新代码:

    using UnityEngine;
    using System.Collections;
    
    public class characterLogic : MonoBehaviour {
    
    [SerializeField]
    private Animator animator;
    [SerializeField]
    private FollowCamera gamecam;
    [SerializeField]
    private float directionSpeed = 1.5f;
    [SerializeField]
    private float directionDampTime = 0.25f;
    [SerializeField]
    private float rotationDegreePerSecond = 120f;
    [SerializeField]
    private float speedDampTime = 0.05f;
    [SerializeField]
    private float fovDampTime = 3f;
    
    private float horizontal = 0.0f;
    private float vertical = 0.0f;
    private float speed = 0.0f;
    private float direction = 0.0f;
    private float charAngle = 0f;
    private const float SPRINT_SPEED = 2.0f;
    private const float SPRINT_FOV = 75.0f;
    private const float NORMAL_FOV = 60.0f;
    private const float WALK_SPEED = 0.1f;
    private AnimatorStateInfo stateInfo;
    private AnimatorTransitionInfo transInfo;
    
    private int m_LocomotionId = 0;
    private int m_LocomotionPivotLId = 0;
    private int m_LocomotionPivotRId = 0;
    private int m_LocomotionPivotLTransId = 0;  
    private int m_LocomotionPivotRTransId = 0;  
    
    public Animator Animator
    {
        get
        {
            return this.animator;
        }
    }
    
    public float Speed
    {
        get
        {
            return this.speed;
        }
    }
    
    public float LocomotionThreshold { get { return 0.2f; } }
    
    
    // Use this for initialization
    void Start () {
    
    
        animator = GetComponent<Animator>();
    
        if(animator.layerCount >= 2)
        {
            animator.SetLayerWeight(1, 1);
        }   
    
        m_LocomotionId = Animator.StringToHash("Base Layer.Locomotion");
        m_LocomotionPivotLId = Animator.StringToHash("Base Layer.LocomotionPivotL");
        m_LocomotionPivotRId = Animator.StringToHash("Base Layer.LocomotionPivotR");
        m_LocomotionPivotLTransId = Animator.StringToHash("Base Layer.Locomotion -> Base Layer.LocomotionPivotL");
        m_LocomotionPivotRTransId = Animator.StringToHash("Base Layer.Locomotion -> Base Layer.LocomotionPivotR");
    
    }
    
    public void keysToWorldSpace (Transform root, Transform camera, ref float directionOut, ref float speedOut, ref float angleOut, bool isPivoting){
    
        Vector3 rootDirection = root.forward;
    
        Vector3 keyDirection = new Vector3 (horizontal, 0, vertical);
    
        speedOut = keyDirection.sqrMagnitude;
    
        //get camera rotation
        Vector3 cameraDirection = camera.forward;
        cameraDirection.y = 0.0f;
        Quaternion referentialShift = Quaternion.FromToRotation(Vector3.forward, Vector3.Normalize(cameraDirection));
    
        //convert key input to world space coordinates
        Vector3 moveDirection = referentialShift * keyDirection;
        Vector3 axisSign = Vector3.Cross (moveDirection, rootDirection);
    
        Debug.DrawRay (new Vector3(root.position.x, root.position.y + 2f, root.position.z), moveDirection, Color.green);
        Debug.DrawRay (new Vector3(root.position.x, root.position.y + 2f, root.position.z), axisSign, Color.red);
        Debug.DrawRay (new Vector3(root.position.x, root.position.y + 2f, root.position.z), rootDirection, Color.magenta);
        Debug.DrawRay (new Vector3(root.position.x, root.position.y + 2f, root.position.z), keyDirection, Color.blue);
    
        float angleRootToMove = Vector3.Angle(rootDirection, moveDirection) * (axisSign.y >= 0 ? -1f : 1f);
        if (!isPivoting)
        {
            angleOut = angleRootToMove;
        }
    
        angleRootToMove /= 180f;
    
        directionOut = angleRootToMove * directionSpeed;
    
    }
    
    // Update is called once per frame
    void Update () {
    
        if (animator) {
    
            stateInfo = animator.GetCurrentAnimatorStateInfo(0);
            transInfo = animator.GetAnimatorTransitionInfo(0);
    
            horizontal = Input.GetAxis("Horizontal");
            vertical = Input.GetAxis("Vertical");
    
            charAngle = 0f;
            direction = 0f;
            float charSpeed = 0f;
    
            keysToWorldSpace (this.transform, gamecam.transform, ref direction, ref charSpeed, ref charAngle, isInPivot());
    
            if (Input.GetButton("Sprint"))
            {
                speed = Mathf.Lerp(speed, SPRINT_SPEED, Time.deltaTime);
                gamecam.GetComponent<Camera>().fieldOfView = Mathf.Lerp(gamecam.GetComponent<Camera>().fieldOfView, SPRINT_FOV, fovDampTime * Time.deltaTime);
            }
            else
            {
                speed = charSpeed;
                gamecam.GetComponent<Camera>().fieldOfView = Mathf.Lerp(gamecam.GetComponent<Camera>().fieldOfView, NORMAL_FOV, fovDampTime * Time.deltaTime);      
            }
    
            if (Input.GetButton("Walk"))
            {
                speed = Mathf.Lerp(speed, WALK_SPEED, Time.deltaTime);
            }
            else
            {
                speed = charSpeed;      
            }
    
            animator.SetFloat("Speed", speed, speedDampTime, Time.deltaTime);
            animator.SetFloat("Direction", direction, directionDampTime, Time.deltaTime);
    
            if(speed > LocomotionThreshold){
    
                if(!isInPivot()){
    
                    Animator.SetFloat("Angle", charAngle);
    
                }
    
            }
            if(speed < LocomotionThreshold && Mathf.Abs(horizontal) < 0.05f){
    
                animator.SetFloat("Direction", 0f);
                animator.SetFloat("Speed", speed, speedDampTime, Time.deltaTime);
    
            }
    
            Debug.Log(Speed);
            Debug.Log(charAngle);
    
        }
    
    }
    
    void FixedUpdate() {
    
        if (IsInLocomotion () && ((direction >= 0 && horizontal >= 0) || (direction < 0 && horizontal < 0))) {
    
            Vector3 rotationAmount = Vector3.Lerp(Vector3.zero, new Vector3(0f, rotationDegreePerSecond * (horizontal < 0f ? -1f : 1f), 0f), Mathf.Abs(horizontal));
            Quaternion deltaRotation = Quaternion.Euler(rotationAmount * Time.deltaTime);
            this.transform.rotation = (this.transform.rotation * deltaRotation);
    
        }
    
    }
    
    public bool isInPivot(){
    
        return stateInfo.fullPathHash == m_LocomotionPivotLId || 
                stateInfo.fullPathHash == m_LocomotionPivotRId || 
                transInfo.nameHash == m_LocomotionPivotLTransId || 
                transInfo.nameHash == m_LocomotionPivotRTransId;
    
    }
    
    public bool IsInLocomotion(){
    
        return stateInfo.fullPathHash == m_LocomotionId;
    
    }
    

    }

    原来编写原始代码的人在他的速度上使用了一个damperTime,因此如果他松开一个按钮,他就不会立即静止不动。这是他在教程中还没有解释过的东西,所以我一定错过了。无论如何,我希望这可以帮助将来遇到类似问题的任何人。

    【讨论】:

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