所以我们的相机控制脚本修改如下: usingUnityEngine;publicclassThirdPersonCameraController:MonoBehaviour{publicTransformtarget;// 相机要跟随的目标publicfloatdistance=10f;// 相机与目标的距离publicfloatheight=5f;// 相机与目标的高度publicfloatdirectionChangeSpeed=1.0f;publicfloatheightChangeSpeed=1.0f;publicfloatdistan...
在此案例中,只有Z轴发生变化,所以按照Z轴来控制阈值比较合适,它的Parameter范围不再是0-1,而变成系统所计算的范围了,我们只需要控制这个Parameter数值,便可控制这个混合动画的状态了 Adjust Time Sacle:调整时间比例,可手动在右上角“Change animation speed”更改动画的时间比例,也可点击Adjust Time Scale栏里的Homo...
Trigger condition [触发条件] Play direction [播放方向] 1. Forward [正向播放] 从From播放到To 2. Toggle [开关播放] 第一次点击从从From播放到To,再次点击从To播放到From 3. Reverse [方向播放] 从To播放到From If target is disabled [未激活处理] 当目标物体处于禁用状态时 1. DoNothing [不做处理] ...
using UnityEngine; public class PlayerController : MonoBehaviour { private Transform transform; public float moveSpeed = 5f; public float rotateSpeed = 50f; void Start() { transform = GetComponent<Transform>(); } void Update() { float adValue = Input.GetAxis("Horizontal"); float wsValue = ...
forward, direction); Debug.Log("Angle to target: " + angle); } 88.实现简单的自定义行为 \\ 实现简单的自定义行为 public float speed = 5f; void Update(){ transform.Translate(Vector3.forward * speed * Time.deltaTime); } 89.实现物体的弹跳效果 \\ 实现物体的弹跳效果 public Rigidbody ...
I, along with just about every Unity developer I’ve ever spoken with, have lost work this way, so I change my Editor’s color to make it obvious when I’m in play mode via Edit | Preferences | Colors | Playmode tint. About Scenes Everything that runs in your game exists in a ...
(could also just use theGameObject's position), half theGameObject's size, the direction, theGameObject's rotation, and the maximum distance as variables. //Also fetch the hit data m_HitDetect =Physics.BoxCast(m_Collider.bounds.center, transform.localScale*0.5f, transform.forward, out m_Hit...
forward Shorthand for writing Vector3(0, 0, 1). left Shorthand for writing Vector3(-1, 0, 0). negativeInfinity Shorthand for writing Vector3(float.NegativeInfinity, float.NegativeInfinity, float.NegativeInfinity). one Shorthand for writing Vector3(1, 1, 1). positiveInfinity Shorthand for writ...
public Vector3 forward { get; set; } transform 1. 世界空间中,物体的(变换组件的)z轴 应当注意当物体旋转角度后,其自身的坐标轴也随之变换,使用“transform.forward”可以获取物体当前自身坐标系(Local而非Global)的z轴 public bool hasChanged { get; set; } ...
// always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = transform.forward * m_Input.y + transform.right * m_Input.x; // get a normal for the surface that is being touched to move along it ...