我不明白這段代碼是如何作業的,我正在尋求解釋。此代碼位于更新函式中,不斷更新物件位置。
通過“面向滑鼠方向”,我的意思是該物件就像地球圍繞太陽運行,但您可以選擇它當前位于圍繞太陽旋轉的位置。
public GameObject player;
private Vector3 v3Pos;
private float angle;
private readonly float distance = 0.16f;
private void Update()
{
v3Pos = Input.mousePosition;
v3Pos.z = (player.transform.position.z -
Camera.main.transform.position.z);
v3Pos = Camera.main.ScreenToWorldPoint(v3Pos);
v3Pos -= player.transform.position;
angle = Mathf.Atan2(v3Pos.y, v3Pos.x) * Mathf.Rad2Deg;
if (angle < 0.0f) { angle = 360.0f; }
transform.localEulerAngles = new Vector3(0, 0, angle);
float xPos = Mathf.Cos(Mathf.Deg2Rad * angle) * distance;
float yPos = Mathf.Sin(Mathf.Deg2Rad * angle) * distance;
transform.localPosition = new Vector3(player.transform.position.x
xPos * 4, player.transform.position.y yPos * 4, 0);
}
我在一段視頻中發現了這段代碼,它使物體(如槍)圍繞玩家旋轉并同時跟隨滑鼠,但我不明白它是如何作業的。它是如何作業的?另外,我不知道視頻在哪里,但如果需要,我會找到它。
uj5u.com熱心網友回復:
它從玩家的滑鼠游標方向(出于某種原因區域)將附加的游戲物件扭曲了許多單位,并且也轉向面向該方向的右側(出于某種原因區域)。
在下面的評論中解釋了各個部分:
public GameObject player;
private Vector3 v3Pos;
private float angle;
private readonly float distance = 0.16f;
private void Update()
{
// mouse position in screen space
// current value = (mouse x, mouse y, 0) )
Vector3 v3Pos = Input.mousePosition;
// sets the z coordinate to be the difference from the camera to the player
// along the forward world axis.
// current value = (mouse x, mouse y, camera->player distance along forward)
v3Pos.z = (player.transform.position.z - Camera.main.transform.position.z);
// v3Pos now means the position of the cursor, projected onto plane the player
// is on parallel to camera plane
// This means it's a world space positioning of the mouse
v3Pos = Camera.main.ScreenToWorldPoint(v3Pos);
// v3Pos now means the direction from the player to the mouse position
// in world space.
// Despite the name, now a direction, not a position!
v3Pos -= player.transform.position;
// finds the signed angle from right to the direction v3Pos represents.
// in the range (-180, 180]. positive = counterclockwise
angle = Mathf.Atan2(v3Pos.y, v3Pos.x) * Mathf.Rad2Deg;
// converts negative angle into an equivalent positive angle.
if (angle < 0.0f) { angle = 360.0f; }
// sets the forward axis angle of the transform this
// MonoBehaviour is attached to as the same angle.
// Since we measured from the right to the direction of the mouse,
// this turns the right side to face the mouse.
// This is done in local space for some reason, can't tell from code.
transform.localEulerAngles = new Vector3(0, 0, angle);
// finds x and y coordinates of a point in the same direction as
// v3Pos the mouse from the player but at distance
// Could use v3Pos but with a z=0, normalized then * distance but
// recalculating with trig works too.
float xPos = Mathf.Cos(Mathf.Deg2Rad * angle) * distance;
float yPos = Mathf.Sin(Mathf.Deg2Rad * angle) * distance;
// sets the player's local position to be the position of the player
// adjusted by the direction and distance of the point.
// Also done in local space, can't tell why from code.
// Weird to use something else's world position as the local position
// for something else.
transform.localPosition = new Vector3(player.transform.position.x
xPos * 4, player.transform.position.y yPos * 4, 0);
}
uj5u.com熱心網友回復:
步驟是
// Get the mouse position on the screen
v3Pos = Input.mousePosition;
// Bring that point down until it is level with the player
v3Pos.z = (player.transform.position.z - Camera.main.transform.position.z);
// Find that point in world space coordinates
v3Pos = Camera.main.ScreenToWorldPoint(v3Pos);
// Find the vector from the player to that point
v3Pos -= player.transform.position;
// Calculate the angle between that vector and the X axis
angle = Mathf.Atan2(v3Pos.y, v3Pos.x) * Mathf.Rad2Deg;
// ensure the values are between 0 and 360
if (angle < 0.0f) { angle = 360.0f; }
// Set the item's rotation to that angle, so it faces the right direction
transform.localEulerAngles = new Vector3(0, 0, angle);
// Find the new position of the item on the orbit circle
float xPos = Mathf.Cos(Mathf.Deg2Rad * angle) * distance;
float yPos = Mathf.Sin(Mathf.Deg2Rad * angle) * distance;
// Set the item to it's new position
transform.localPosition = new Vector3(player.transform.position.x xPos * 4, player.transform.position.y yPos * 4, 0);
我不知道為什么最后一步中的坐標乘以 4,它們應該已經定位在一個有半徑的圓上 distance
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