//旋转操作if(Input.GetKeyDown(KeyCode.RightArrow)){//当进行旋转操作时,必须保持玩家处于实体平台之上,否则旋转之后我们有可能会处于半空之中。if(OnInvisiblePlatform()){//MoveToClosestPlatform();MovePlayerDepthToClosestPlatform();}lastfacing=facingDire
在Enemy_Skeleton中创建骷髅眩晕状态。 publicSkeletonStunnedStatestunnedState{get;privateset;}protectedoverridevoidAwake(){base.Awake();idleState=newSkeletonIdleState(stateMachine,this,this,"Idle");moveState=newSkeletonMoveState(stateMachine,this,this,"Move");battleState=newSkeletonBattleState(stateMachine,this,...
**面向(facingDirection)** 直接使用Input.mousePosition作为屏幕坐标,用角色所在位置定义一个平面,求得射线焦点,将该角色所在位置到该点的方向作为面向。 并储存在MovementMotor.js脚本定义的facingDirection变量里。[动作播放]:Player Animation(Script)(PlayerAnimation.js) var moveAnimations : MoveAnimation[]; 因为...
6.Move in direction of focal point 14 We’ve got the ball rolling, but it only goes forwards and backwards in a single direction! It should instead move in the direction the camera (and focal point) are facing. This is a modal window. No compatible source was found for this media. ...
();//上一帧玩家的朝向,深度,用来避免无意义的重复构建隐形砖块位置privateFacingDirectionlastfacing;privatefloatlastDepth=0f;//单元尺寸,所有立方体砖块的尺寸应与此保持一致publicfloatWorldUnits=1.000f;voidStart(){facingDirection=FacingDirection.Front;fezMove=Player.GetComponent<FezMove>();UpdateLevelData(...
private void Move() { // Create a vector in the direction the tank is facing with a magnitude based on the input, speed and the time between frames. Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime; ...
为此,我们需要在播放器脚本中创建一个私有整数变量,并将其命名为facing。在Start方法中设置facing为1(让前进方向对应正值是有一定意义的,所以 1 要=右)。然后像这样更新Update方法中的这段代码:if (Input.GetKey(KeyCode.LeftArrow)) { rb.velocity = new Vector2(-movespeed, rb.velocity.y);s anim.SetBool...
// Invert direction to that terrain appears to move with the mouse. direction = direction *-1; Vector3 position = camera_position + direction; transform.position = position; } } 谢谢! 看答案 随着时间的推移,宽松意味着逐渐移动。 因此,通常使用此类行为Vector.MoveTowards或其他LERP功能和time.deltaTi...
[SerializeField] private float m_SteerHelper; // 0 is raw physics , 1 the car will grip in the direction it is facing [Range(0, 1)] [SerializeField] private float m_TractionControl; // 0 is no traction control, 1 is full interference //所有轮胎的扭矩 [SerializeField] private float m...
[Header("Set in Inspector")] private Rigidbody rig; public int facing; public float timePast; public float timeNow; // Start is called before the first frame update void Start() { rig = GetComponent<Rigidbody>(); rig.velocity = Vector3.down; ...