来回旋转游戏对象

Rotate GameObject back and forth

我想在 Y 轴上来回旋转 90,-90 之间的对象。问题是我可以在编辑器中将对象设置为 -90,但是当我 运行 项目时 -90 突然变成 270。无论如何,这是我正在使用的代码:

void Update()
{
    if (transform.eulerAngles.y >= 270)
    {
        transform.Rotate(Vector3.up * speed * Time.deltaTime);
    }
    else if (transform.eulerAngles.y <= 90)
    {
        transform.Rotate(Vector3.up * -speed * Time.deltaTime);

    }
}

它总是卡在中间 360 度左右。有帮助吗?

首先你应该始终确保角度保持在0359之间,也就是说0 == 360:

float angle = transform.eulerAngles.y % 360.00f;

之后你可以检查它是否介于你的最小值和最大值之间:

if ( angle >= 270.00f &&  angle <= 90.00f )
{
    // do your logic here ...
}

您的代码的另一个问题是它会卡在 35010 度之间的某个位置。为了更详细地解释这一点,我们假设您的速度是 10Time.deltaTime 也将是 1,起始角度是 300,现在帧步长:

 Frame | Angle | Condition 
 ----- | ----- | :-----------:
    1  | 300   | angle >= 270  
    2  | 310   | angle >= 270  
    3  | 320   | angle >= 270  
    6  | 350   | angle >= 270  
    7  | 360   | angle >= 270  
    8  |  10   | angle <= 90   
    9  |   0   | angle <= 90   
   10  | 350   | angle >= 270  

...这将永远持续下去。

要解决这个问题,您必须根据用户输入设置一些条件,或者如果您希望相机在这两个角度之间 "bounce",那么您可以尝试这样的操作:

// make private field in that object :
float currentlyRotated = 0;
bool shouldAdd = true;

void Update()
{
    var d = Vector3.up * (shouldAdd ? speed : -speed) * Time.deltaTime;
    var angle = transform.eulerAngles.y + (shouldAdd ? speed : -speed);
    angle %= 360.00f;

    transform.Rotate(d);

    if ( angle > 90 && angle < 270 )
    {
        shouldAdd = !shouldAdd;
    }
}

就像 GameObject back and forth, you can rotate GameObject back and forth with Mathf.PingPong一样。这就是它的用途。它的 return 值介于 01 之间。您可以将该值传递给 Vector3.Lerp 并生成执行旋转所需的 eulerAngle

这也可以通过协程完成,但如果您不需要知道何时到达目的地,则应使用 Mathf.PingPong。如果您想知道何时到达旋转目的地,则应使用协程。

public float speed = 0.36f;

Vector3 pointA;
Vector3 pointB;


void Start()
{
    //Get current position then add 90 to its Y axis
    pointA = transform.eulerAngles + new Vector3(0f, 90f, 0f);

    //Get current position then substract -90 to its Y axis
    pointB = transform.eulerAngles + new Vector3(0f, -90f, 0f);
}

void Update()
{
    //PingPong between 0 and 1
    float time = Mathf.PingPong(Time.time * speed, 1);
    transform.eulerAngles = Vector3.Lerp(pointA, pointB, time);
}

编辑:

使用 方法可以确定每次旋转的结束。

public GameObject objectToRotate;
public float speed = 0.36f;

Vector3 pointA;
Vector3 pointB;


void Start()
{
    //Get current position then add 90 to its Y axis
    pointA = transform.eulerAngles + new Vector3(0f, 90f, 0f);

    //Get current position then substract -90 to its Y axis
    pointB = transform.eulerAngles + new Vector3(0f, -90f, 0f);

    objectToRotate = this.gameObject;
    StartCoroutine(rotate());
}

IEnumerator rotate()
{
    while (true)
    {
        //Rotate 90
        yield return rotateObject(objectToRotate, pointA, 3f);
        //Rotate -90
        yield return rotateObject(objectToRotate, pointB, 3f);

        //Wait?
        //yield return new WaitForSeconds(3);
    }
}

bool rotating = false;
IEnumerator rotateObject(GameObject gameObjectToMove, Vector3 eulerAngles, float duration)
{
    if (rotating)
    {
        yield break;
    }
    rotating = true;

    Vector3 newRot = gameObjectToMove.transform.eulerAngles + eulerAngles;

    Vector3 currentRot = gameObjectToMove.transform.eulerAngles;

    float counter = 0;
    while (counter < duration)
    {
        counter += Time.deltaTime;
        gameObjectToMove.transform.eulerAngles = Vector3.Lerp(currentRot, newRot, counter / duration);
        yield return null;
    }
    rotating = false;
}