首页 > 解决方案 > 如果旋转速度值例如设置为 0.01,为什么相机根本不移动?

问题描述

例如,如果我将旋转速度设置为 5,它将面向下一个目标航点旋转,然后移动到它。但是相机旋转会太快。

将速度更改为 0.01 使其以良好的缓慢平稳速度旋转。但随后在 0.01 处,相机面向下一个航路点旋转,但从未移动到该航路点。它留在原地。

这是航点脚本:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Waypoints : MonoBehaviour
{
    private GameObject[] waypoints;
    private Transform currentWaypoint;

    private enum CameraState
    {
        StartRotating,
        Rotating,
        Moving,
        Waiting
    }

    private CameraState cameraState;

    public GameObject player;
    public float speed = 5;
    public float WPradius = 1;
    public LookAtCamera lookAtCam;

    void Start()
    {
        cameraState = CameraState.StartRotating;
    }

    void Update()
    {
        switch (cameraState)
        {
            // This state is used as a trigger to set the camera target and start rotation
            case CameraState.StartRotating:
                {
                    // Sanity check in case the waypoint array was set to length == 0 between states
                    if (waypoints.Length == 0)
                        break;

                    // Tell the camera to start rotating
                    currentWaypoint = waypoints[UnityEngine.Random.Range(0, waypoints.Length)].transform;
                    lookAtCam.target = currentWaypoint;
                    lookAtCam.setTime(0.0f);
                    cameraState = CameraState.Rotating;

                    break;
                }

            // This state only needs to detect when the camera has completed rotation to start movement
            case CameraState.Rotating:
                {
                    if (lookAtCam.IsRotationFinished)
                        cameraState = CameraState.Moving;

                    break;
                }

            case CameraState.Moving:
                {
                    // Move
                    transform.position = Vector3.MoveTowards(transform.position, currentWaypoint.position, Time.deltaTime * speed);

                    // Check for the Waiting state
                    if (Vector3.Distance(currentWaypoint.position, transform.position) < WPradius)
                    {
                        // Set to waiting state
                        cameraState = CameraState.Waiting;

                        // Call the coroutine to wait once and not in CameraState.Waiting
                        // Coroutine will set the next state
                        StartCoroutine(WaitForTimer(3));
                    }

                    break;
                }
            case CameraState.Waiting:
                // Do nothing. Timer has already started
                break;
        }
    }

    IEnumerator WaitForTimer(float timer)
    {
        yield return new WaitForSeconds(timer);
        cameraState = CameraState.StartRotating;
    }

    public void RefreshWaypoints()
    {
        waypoints = GameObject.FindGameObjectsWithTag("Target");
    }
}

看看相机脚本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LookAtCamera : MonoBehaviour
{
    // Values that will be set in the Inspector
    public Transform target;
    public float RotationSpeed;

    private float timer = 0.0f;
    public bool IsRotationFinished
    {
        get { return timer > 0.99f; }
    }

    // Update is called once per frame
    void Update()
    {
        if (target != null && timer < 0.99f)
        {
            // Rotate us over time according to speed until we are in the required rotation
            transform.rotation = Quaternion.Slerp(transform.rotation,
                Quaternion.LookRotation((target.position - transform.position).normalized),
                timer);

            timer += Time.deltaTime * RotationSpeed;
        }
    }

    public void setTime(float time)
    {
        timer = time;
    }
}

标签: c#unity3d

解决方案


问题

您的脚本基本上可以工作!问题出在

private void Update()
{
    if (target != null && timer < 0.99f)
    {
        transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.LookRotation((target.position - transform.position).normalized), timer);

        timer += Time.deltaTime * RotationSpeed;
    }
}

有两个问题:

  1. 您添加Time.deltaTime * RotationSpeed了因此到达1或在您的情况下0.99所需的1/RotationSpeed = 100时间比平时要长。因此,您的相机将保持该Rotating状态约100 秒- 之后它会正常移动!

