我目前在玩家游戏对象上有一个脚本。我将其设置为,当我使用WASD键“移动”播放器时,它将旋转播放器的腿以模拟行走(我不知道如何制作动画,所以这是我唯一知道的方法)。见下面的代码:
public float WalkingTime; //timer for walking animation
public GameObject PlayerLeftLeg;
public GameObject PlayerRightLeg;
下面的代码在“更新”功能下
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D))
{
//timer
WalkingTime += Time.deltaTime;
//right leg stepping forward
if (WalkingTime > 0 && WalkingTime < .4)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * WalkingTime), Vector3.forward);
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * WalkingTime), Vector3.forward);
}
//left leg stepping forward
if (WalkingTime > .4 && WalkingTime < 1.2)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x + (60 * (WalkingTime - .8f)), Vector3.forward);
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x - (60 * (WalkingTime - .8f)), Vector3.forward);
}
//right leg stepping forward
if (WalkingTime > 1.2 && WalkingTime < 1.59)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(PlayerRightLeg.transform.rotation.x - (60 * (WalkingTime - 1.6f)), Vector3.forward);
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(PlayerLeftLeg.transform.rotation.x + (60 * (WalkingTime - 1.6f)), Vector3.forward);
}
//resetting
if (WalkingTime > 1.6)
{
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
WalkingTime = 0;
}
}
else
{
//if player not walking then reset
PlayerRightLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
PlayerLeftLeg.transform.rotation = Quaternion.AngleAxis(0, Vector3.forward);
WalkingTime = 0;
}
现在代码运行良好,除了当我使用鼠标使我的播放器旋转或朝不同的方向看时,“PlayerRightLeg”和“PlayerLeftLeg”的“Forward”也是如此。我的球员仍然沿着我想要的正确方向行走,但是腿的旋转不正确。
有没有一个代码可以用来替换“Vector3.Forward”,这样我的玩家的腿就可以一直向前移动?