C# 如何在Unity 3d中跳过固定距离?

C# 如何在Unity 3d中跳过固定距离?,c#,unity3d,C#,Unity3d,我有一个控制器,可以沿对角线移动我的对象。左箭头应将玩家向前向左移动45度,右箭头向右移动45度。我想将玩家移动到相对其当前位置。现在它相对于点(0,0,0)移动 我的代码: public class JollyJumper : MonoBehaviour { protected CharacterController control; public float fTime = 1.5f; // Hop time public float fRange = 5.0f;

我有一个控制器,可以沿对角线移动我的对象。左箭头应将玩家向前向左移动45度,右箭头向右移动45度。我想将玩家移动到相对其当前位置。现在它相对于点(0,0,0)移动

我的代码:

public class JollyJumper : MonoBehaviour {

protected CharacterController control;
    public float fTime = 1.5f;      // Hop time
    public float fRange = 5.0f;     // Max dist from origin
    public float fHopHeight = 2.0f; // Height of hop

    private Vector3 v3Dest;
    private Vector3 v3Last;
    private float fTimer = 0.0f;
    private bool moving = false;
    private int number= 0;
    private Vector2 direction;

    public virtual void Start () {

        control = GetComponent<CharacterController>();

        if(!control){

            Debug.LogError("No Character Controller");
            enabled=false;

        }

    }


    void Update () {

       if (fTimer >= fTime&& moving) {
        var playerObject = GameObject.Find("Player");
        v3Last = playerObject.transform.position;
        Debug.Log(v3Last);
        v3Dest = direction *fRange;
        //v3Dest = newVector* fRange + v3Last;

         v3Dest.z = v3Dest.y;
         v3Dest.y = 0.0f;
         fTimer = 0.0f;
        moving = false;
       }

        if(Input.GetKeyDown(KeyCode.LeftArrow)){
            moving = true;
            direction = new Vector2(1.0f, 1.0f);
            number++;
        }

        if(Input.GetKeyDown(KeyCode.RightArrow)){
            moving = true;
            direction = new Vector2(-1.0f, 1.0f);
            number++;
        }
        if(moving){
       Vector3 v3T = Vector3.Lerp (v3Last, v3Dest, fTimer / fTime);
       v3T.y = Mathf.Sin (fTimer/fTime * Mathf.PI) * fHopHeight;
       control.transform.position = v3T;
       fTimer += Time.deltaTime;
        }
    }
}
public-class-JollyJumper:monobhavior{
保护字符控制器控制;
公共浮点fTime=1.5f;//跃点时间
公共浮点数fRange=5.0f;//与原点的最大距离
公共浮球FhoPhight=2.0f;//跃点高度
私有向量3 v3Dest;
私有向量3 v3Last;
专用浮动fTimer=0.0f;
私有布尔移动=假;
私有整数=0;
专用矢量2方向;
公共虚拟空开始(){
控件=GetComponent();
如果(!控制){
LogError(“无字符控制器”);
启用=错误;
}
}
无效更新(){
如果(fTimer>=fTime&&moving){
var playerObject=GameObject.Find(“玩家”);
v3Last=播放对象.transform.position;
Debug.Log(v3Last);
v3Dest=方向*法兰;
//v3Dest=newVector*fRange+v3Last;
v3Dest.z=v3Dest.y;
v3Dest.y=0.0f;
fTimer=0.0f;
移动=假;
}
if(Input.GetKeyDown(KeyCode.LeftArrow)){
移动=真;
方向=新矢量2(1.0f,1.0f);
数字++;
}
if(Input.GetKeyDown(KeyCode.RightArrow)){
移动=真;
方向=新矢量2(-1.0f,1.0f);
数字++;
}
如果(移动){
vector3v3t=Vector3.Lerp(v3Last、v3Dest、fTimer/fTime);
v3T.y=数学Sin(fTimer/fTime*Mathf.PI)*fHphight;
control.transform.position=v3T;
fTimer+=Time.deltaTime;
}
}
}

