Unity-FPS刚体控制器未对准球形重力

如何解决Unity-FPS刚体控制器未对准球形重力

我目前正在开发一个fps游戏,您可以前往小行星并在其上行走,目前我对这些小行星具有重力作用,并且我拥有一个适用于所有其他运动系统(游泳,漂浮)的fps控制器但是将其转换为小行星的引力会给我带来很多麻烦。我可以使用Unity的重力使控制器在平坦的表面上完美工作,而在小行星上不能。

当前的fps控制器朝着相机的方向移动,这意味着角色在向上看时会漂浮起来,我所有其他fps控制器都无法与该星球一起工作,而这是我已经获得的壁橱它可以正常工作。

反正有解决此问题的方法吗?我对编码很陌生,因此任何解释都可以帮我堆积!

这是我用于控制器的代码:

public Transform targetCamera;
public Rigidbody targetRigidbody;
public Transform targetBody;

public float walkSpeed = 9f;
public float runSpeed = 14f;
public float maxSpeed = 20f;
public float jumpPower = 30f;

public float extraGravity = 0;

float bodyRotationX;
float camRotationY;
Vector3 directionIntentX;
Vector3 directionIntentY;
float speed;

public bool grounded;

public float thrust = 20f;
public float forwardSwimSpeed = 45f;

private float xRotation;
private const float Sensitivity = 50f;
private const float SensitivityMultiplier = 1f;

private float desiredX;

public float dragMult = 2f;

public float rotationSmoothSpeed = 10f;


void Update()
{
    Look();
    targetRigidbody.drag = dragMult;
}

private void FixedUpdate()
{
    if (targetRigidbody.velocity.magnitude > maxSpeed)
    {
        targetRigidbody.velocity = targetRigidbody.velocity.normalized * maxSpeed;
    }

    if (Input.GetKey(KeyCode.W))
        AddForce(Vector3.forward);
    if (Input.GetKey(KeyCode.S))
        AddForce(Vector3.back);
    if (Input.GetKey(KeyCode.A))
        AddForce(Vector3.left);
    if (Input.GetKey(KeyCode.D))
        AddForce(Vector3.right);
    if (Input.GetKey(KeyCode.Space))
        AddForce(Vector3.up);
    if (Input.GetKey(KeyCode.LeftControl))
        AddForce(Vector3.down);
}

private void AddForce(Vector3 direction)
{
    float scaledForwardSwimSpeed = Time.deltaTime * forwardSwimSpeed;

    targetRigidbody.AddForce(targetCamera.transform.TransformDirection(
        direction * thrust) * scaledForwardSwimSpeed,ForceMode.Acceleration);
}



private void Look()
{
    float mouseX = Input.GetAxis("Mouse X") * Sensitivity * Time.fixedDeltaTime * SensitivityMultiplier;
    float mouseY = Input.GetAxis("Mouse Y") * Sensitivity * Time.fixedDeltaTime * SensitivityMultiplier;

    Vector3 rotation = targetCamera.transform.localRotation.eulerAngles;
    desiredX = rotation.y + mouseX;
    xRotation -= mouseY;
    xRotation = Mathf.Clamp(xRotation,-90f,90f);
    targetCamera.transform.localRotation = Quaternion.Euler(xRotation,desiredX,0);
}

这是小行星的两段代码中的第一段:GravityCtrl

public float gravity = 10f;

private void OnTriggerEnter(Collider other)
{
    if (other.GetComponent<GravityCtrl>())
    {
        other.GetComponent<GravityCtrl>().gravity = this.GetComponent<GravityOrbit>();
    }

这是第二个:重力轨道

public GravityOrbit gravity;
private Rigidbody rb;

public float rotationSpeed = 20f;

// Start is called before the first frame update
void Start()
{
    rb = GetComponent<Rigidbody>();
}

// Update is called once per frame
void FixedUpdate()
{
    if (gravity)
    {
        Vector3 gravityUp = Vector3.zero;

        gravityUp = (transform.position - gravity.transform.position).normalized;

        Vector3 localUp = transform.up;

        Quaternion targetrotation = Quaternion.FromToRotation(localUp,gravityUp) * transform.rotation;

        transform.up = Vector3.Slerp(transform.up,gravityUp,rotationSpeed * Time.deltaTime);

        rb.AddForce((-gravityUp * gravity.gravity) * rb.mass);
    }

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