C# 使用C语言实现Unity 3D中的方向盘转向#

C# 使用C语言实现Unity 3D中的方向盘转向#,c#,unity3d,monodevelop,C#,Unity3d,Monodevelop,谈到用C编写脚本,我是个新手,我已经被这个问题困扰了好几天了。我制作了这个脚本,这样我的车可以在地图上移动,轮子在Z轴上旋转。脚本: using UnityEngine; using System.Collections; public class CarMovement : MonoBehaviour { public Transform wheelFLTrans; public Transform wheelFRTrans; public Transform whe

谈到用C编写脚本,我是个新手,我已经被这个问题困扰了好几天了。我制作了这个脚本,这样我的车可以在地图上移动,轮子在Z轴上旋转。脚本:

using UnityEngine;
using System.Collections;

public class CarMovement : MonoBehaviour
{
    public Transform wheelFLTrans;
    public Transform wheelFRTrans;
    public Transform wheelBRTrans;
    public Transform wheelBLTrans;
    public float MotorForce;
    public float Steerforce;
    public WheelCollider GumaPD;
    public WheelCollider GumaPLj;
    public WheelCollider GumaZD;
    public WheelCollider GumaZLJ;


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


    void Update()
    {
        float v = Input.GetAxis("Vertical") * MotorForce;
        float h = Input.GetAxis("Horizontal") * Steerforce;
        GumaPD.motorTorque = v;
        GumaPLj.motorTorque = v;
        GumaPD.steerAngle = h;
        GumaPLj.steerAngle = h;
        wheelFLTrans.Rotate(Vector3.forward * GumaPLj.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg);
        wheelFRTrans.Rotate(Vector3.forward * GumaPD.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg);
        wheelBRTrans.Rotate(Vector3.forward * GumaZD.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg);
        wheelBLTrans.Rotate(Vector3.forward * GumaZLJ.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg);
        wheelFRTrans.eulerAngles = new Vector3(0f, Input.GetAxis("Horizontal"), 0f);
    }

}
现在我的问题是:

我想在驾驶汽车通过地图时添加方向盘。就像我按下A键或D键一样,车轮将根据我按下的键(A键或D键)转向。我尝试过这一行代码:

       **wheelFRTrans.localEulerAngles = new Vector3(0, wheelFR.steerAngle, 0);**
这是可行的,但由于某种原因,我的前轮停止转动:(.有人能帮我解决这个问题吗,我已经被困在这个问题上好几天了:(.我希望我的车轮能同时转动和转向:/)

我很抱歉我的英语不好

谢谢!

我解决了这个问题:

    Tires[0].transform.Rotate(Vector3.right,-BLWheel.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg,Space.Self);
    Tires[1].transform.Rotate(Vector3.right,BRWheel.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg,Space.Self);

    Tires[2].transform.Rotate(Vector3.right, FLWheel.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg,Space.Self);
    Tires[3].transform.Rotate(Vector3.right, -FRWheel.rpm * 2 * Mathf.PI / 60.0f * Time.deltaTime * Mathf.Rad2Deg,Space.Self);

    Tires[2].transform.Rotate(Vector3.up, FLWheel.steerAngle - tempAngle,Space.World);
    Tires[3].transform.Rotate(Vector3.up, FLWheel.steerAngle - tempAngle,Space.World);
    tempAngle = FLWheel.steerAngle;