如何解决这个问题?有什么想法吗?非常感谢

简单的回答是:您硬编码了两个要跳转到的位置:点(1,1)和(-1,1)。您应该在每次开始跳跃时创建新向量。更换每个

direction = new Vector2(1.0f, 1.0f);
这一行:

v3Dest = transform.position + new Vector3(1.0f, 0, 1) * fRange;
它应该会起作用

当我谈到这个问题时,我想指出一些其他的事情:

  • 每次跳转后都会出现大量浮点错误。请注意,在您的代码中,
    v3T
    永远不会等于
    v3Dest
    (您永远不会真正到达目的地),因为您之前切换了
    移动
    标志。跳转结束时,应明确将位置设置为
    v3Dest
  • 您正在检查跳转计时器等每一帧。一个更明智的解决办法是
  • 使用正弦曲线作为跳跃曲线,看起来不错,但使用抛物线在概念上更为正确
  • 现在可以开始下一次空中跳跃(我不确定是否有意)
以下是一些可以避免这些问题的代码:

using System.Collections;
using UnityEngine;

public class Jumper : MonoBehaviour
{
#region Set in editor;

public float jumpDuration = 0.5f;
public float jumpDistance = 3;

#endregion Set in editor;

private bool jumping = false;
private float jumpStartVelocityY;

private void Start()
{
    // For a given distance and jump duration
    // there is only one possible movement curve.
    // We are executing Y axis movement separately,
    // so we need to know a starting velocity.
    jumpStartVelocityY = -jumpDuration * Physics.gravity.y / 2;
}

private void Update()
{
    if (jumping)
    {
        return;
    }
    else if (Input.GetKeyDown(KeyCode.LeftArrow))
    {
        // Warning: this will actually move jumpDistance forward
        // and jumpDistance to the side.
        // If you want to move jumpDistance diagonally, use:
        // Vector3 forwardAndLeft = (transform.forward - transform.right).normalized * jumpDistance;
        Vector3 forwardAndLeft = (transform.forward - transform.right) * jumpDistance;
        StartCoroutine(Jump(forwardAndLeft));
    }
    else if (Input.GetKeyDown(KeyCode.RightArrow))
    {
        Vector3 forwardAndRight = (transform.forward + transform.right) * jumpDistance;
        StartCoroutine(Jump(forwardAndRight));
    }
}

private IEnumerator Jump(Vector3 direction)
{
    jumping = true;
    Vector3 startPoint = transform.position;
    Vector3 targetPoint = startPoint + direction;
    float time = 0;
    float jumpProgress = 0;
    float velocityY = jumpStartVelocityY;
    float height = startPoint.y;

    while (jumping)
    {
        jumpProgress = time / jumpDuration;

        if (jumpProgress > 1)
        {
            jumping = false;
            jumpProgress = 1;
        }

        Vector3 currentPos = Vector3.Lerp(startPoint, targetPoint, jumpProgress);
        currentPos.y = height;
        transform.position = currentPos;

        //Wait until next frame.
        yield return null;

        height += velocityY * Time.deltaTime;
        velocityY += Time.deltaTime * Physics.gravity.y;
        time += Time.deltaTime;
    }

    transform.position = targetPoint;
    yield break;
}

}简单的回答是:您硬编码了两个要跳转到的位置:点(1,1)和(-1,1)。您应该在每次开始跳跃时创建新向量。更换每个

direction = new Vector2(1.0f, 1.0f);
这一行:

v3Dest = transform.position + new Vector3(1.0f, 0, 1) * fRange;
它应该会起作用

当我谈到这个问题时,我想指出一些其他的事情:

  • 每次跳转后都会出现大量浮点错误。请注意,在您的代码中,
    v3T
    永远不会等于
    v3Dest
    (您永远不会真正到达目的地),因为您之前切换了
    移动
    标志。跳转结束时,应明确将位置设置为
    v3Dest
  • 您正在检查跳转计时器等每一帧。一个更明智的解决办法是
  • 使用正弦曲线作为跳跃曲线,看起来不错,但使用抛物线在概念上更为正确
  • 现在可以开始下一次空中跳跃(我不确定是否有意)
以下是一些可以避免这些问题的代码:

using System.Collections;
using UnityEngine;

public class Jumper : MonoBehaviour
{
#region Set in editor;

public float jumpDuration = 0.5f;
public float jumpDistance = 3;

