使用基于相机朝向的操纵杆的玩家运动
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【中文标题】使用基于相机朝向的操纵杆的玩家运动【英文标题】:Player Movement using joystick based on camera facing 【发布时间】:2017-07-11 04:51:55 【问题描述】:我正在开发一款离线 FPS 多人游戏。
当 Player Rotation 的值为 (0,0,0) 时,Player 会在方向上完美移动。但是,我的问题是当我使用触摸输入旋转相机时。玩家也可以旋转脸部并按下摇杆按钮来移动玩家,但此时玩家不应移动相机朝向的方向。
我的玩家操纵杆脚本
public class VirtualJoystick : MonoBehaviour, IDragHandler, IPointerUpHandler,IPointerDownHandler
private Image bgImg;
private Image JoyStickImage;
private Vector3 InputVector;
private void Start()
bgImg = GetComponent<Image> ();
JoyStickImage = transform.GetChild (0).GetComponent<Image> ();
public virtual void OnDrag(PointerEventData ped)
Vector2 pos;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle (bgImg.rectTransform, ped.position, ped.pressEventCamera, out pos))
pos.x = (pos.x / bgImg.rectTransform.sizeDelta.x);
pos.y = (pos.y / bgImg.rectTransform.sizeDelta.y);
InputVector = new Vector3 (pos.x * 2 + 1, 0, pos.y * 2 - 1);
InputVector = (InputVector.magnitude > 1) ? InputVector.normalized : InputVector;
JoyStickImage.rectTransform.anchoredPosition = new Vector3 (InputVector.x * (bgImg.rectTransform.sizeDelta.x / 2.5f),
InputVector.z * (bgImg.rectTransform.sizeDelta.y / 2.5f));
public virtual void OnPointerDown(PointerEventData ped)
OnDrag (ped);
public virtual void OnPointerUp(PointerEventData ped)
InputVector = Vector3.zero;
JoyStickImage.rectTransform.anchoredPosition = Vector3.zero;
public float Horizontal()
if (InputVector.x != 0)
return InputVector.x;
else
return Input.GetAxis ("Horizontal");
public float Vertical()
if (InputVector.z != 0)
return InputVector.z;
else
return Input.GetAxis ("Vertical");
我的使用输入触摸的相机旋转脚本
public class SwipeCam : MonoBehaviour
private Vector3 firstPoint;
private Vector3 secondPoint;
private float xAngle = 0.0f;
private float yAngle = 0.0f;
private float xAngleTemp = 0.0f;
private float yAngleTemp = 0.0f;
void Start()
xAngle = 0.0f;
yAngle = 0.0f;
this.transform.rotation = Quaternion.Euler (yAngle, xAngle, 0.0f);
void Update()
if (Input.touchCount > 0)
for (int i = 0; i < Input.touchCount; i++)
Touch touch = Input.GetTouch (i);
if (touch.position.x > Screen.width / 2)
if (touch.phase == TouchPhase.Began)
firstPoint = Input.GetTouch (0).position;
xAngleTemp = xAngle;
yAngleTemp = yAngle;
if (touch.phase == TouchPhase.Moved)
secondPoint = Input.GetTouch (0).position;
xAngle = xAngleTemp + (secondPoint.x - firstPoint.x) * 180.0f / Screen.width;
yAngle = yAngleTemp + (secondPoint.y - firstPoint.y) * 180.0f / -Screen.height;
yAngle = Mathf.Clamp (yAngle, -30f, 30f);
this.transform.rotation = Quaternion.Euler (yAngle, xAngle, 0.0f);
this.gameObject.GetComponentInParent<FPScontroller> ().transform.rotation = Quaternion.Euler (0.0f, xAngle, 0.0f);
//this.gameObject.GetComponentInParent<FPScontroller> ().transform.rotation = Quaternion.LookRotation(Vector3.forward,Vector3.up);
我应该在哪里更改我的代码以修复面向玩家的相机方向问题。
这是我的播放器脚本 (FPSController.cs)
public class FPScontroller : MonoBehaviour
。 // 这个脚本应该响应输入吗? 公共布尔canControl =真; 公共游戏对象lookObj; //这是包含MainCamera,Weapons等的根对象。 公共游戏对象操纵杆; bool useFixedUpdate = false;
//Check when run, walk or when can run or not
[HideInInspector]
public bool Running ;
[HideInInspector]
public bool Walking;
[HideInInspector]
public bool canRun;
[HideInInspector]
public Vector3 rorationDir;
//Ladder variables
private GameObject mainCamera = null;
[HideInInspector]
public bool onLadder = false;
//private float ladderHopSpeed = 6.0f;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The current global direction we want the character to move in.
