【问题标题】:Why the Player is walking through walls floor doors?为什么玩家要穿过墙壁地板门?
【发布时间】:2018-06-10 11:04:45
【问题描述】:

MouseLook 脚本:

using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

    public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
    public RotationAxes axes = RotationAxes.MouseXAndY;
    private float sensitivityX = 5f;
    private float sensitivityY = 5f;

    private float minimumX = 0f;
    private float maximumX = 360f;

    private float minimumY = -30f;
    private float maximumY = 45f;

    private float rotationY = 0f;

    void Update ()
    {
        if (axes == RotationAxes.MouseXAndY)
        {
            float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;

            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);

            transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
        }
        else if (axes == RotationAxes.MouseX)
        {
            transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
        }
        else
        {
            rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
            rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);

            transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
        }
    }

    void Start ()
    {
        // Make the rigid body not change rotation
        if (GetComponent<Rigidbody>())
            GetComponent<Rigidbody>().freezeRotation = true;
    }
}

控制器脚本:

using UnityEngine;
using System.Collections;

//[RequireComponent (typeof (Rigidbody))]
//[RequireComponent (typeof (BoxCollider))]

public class PlayerController : MonoBehaviour {

    private void Update()
    {
        var x = Input.GetAxis("Horizontal") * Time.deltaTime * 150.0f;
        var z = Input.GetAxis("Vertical") * Time.deltaTime * 3.0f;

        transform.Rotate(0, x, 0);
        transform.Translate(0, 0, z);
    }
}

例如,当我使用鼠标看向地板并向前移动时,玩家将穿过地板。

我正在使用盒子对撞机,我也尝试添加一个网格对撞机,但到目前为止没有帮助。

NAVI 附有刚体组件。 我还有一个刚体连接到播放器,然后他没有穿过地板,但是刚体在门上出现问题。使用 Rigidbody 可以快速多次打开/关闭门。

【问题讨论】:

    标签: c# unity3d


    【解决方案1】:

    为了防止两个对撞机相互穿过,您将有两种选择:

    1.使用光线投射检测墙壁,然后手动调整物体的位置或停止移动播放器。

    2。使用刚体自动处理碰撞,然后使用Rigidbody.MovePositionRigidbody.MoveRotation 移动和旋转对象,而不是当前代码中使用的transform.Translatetransform.Rotate


    我更喜欢 #2,因为它更容易编码且更可靠。只需将Rigidbody 和一个碰撞器附加到玩家。还将对撞机附加到墙壁和地板上。下面的代码应该移动播放器,它不会穿过墙壁。

    public bool useWorldSpace;
    public Rigidbody rb;
    public float speed = 18;
    
    public void Update()
    {
        float h = Input.GetAxisRaw("Horizontal");
        float v = Input.GetAxisRaw("Vertical");
    
        //Movement
        Vector3 tempVect = new Vector3(0, 0, v);
        tempVect = tempVect.normalized * speed * Time.deltaTime;
    
        if (useWorldSpace)
            tempVect = transform.position + tempVect;
        else
            tempVect = transform.position + transform.TransformDirection(tempVect);
    
    
        rb.MovePosition(tempVect);
    
        //Rotation
        Vector3 angle = new Vector3(0, 100, 0);
        Quaternion deltaRot = Quaternion.Euler(angle * h * Time.deltaTime);
        rb.MoveRotation(rb.rotation * deltaRot);
    }
    

    【讨论】:

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