#endregion Set in editor;

private bool jumping = false;
private float jumpStartVelocityY;

private void Start()
{
    // For a given distance and jump duration
    // there is only one possible movement curve.
    // We are executing Y axis movement separately,
    // so we need to know a starting velocity.
    jumpStartVelocityY = -jumpDuration * Physics.gravity.y / 2;
}

private void Update()
{
    if (jumping)
    {
        return;
    }
    else if (Input.GetKeyDown(KeyCode.LeftArrow))
    {
        // Warning: this will actually move jumpDistance forward
        // and jumpDistance to the side.
        // If you want to move jumpDistance diagonally, use:
        // Vector3 forwardAndLeft = (transform.forward - transform.right).normalized * jumpDistance;
        Vector3 forwardAndLeft = (transform.forward - transform.right) * jumpDistance;
        StartCoroutine(Jump(forwardAndLeft));
    }
    else if (Input.GetKeyDown(KeyCode.RightArrow))
    {
        Vector3 forwardAndRight = (transform.forward + transform.right) * jumpDistance;
        StartCoroutine(Jump(forwardAndRight));
    }
}

private IEnumerator Jump(Vector3 direction)
{
    jumping = true;
    Vector3 startPoint = transform.position;
    Vector3 targetPoint = startPoint + direction;
    float time = 0;
    float jumpProgress = 0;
    float velocityY = jumpStartVelocityY;
    float height = startPoint.y;

    while (jumping)
    {
        jumpProgress = time / jumpDuration;

        if (jumpProgress > 1)
        {
            jumping = false;
            jumpProgress = 1;
        }

        Vector3 currentPos = Vector3.Lerp(startPoint, targetPoint, jumpProgress);
        currentPos.y = height;
        transform.position = currentPos;

        //Wait until next frame.
        yield return null;

        height += velocityY * Time.deltaTime;
        velocityY += Time.deltaTime * Physics.gravity.y;
        time += Time.deltaTime;
    }

    transform.position = targetPoint;
    yield break;
}

}

您能给我一些代码片段吗?我在编程方面有经验,但在Unity3d方面没有经验。只需在Unity inspector中将控制器拖放到播放器即可。或者设置
controller.transform.parent=player.transform
,如果您在运行时创建了其中任何一个。您好,很抱歉,我编辑了问题以使其更清楚。我就是不能让球员左右跳跃。我必须不断增加v3dest,因为palyer是相对于(0,0,0)移动的,而不是相对于他自己。好了,现在我迷路了。-这是2D还是3D场景(你提到向前跳和向左跳(意思是3D),但你的代码表明这是2D)-你所说的“相对于他自己”是什么意思?你不能相对于自己移动,它没有物理意义为什么不更换控制器。速度不适合你的需要?嗨。这是一个3D场景。我在做一种平板状的漏斗。但平台形式与左前和右前的距离总是相同的。现在,如果我设置v3Dest=directionnumberfRange,那么玩家将继续向左向前跳跃。但他不会向右转和前进。甚至可以使用这种形式的代码吗?如果我使用v3Dest=Random.insideUnitCircle*fRange;然后,当我按下箭头按钮时,玩家随机地跳来跳去。Random.insideUnitCircle只返回一个向量2。所以我想我可以用(1,1)表示右边,(1,-1)表示左边。你能给我一些代码片段吗?我在编程方面有经验,但在Unity3d方面没有经验。只需在Unity inspector中将控制器拖放到播放器即可。或者设置
controller.transform.parent=player.transform
,如果您在运行时创建了其中任何一个。您好,很抱歉,我编辑了问题以使其更清楚。我就是不能让球员左右跳跃。我必须不断增加v3dest,因为palyer是相对于(0,0,0)移动的,而不是相对于他自己。好了,现在我迷路了。-是2D还是3D场景(你提到的是向前跳和向左跳