C# 如何将对象移动到鼠标单击时存储的目标?
我正在努力实现最简单的事情。我有平滑移动一个对象的代码,我希望它停在一个特定的距离上,这个距离与点击按钮时对象所在的位置有关。所以我不能在任何更新每帧的函数中存储位置。当前,对象只是开始移动,并没有停止C# 如何将对象移动到鼠标单击时存储的目标?,c#,loops,unity3d,coroutine,C#,Loops,Unity3d,Coroutine,我正在努力实现最简单的事情。我有平滑移动一个对象的代码,我希望它停在一个特定的距离上,这个距离与点击按钮时对象所在的位置有关。所以我不能在任何更新每帧的函数中存储位置。当前,对象只是开始移动,并没有停止 void Update() { Vector3 targetPosition = new Vector3(transform.position.x - 1, transform.position.y, transform.position.z); if
void Update()
{
Vector3 targetPosition = new Vector3(transform.position.x - 1, transform.position.y, transform.position.z);
if (movement == true)
{
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
}
}
public void coroutineStarter()
{
float targetPosition = transform.position.x - 1;
StartCoroutine(OnClick(targetPosition));
}
IEnumerator OnClick(float targetPosition)
{
if (transform.position.x != targetPosition)
{
movement = true;
}
else
{
movement = false;
yield return null;
}
}
}
我应该指定按下按钮启动
coroutineStarter
。我尝试在OnClick
中使用while循环而不是if语句,但显然,在任何地方使用while循环都会冻结无限的统一性,如果不是无限的统一性,则会在循环期间冻结统一性。我不会将协同程序与Update
中运行的代码混淆。协同程序已经像一个临时的Update
方法,因此您可以简单地执行
public void coroutineStarter()
{
var targetPosition = transform.position + Vector3.left;
StartCoroutine(OnClick(targetPosition));
}
IEnumerator OnClick(Vector3 targetPosition)
{
while (transform.position.x != targetPosition)
{
float step = speed * Time.deltaTime;
transform.position = Vector3.MoveTowards(transform.position, targetPosition, step);
// Important! Tells Unity to pause here, render this frame
// and continue from here in the next frame
yield return null;
}
// When done set the position fixed once
// since == has a precision of 0.00001 so it never reaches an exact position
transform.position = targetPosition;
}
这将以恒定速度将对象移动到目标位置
稍微不同的方法是在特定时间内移动对象,但允许使用
Vector3.Lerp
和SmoothStep
IEnumerator OnClick(Vector3 targetPosition)
{
var startPosition = transform.position;
var distance = Vector3.Distance(startPosition, targetPosition);
if(distance <= 0) yield break;
var duration = distance / speed;
var timePassed = 0f;
while (timePassed < duration)
{
var factor = timePassed / duration;
// Optionally add easing
factor = Mathf.SmoothStep(0,1,factor);
transform.position = Vector3.Lerp(startPosition, targetPosition, factor);
// increase by time since last frame avoiding overshooting
timePassed += Mathf.Min(Time.deltaTime, duration - timePassed);
// Important! Tells Unity to pause here, render this frame
// and continue from here in the next frame
yield return null;
}
// When done set the position fixed once
// this time just in case you never know ;)
transform.position = targetPosition;
}
IEnumerator OnClick(Vector3 targetPosition)
{
var startPosition=transform.position;
var距离=矢量3.距离(起始位置、目标位置);
if(distance)如果在其中返回null;
则不会冻结Unity。这会告诉Unity暂停例程,渲染帧并在下一帧中继续。