[System.NonSerialized]
public Vector3 inputMoveDirection = Vector3.zero;
// Is the jump button held down? We use this interface instead of checking
// for the jump button directly so this script can also be used by AIs.
[System.NonSerialized]
public bool inputJump = false;
[HideInInspector]
public bool inputRun = false;
[HideInInspector]
public bool inputCrouch = false;
[HideInInspector]
public bool inputProne = false;
[System.Serializable]
public class FPScontrollerMovement
// The maximum horizontal speed when moving
[HideInInspector]
public float maxForwardSpeed = 10.0f;
[HideInInspector]
public float maxSidewaysSpeed = 10.0f;
[HideInInspector]
public float maxBackwardsSpeed = 10.0f;
//Run and walk variables
public float WalkSpeed = 6.0f;
public float RunSpeed = 9.0f;
//Crouch
public bool canCrouch = true;
public float CrouchSpeed = 3.0f;
public float crouchHeight = 1.5f;
public float crouchSmooth = 8;
//prone
public bool canProne = true;
public float ProneSpeed = 1.5f;
public float proneHeight = 0.7f;
// Curve for multiplying speed based on slope (negative = downwards)
public AnimationCurve slopeSpeedMultiplier = new AnimationCurve(new Keyframe(-90, 1), new Keyframe(0, 1), new Keyframe(90, 0));
// How fast does the character change speeds? Higher is faster.
public float maxGroundAcceleration = 30.0f;
public float maxAirAcceleration = 20.0f;
// The gravity for the character
public float gravity = 10.0f;
public float maxFallSpeed = 20.0f;
[HideInInspector]
public bool enableGravity = true;
// For the next variables, @System.NonSerialized tells Unity to not serialize the variable or show it in the inspector view.
// Very handy for organization!
// The last collision flags returned from controller.Move
[System.NonSerialized]
public CollisionFlags collisionFlags;
// We will keep track of the character's current velocity,
[System.NonSerialized]
public Vector3 velocity;
// This keeps track of our current velocity while we're not grounded
[System.NonSerialized]
public Vector3 frameVelocity = Vector3.zero;
[System.NonSerialized]
public Vector3 hitPoint = Vector3.zero;
[System.NonSerialized]
public Vector3 lastHitPoint = new Vector3(Mathf.Infinity, 0, 0);
public FPScontrollerMovement movement = new FPScontrollerMovement();
void Awake ()
if (GetComponent<NetworkView> ().isMine)
joystick = GameObject.Find ("Joystick");
controller = gameObject.GetComponent<CharacterController>();
standartHeight = controller.height;
/*if(GameObject.FindWithTag("LookObject") != null)
lookObj = GameObject.FindWithTag("LookObject");
*/
centerY = controller.center.y;
tr = transform;
canRun = true;
canStand = true;
StartCoroutine(setupBools());
void Update ()
if (GetComponent<NetworkView> ().isMine)
if (!useFixedUpdate)
UpdateFunction ();
movement.velocity.x = joystick.GetComponent<VirtualJoystick> ().Horizontal () * 5f;
movement.velocity.z = joystick.GetComponent<VirtualJoystick> ().Vertical () * 5f;
//Run input
if (Input.GetAxis ("Vertical") > 0.1f && inputRun && canRun && !onLadder && Walking)
if (canStand && canStandCrouch)
OnRunning ();
else
OffRunning ();
//Check when walk or not
if ((movement.velocity.x > 0.01f || movement.velocity.z > 0.01f) || (movement.velocity.x < -0.01f || movement.velocity.z < -0.01f))
RunAnimation1 ();
Debug.Log ("Forward");
Walking = true;
else if (movement.velocity.x > 0.01f)
Walking = true;
Debug.Log ("Right");
else if (movement.velocity.x < -0.01f)
Walking = true;
Debug.Log ("Left");
else
RunAnimation ();
Walking = false;
if (!canControl)
return;
if (movement.canCrouch)
if (!onLadder)
Crouch ();
if (movement.canProne)
