如何解决为什么在我移动并且相机旋转时物体会卡住?
我已经开始开发fps脚本,并按照教程来帮助使用该脚本。现在一切都很好,但是唯一的问题是,只要玩家同时移动和旋转,视图中的任何对象似乎就会口吃。 播放器移动和相机旋转的脚本如下。 有人能指出我正确的方向吗? 谢谢。
{
public Transform cam;
public Rigidbody rb;
public float camRotationSpeed = 5f;
public float camMinimumY = -60f;
public float camMaximumY = 75f;
public float rotationSmoothSpeed = 10f;
public float walkSpeed = 9f;
public float runSpeed = 14f;
public float maxSpeed = 20f;
public float jumpPower = 30f;
public float extraGravity = 45;
float bodyRotationX;
float camRotationY;
Vector3 directionIntentX;
Vector3 directionIntentY;
float speed;
public bool grounded;
void Update()
{
LookRotation();
Movement();
ExtraGravity();
GroundCheck();
if(grounded && Input.GetButtonDown("Jump"))
{
Jump();
}
}
void LookRotation()
{
Cursor.visible = false;
Cursor.lockState = CursorLockMode.Locked;
bodyRotationX += Input.GetAxis("Mouse X") * camRotationSpeed;
camRotationY += Input.GetAxis("Mouse Y") * camRotationSpeed;
camRotationY = Mathf.Clamp(camRotationY,camMinimumY,camMaximumY);
Quaternion camTargetRotation = Quaternion.Euler(-camRotationY,0);
Quaternion bodyTargetRotation = Quaternion.Euler(0,bodyRotationX,0);
transform.rotation = Quaternion.Lerp(transform.rotation,bodyTargetRotation,Time.deltaTime * rotationSmoothSpeed);
cam.localRotation = Quaternion.Lerp(cam.localRotation,camTargetRotation,Time.deltaTime * rotationSmoothSpeed);
}
void Movement()
{
directionIntentX = cam.right;
directionIntentX.y = 0;
directionIntentX.Normalize();
directionIntentY = cam.forward;
directionIntentY.y = 0;
directionIntentY.Normalize();
rb.velocity = directionIntentY * Input.GetAxis("Vertical") * speed + directionIntentX * Input.GetAxis("Horizontal") * speed + Vector3.up * rb.velocity.y;
rb.velocity = Vector3.ClampMagnitude(rb.velocity,maxSpeed);
if (Input.GetKey(KeyCode.LeftShift))
{
speed = runSpeed;
}
if (!Input.GetKey(KeyCode.LeftShift))
{
speed = walkSpeed;
}
}
void ExtraGravity()
{
rb.AddForce(Vector3.down * extraGravity);
}
void GroundCheck()
{
RaycastHit groundHit;
grounded = Physics.Raycast(transform.position,-transform.up,out groundHit,1.25f);
}
void Jump()
{
rb.AddForce(Vector3.up * jumpPower,ForceMode.Impulse);
}
}
解决方法
这可能是因为相框需要同时更新相机的旋转角度和播放器的位置。我建议做固定更新的相机旋转。因为它将在每一帧的末尾运行。
像这样:
void FixedUpdate()
{
LookRotation();
}
我建议的另一件事是在运行地面检查时移动播放器,因为如果单独进行操作,则当播放器移动得更快时,我会看到一个错误出现,然后代码可以运行。因此,提示将是或可以在移动方法中运行它,或者在调用移动方法时调用该方法。
此:
void Movement()
{
directionIntentX = cam.right;
directionIntentX.y = 0;
directionIntentX.Normalize();
directionIntentY = cam.forward;
directionIntentY.y = 0;
directionIntentY.Normalize();
rb.velocity = directionIntentY * Input.GetAxis("Vertical") * speed + directionIntentX * Input.GetAxis("Horizontal") * speed + Vector3.up * rb.velocity.y;
rb.velocity = Vector3.ClampMagnitude(rb.velocity,maxSpeed);
if (Input.GetKey(KeyCode.LeftShift))
{
speed = runSpeed;
}
if (!Input.GetKey(KeyCode.LeftShift))
{
speed = walkSpeed;
}
GroundCheck();
}
或随意复制代码并将其粘贴到您的移动方法中。
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