用户释放鼠标按钮时调用此脚本:
float rot_duration = 3f;
float rot_speed = 1.8f;
Quaternion final_rot;
void Start()
{
cubeMesh = GameObject.FindWithTag("CubeMesh");
Vector3 initial_rot = transform.rotation.eulerAngles;
final_rot = Quaternion.Euler(new Vector3(initial_rot.x, initial_rot.y, 180));
}
public void Update()
{
if (Input.GetMouseButtonUp(0))
{
StartCoroutine (DelayRotate (0.1F));
}
}
IEnumerator DelayRotate(float waitTime)
{
yield return new WaitForSeconds (waitTime);
float rot_elapsedTime = 0.0F;
while (rot_elapsedTime < rot_duration) {
cubeMesh.transform.rotation = Quaternion.Slerp (transform.rotation, final_rot, rot_elapsedTime);
rot_elapsedTime += Time.deltaTime * rot_speed;
yield return null;
}
}
鼠标按钮释放后,此脚本使游戏对象旋转0.1秒.问题是它快速“翻转”GameObject然后开始旋转.
由于final_rot2 = Quaternion.Euler(new Vector3(initial_rot.x,initial_rot.y,180)),我认为它正在翻转; (因为180值)我该怎么做?
最佳答案 我仔细查看了代码,我发现了两个错误.
1.导致问题的一个错误是:
cubeMesh.transform.rotation = Quaternion.Slerp (transform.rotation, final_rot, rot_elapsedTime);
我上面的那个人说你应该用cubeMesh.transform.rotation替换transform.rotation.这很接近但不会工作.你想要的是在while循环之外获取GameObject的当前位置并将其存储在某个地方,然后你可以在稍后的while循环中使用它.例如,
Quaternion currentLocation = cubeMesh.transform.rotation;
while(...){
cubeMesh.transform.rotation = Quaternion.Slerp (currentLocation, final_rot, rot_elapsedTime);
...Other codes
}
2.我发现的另一个错误是,你似乎试图在一段时间内旋转对象,因为你有一个名为rot_duration的变量.
如果这是真的,那么当你执行Quaternion.Slerp(transform.rotation,final_rot,rot_elapsedTime);时就失败了.
如果希望对象在rot_duration时间内旋转,请将rot_elapsedTime更改为rot_elapsedTime / rot_duration.同时删除rot_speed,因为如果你想随着时间的推移旋转它将无法工作.
如果这不是你想要做的,那么我发现的第一个错误应该可以解决你的问题.
您的最终代码应如下所示:
float rot_duration = 10f;
float rot_speed = 3f;
Quaternion final_rot;
GameObject cubeMesh;
void Start()
{
cubeMesh = GameObject.FindWithTag("CubeMesh");
Vector3 initial_rot = transform.rotation.eulerAngles;
final_rot = Quaternion.Euler(new Vector3(initial_rot.x, initial_rot.y, 180));
}
public void Update()
{
if (Input.GetMouseButtonUp(0))
{
StartCoroutine(Delay(1));
}
}
IEnumerator Delay(float waitTime)
{
yield return new WaitForSeconds(waitTime);
float rot_elapsedTime = 0.0F;
//Get the current rotation
Quaternion currentLocation = cubeMesh.transform.rotation;
while (rot_elapsedTime < rot_duration)
{
rot_elapsedTime += Time.deltaTime;
cubeMesh.transform.rotation = Quaternion.Slerp(currentLocation, final_rot, rot_elapsedTime / rot_duration);
yield return null;
}
}