if (!onLadder)
Prone ();
if (onLadder)
grounded = false;
crouch = false;
prone = false;
if (!crouch && !prone && controller.height < standartHeight - 0.01f)
controller.height = Mathf.Lerp (controller.height, standartHeight, Time.deltaTime / movement.crouchSmooth);
controller.center = new Vector3 (controller.center.x, Mathf.Lerp (controller.center.y, centerY, Time.deltaTime / movement.crouchSmooth), controller.center.z);
lookObj.transform.localPosition = new Vector3 (lookObj.transform.localPosition.x, Mathf.Lerp (lookObj.transform.localPosition.y, standartHeight, Time.deltaTime / movement.crouchSmooth), lookObj.transform.localPosition.z);
void RunAnimation()
GetComponent<NetworkView> ().RPC ("SysnAnimation", RPCMode.All, 0);
void RunAnimation1()
GetComponent<NetworkView> ().RPC ("SysnAnimation", RPCMode.All, 1);
void RunAnimation2()
GetComponent<NetworkView> ().RPC ("SysnAnimation", RPCMode.All, 2);
[RPC]
void SysnAnimation(int index)
if (index == 0)
GetComponent<Animator> ().Play ("Idle Aim");
else if (index == 1)
GetComponent<Animator> ().Play ("Walk Aiming");
else if (index == 2)
GetComponent<Animator> ().Play ("Jump");
void OnRunning ()
Debug.Log ("Run");
Running = true;
movement.maxForwardSpeed = movement.RunSpeed;
movement.maxSidewaysSpeed = movement.RunSpeed;
//Make bigger extra height when player run to increase jump distance
jumping.extraHeight = jumping.baseHeight + 0.15f;
void OffRunning ()
Running = false;
if(crouch || prone)
return;
movement.maxForwardSpeed = movement.WalkSpeed;
movement.maxSidewaysSpeed = movement.WalkSpeed;
movement.maxBackwardsSpeed = movement.WalkSpeed/2;
//Change extraheight value to default when player walk
jumping.extraHeight = jumping.baseHeight;
【问题讨论】:
【参考方案1】:您的相机和操纵杆代码看起来不错,但这不是问题所在。
我假设您的玩家移动代码如下所示:
获取输入 X 和 Y 将玩家向右移动 X,向前移动 Y在代码形式中,可能看起来像这样:
//returns the world-space direction that player wants to move
Vector3 GetDesiredMovement(float inputForward, float inputRight)
//get a vector pointing to player's right
Vector3 dirRight = Camera.main.transform.right;
dirRight.y = 0f;
dirRight.Normalize();
//get a vector pointing to player's front
Vector3 dirForward = Camera.main.transform.forward;
dirForward.y = 0f;
dirForward.Normalize();
//calculate desired movement based on input
Vector3 desiredMovement = (dirForward * inputForward) + (dirRight * inputRight);
desiredMovement.Normalize();
return desiredMovement;
如果“右”和“前”需要相对于场景中的其他对象(例如相机)怎么办?这比您想象的要容易:只需直接从相机的变换组件中读取这些值。
您可以通过仅替换上面示例中的两行来做到这一点:
Vector3 dirRight = Camera.main.transform.right;
Vector3 dirForward = Camera.main.transform.forward;
【讨论】:
感谢回答,但我的播放器脚本中没有类似这种类型的代码。 @DarshanSoni 在您的项目中,必须有一些代码读取操纵杆输入并导致玩家移动。这就是您需要调整的代码。 检查我的更新我上传了我的播放器脚本,并且只有在更新功能中我读取了播放播放器动画的操纵杆输入。 在我的 playerScript 更新函数中有两行读取玩家移动的操纵杆输入。movement.velocity.x = joystick.GetComponent<VirtualJoystick> ().Horizontal () * 5f; movement.velocity.z = joystick.GetComponent<VirtualJoystick> ().Vertical () * 5f;
但是那不是读取玩家的轮换。用操纵杆输入读取播放器旋转有什么变化。请告诉我我做了什么变化。
@DarshanSoni 不用直接分配x
和z
分量,使用我上面提供的方法组成一个向量会更容易。【参考方案2】:
我解决了基于玩家移动相机方向的问题。
在我的播放器脚本中有两行读取操纵杆输入:
movement.velocity.x = joystick.GetComponent<VirtualJoystick> ().Horizontal () * 5f;
movement.velocity.z = joystick.GetComponent<VirtualJoystick> ().Vertical () * 5f;`
我把它们改成了这样:
Vector3 DirectionVector =
new Vector3 (joystick.GetComponent<VirtualJoystick> ().Horizontal (), 0f, joystick.GetComponent<VirtualJoystick> ().Vertical ());
movement.velocity = transform.rotation * DirectionVector * 10f;
在运动矢量中直接添加摇杆值。我只是将它乘以操纵杆输入向量并解决我的问题。
现在玩家会根据玩家的旋转和摄像机的朝向移动。 谢谢大家的帮助。
【讨论】:
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