  2. (这可能是故意的,但请参见下文以获得更好的解决方案Quaternion.Slerp在第一次和第二次旋转之间进行插值。但是您始终使用当前旋转作为起点​​,因此由于timer永远不会到达,因此1您在开始时会获得非常快的旋转,但由于当前旋转和目标旋转之间的距离变小,最终旋转会非常慢(实际上是永无止境)随着时间的推移。


快速修复

这些修复修复了您当前的解决方案,但您应该查看下面的“更好的解决方案”部分;)

  1. 一般来说,为了比较这两个float值,您应该使用Mathf.Approximately而不是使用实际的目标值1

    if (target != null && !Mathf.Approximately(timer, 1.0f))
    {
        //...
    
        timer += Time.deltaTime * RotationSpeed;
    
        // clamps the value between 0 and 1
        timer = Mathf.Clamp01(timer);
    }
    

    public bool IsRotationFinished
    {
        get { return Mathf.Approximately(timer, 1.0f); }
    }  
    
  2. 您应该使用Quaternion.Slerp存储原始旋转并将其用作第一个参数(而不是您将看到您需要更大的方式RotationSpeed

    private Quaternion lastRotation;
    
    private void Update()
    {
        if (target != null && !Mathf.Approximately(timer, 1.0f))
        {
            transform.rotation = Quaternion.Slerp(lastRotation, Quaternion.LookRotation((target.position - transform.position).normalized), timer);
    
            timer += Time.deltaTime * RotationSpeed;
        }
        else
        {
            lastRotation = transform.rotation;
        }
    }
    

    或者代替Quaternion.Slerp使用Quaternion.RotateTowards

    transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation((target.position - transform.position).normalized), RotationSpeed * Time.deltaTime);
    

更好的解决方案

我强烈建议对所有事情都使用协程Update,而不是在. 它们更容易控制,并使您的代码非常干净。

看看您的脚本将如何缩小,您将不再需要所有属性、字段和比较floats。你可以做你目前得到和设置的大多数事情,只用几行就可以等待某件事发生。

如果您不知道:您实际上可以简单地按顺序等待它完成yield returnIEnumerator

航点

public class Waypoints : MonoBehaviour
{
    private GameObject[] waypoints;

    public GameObject player;
    public float speed = 5;
    public float WPradius = 1;
    public LookAtCamera lookAtCam;

    private Transform currentWaypoint;    

    private void Start()
    {
        // maybe refresh here?
        //RefreshWaypoints();
        StartCoroutine(RunWaypoints());
    }

    private IEnumerator RunWaypoints()
    {
        // Sanity check in case the waypoint array has length == 0
        if (waypoints.Length == 0)
        {
            Debug.Log("No Waypoints!", this);
            yield break;
        }

        // this looks dnagerous but as long as you yield somewhere it's fine ;)
        while (true)
        {
            // maybe refresh here?
            //RefreshWaypoints();

            // Sanity check in case the waypoint array was set to length == 0 between states
            if (waypoints.Length == 0)
            {
                Debug.Log("No Waypoints!", this);
                yield break;
            }

            // first select the next waypoint
            // Note that you might get the exact same waypoint again you currently had
            // this will throw two errors in Unity:
            // - Look rotation viewing vector is zero
            // - and transform.position assign attempt for 'Main Camera' is not valid. Input position is { NaN, NaN, NaN }.
            //
            // so to avoid that rather use this (not optimal) while loop
            // ofcourse while is never good but the odds that you will
            // always get the same value over a longer time are quite low
            //
            // in case of doubt you could still add a yield return null
            // than your camera just waits some frames longer until it gets a new waypoint
            Transform newWaypoint = waypoints[Random.Range(0, waypoints.Length)].transform;
            while(newWaypoint == currentWaypoint)
            {
                newWaypoint = waypoints[Random.Range(0, waypoints.Length)].transform;
            }
            currentWaypoint = newWaypoint;

