【问题标题】:Unity Viewbob using lerp snaps back for 1 frame at randomUnity Viewbob 使用 lerp 随机回弹 1 帧
【发布时间】:2021-06-16 07:54:18
【问题描述】:

我的 ViewBobScript 有问题,它会弹回 lerps 开始位置 1 帧。

这是我的问题的娱乐/视频: (由于视频的帧率与游戏不匹配,它可能看起来好像 lerp 不流畅,但实际上是。问题是视频开头和结尾处的快照,并且似乎以不规则的间隔发生)

https://youtu.be/UOz2pQcMFjY

这是我的代码:

private float aTimer;
private int viewBobPath = 1;
private float startViewBob;
private float viewBobPathTimer;

private void ViewBob()
{
    startViewBob = viewBobSpeed / 2;

    aTimer += Time.deltaTime;
    viewBobPathTimer += Time.deltaTime; 

    if (aTimer > startViewBob * viewBobPath) { viewBobPath++; }
    if (viewBobPathTimer > startViewBob) { viewBobPathTimer = 0; } 

    if (aTimer < (viewBobSpeed * 2))
    {
        switch (viewBobPath)
        {
            case 1:
                playerCam.transform.localPosition = Vector3.Lerp(new Vector3(-viewBobHorizontal / 2, 0, 0), new Vector3(0, -viewBobVertical, 0), viewBobPathTimer);
                break;
            case 2:
                playerCam.transform.localPosition = Vector3.Lerp(new Vector3(0, -viewBobVertical, 0), new Vector3(viewBobHorizontal / 2, 0, 0), viewBobPathTimer);
                break;
            case 3:
                playerCam.transform.localPosition = Vector3.Lerp(new Vector3(viewBobHorizontal / 2, 0, 0), new Vector3(0, -viewBobVertical, 0), viewBobPathTimer);
                break;
            case 4:
                playerCam.transform.localPosition = Vector3.Lerp(new Vector3(0, -viewBobVertical, 0), new Vector3(-viewBobHorizontal / 2, 0, 0), viewBobPathTimer);
                break;
        }
    }
    else { aTimer = 0; viewBobPathTimer = 0; viewBobPath = 1; }

}

另外,我知道统一角色控制器有 ViewBobbing。但这不是我的应用程序的选项。

非常感谢您的帮助!

编辑:这是从更新函数中调用的,虽然我尝试过Fixed和late update都不会改变,解决或减少问题。

虽然我的脚本可以运行并且我正在继续我的项目,但如果您知道我上面的代码为什么不起作用/是否完成了 Snap,我将不胜感激,因此我会从中学习!

【问题讨论】:

    标签: c# unity3d camera lerp


    【解决方案1】:

    我会采取不同的方法,将Time.deltaTime 添加到一个字段,然后计算该字段对应的路径和t 参数。 Mathf.Repeat 对此很有用。

    [SerializeField] int pathIndex;
    [SerializeField] float pathT;
    [SerializeField] float aTimer;
    
    [SerializeField] float pathDuration = 1f; // how long each path takes in seconds
    
    private void ViewBob()
    {
        // update aTimer but wrap around at pathDuration x 4 ( [0, 4pD) )
        aTimer = Mathf.Repeat(aTimer + Time.deltaTime, pathDuration * 4f);
    
        // How many path durations is aTimer along? ( {0, 1, 2, 3} )
        pathIndex = Mathf.FloorToInt(aTimer/pathDuration);
    
        // How far into the current path duration is aTimer?  ( [0,1) )
        pathT = Mathf.Repeat(aTimer, pathDuration) / pathDuration;
    
        Vector3 fromVector;
        Vector3 toVector;
    
        // assign to/from vectors based on pathIndex
        switch (pathIndex)
        {
            default:
            case 0:
                fromVector = new Vector3(-viewBobHorizontal / 2, 0, 0);
                toVector = new Vector3(0, -viewBobVertical, 0);
                break;
            case 1:
                fromVector = new Vector3(0, -viewBobVertical, 0);
                toVector = new Vector3(viewBobHorizontal / 2, 0, 0);
                break;
            case 2:
                fromVector = new Vector3(viewBobHorizontal / 2, 0, 0);
                toVector = new Vector3(0, -viewBobVertical, 0);
                break;
            case 3:
                fromVector = new Vector3(0, -viewBobVertical, 0);
                toVector = new Vector3(-viewBobHorizontal / 2, 0, 0);
                break;
        }
    
        // lerp position based on pathT and the to/from vectors
        playerCam.transform.localPosition = Vector3.Lerp(fromVector, toVector, pathT);
    }
    

    【讨论】:

    • 谢谢@Ruzihm,这工作完美无缺!并以我完全理解您是如何做到的方式编写的。 + 了解了 Matf 的便利性。重复是 xD
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