            // tell camera to rotate and wait until it is finished in one line!
            yield return lookAtCam.RotateToTarget(currentWaypoint);

            // move and wait until in correct position in one line!
            yield return MoveToTarget(currentWaypoint);

            //once waypoint reached wait 3 seconds than start over
            yield return new WaitForSeconds(3);
        }
    }

    private IEnumerator MoveToTarget(Transform currentWaypoint)
    {
        var currentPosition = transform.position;
        var duration = Vector3.Distance(currentWaypoint.position, transform.position) / speed;
        var passedTime = 0.0f; 

        do
        {
            // for easing see last section below
            var lerpFactor = passedTime / duration;

            transform.position = Vector3.Lerp(currentPosition, currentWaypoint.position, lerpFactor);

            passedTime += Time.deltaTime;
            yield return null;
        } while (passedTime <= duration);

        // to be sure to have the exact position in the end set it fixed
        transform.position = currentWaypoint.position;
    }

    public void RefreshWaypoints()
    {
        waypoints = GameObject.FindGameObjectsWithTag("Target");
    }
}

看相机

public class LookAtCamera : MonoBehaviour
{
    // Values that will be set in the Inspector
    public float RotationSpeed;

    public IEnumerator RotateToTarget(Transform target)
    {
        var timePassed = 0f;

        var targetDirection = (target.position - transform.position).normalized;

        var targetRotation = Quaternion.LookRotation(targetDirection);
        var currentRotation = transform.rotation;

        var duration = Vector3.Angle(targetDirection, transform.forward) / RotationSpeed;  

        do
        {
            // for easing see last section below
            var lerpFactor = timePassed / duration; 

            transform.rotation = Quaternion.Slerp(currentRotation, targetRotation, lerpFactor);

            timePassed += Time.deltaTime;

            yield return null;
        } while (timePassed <= duration);

        // to be sure you have the corrcet rotation in the end set it fixed
        transform.rotation = targetRotation;
    }
}

在此处输入图像描述

笔记

再次代替,Quaternion.SlerpcurrentRotation也可以简单地使用Quaternion.RotateTowardslike

transform.rotation = Quaternion.RotateTowards(transform.rotation, targetRotation, RotationSpeed * Time.deltaTime);

对于运动,Vector3.MoveTowards如果您愿意,您仍然可以使用

while (Vector3.Distance(currentWaypoint.position, transform.position) < WPradius)
{
    transform.position = Vector3.MoveTowards(transform.position, currentWaypoint.position, Time.deltaTime * speed);
    yield return null;
}

我更愿意使用Lerp解决方案。为什么我建议宁可使用Lerp

  1. 您现在可以非常轻松地控制是否要以一定的速度移动/旋转,或者更确切地说,duration无论差异有多大,移动/旋转都应该完成 - 或者甚至进行一些额外的检查以决定一个这些选项!

  2. 您可以轻松进出运动/旋转!见下文 ;)


缓解 Lerp 动作的提示

为了仍然保持缓入和/或缓出的运动和旋转,我发现这个块如何像专业人士一样 Lerp非常有帮助!(采用我的例子)

例如,我们可以使用 sinerp “缓和”:

var lerpFactor = Mathf.Sin(passedTime / duration * Mathf.PI * 0.5f);

或者我们可以使用 coserp “缓和”:

var lerpFactor = 1f - Mathf.Cos(passedTime / duration * Mathf.PI * 0.5f);

我们甚至可以创建指数运动:

var lerpFactor = Mathf.Pow(passedTime / duration, 2);

上面提到的乘法属性是一些缓入缓出的插值方法背后的核心概念,例如著名的“smoothstep”公式:

var lerpFactor = Mathf.Pow(passedTime / duration, 2) * (3f - 2f * passedTime / duration);

或者我个人最喜欢的“smootherstep”:

var lerpFactor = Mathf.Pow(passedTime / duration, 3) * (6f * (passedTime / duration) - 15f) + 10f);

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