Unity - 使用旋转相机更改鼠标控件

Unity - Change mouse controls with rotated camera

我目前正在研究零重力 fps 控件并且几乎所有的东西都按我想要的方式工作,但是我有一个问题,当我旋转角色和相机时,控件不会改变恰好适合。例如。宪章是水平的,但控件仍然像垂直一样。

有办法解决这个问题吗?这是我正在使用的代码。我对编码还很陌生,所以请多多关照。

 public Rigidbody rb;
 public Transform camerObj;
 public Transform orientation;
 public float camRotationSpeed = 5f;
 public float cameraMinimumY = -60f;
 public float cameraMaximumY = 75f;
 public float rotationSmoothSpeed = 10f;
 public float maxSpeed = 9f;
 public float thrust = 20f;
 public float forwardSwimSpeed = 45f;
 private float xRotation;
 private float sensitivity = 50f;
 private float sensMultiplier = 1f;
 void Update()
 {
     spaceRotation();
     Look();
 }
 void FixedUpdate()
 {
     if (rb.velocity.magnitude > maxSpeed)
     {
         rb.velocity = rb.velocity.normalized * maxSpeed;
     }
     if (Input.GetKey(KeyCode.W))
     {
         rb.AddForce(camerObj.transform.TransformDirection(new Vector3(0, 0, 1) * thrust) * Time.deltaTime * forwardSwimSpeed, ForceMode.Acceleration);
     }
     if (Input.GetKey(KeyCode.S))
     {
         rb.AddForce(camerObj.transform.TransformDirection(new Vector3(0, 0, -1) * thrust) * Time.deltaTime * forwardSwimSpeed, ForceMode.Acceleration);
     }
     if (Input.GetKey(KeyCode.A))
     {
         //rb.AddRelativeForce(new Vector3(-1, 0, 0) * thrust);
         rb.AddForce(orientation.transform.TransformDirection(new Vector3(-1, 0, 0) * thrust) * Time.deltaTime * forwardSwimSpeed, ForceMode.Acceleration);
     }
     if (Input.GetKey(KeyCode.D))
     {
         //rb.AddRelativeForce(new Vector3(1, 0, 0) * thrust);
         rb.AddForce(orientation.transform.TransformDirection(new Vector3(1, 0, 0) * thrust) * Time.deltaTime * forwardSwimSpeed, ForceMode.Acceleration);
     }
     if (Input.GetKey(KeyCode.Space))
     {
         //rb.AddRelativeForce(new Vector3(0, 1, 0) * thrust);
         rb.AddForce(orientation.transform.TransformDirection(new Vector3(0, 1, 0) * thrust) * Time.deltaTime * forwardSwimSpeed, ForceMode.Acceleration);
     }
     if (Input.GetKey(KeyCode.LeftControl))
     {
         //rb.AddRelativeForce(new Vector3(0, -1, 0) * thrust);
         rb.AddForce(orientation.transform.TransformDirection(new Vector3(0, -1, 0) * thrust) * Time.deltaTime * forwardSwimSpeed, ForceMode.Acceleration);
     }
 }
 void spaceRotation()
 {
     if (Input.GetKey(KeyCode.Q))
     {
         rb.transform.Rotate(new Vector3(0, 0, 1) * thrust * Time.deltaTime);
     }
     if (Input.GetKey(KeyCode.E))
     {
         rb.transform.Rotate(new Vector3(0, 0, -1) * thrust * Time.deltaTime);
     }
 }
 private float desiredX;
 private void Look()
 {
     float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
     float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
     Vector3 rot = camerObj.transform.localRotation.eulerAngles;
     desiredX = rot.y + mouseX;
     xRotation -= mouseY;
     xRotation = Mathf.Clamp(xRotation, -90f, 90f);
     camerObj.transform.localRotation = Quaternion.Euler(xRotation, desiredX, 0);
     orientation.transform.localRotation = Quaternion.Euler(0, desiredX, 0);
 }

摆脱方向对象并改用相机似乎可以解决问题。

我的层次结构如下:

这是您的代码的更新版本:

using UnityEngine;

public class TestScript : MonoBehaviour
{
    public Rigidbody targetRigidbody;
    public Camera targetCamera;
    public float camRotationSpeed = 5f;
    public float cameraMinimumY = -60f;
    public float cameraMaximumY = 75f;
    public float rotationSmoothSpeed = 10f;
    public float maxSpeed = 9f;
    public float thrust = 20f;
    public float forwardSwimSpeed = 45f;

    private float xRotation;
    private const float Sensitivity = 50f;
    private const float SensitivityMultiplier = 1f;
    
    private float desiredX;

    private void Update()
    {
        SpaceRotation();
        Look();
    }

    private void FixedUpdate()
    {
        if (targetRigidbody.velocity.magnitude > maxSpeed)
        {
            targetRigidbody.velocity = targetRigidbody.velocity.normalized * maxSpeed;
        }

        if (Input.GetKey(KeyCode.W))
            AddForce(Vector3.forward);
        if (Input.GetKey(KeyCode.S))
            AddForce(Vector3.back);
        if (Input.GetKey(KeyCode.A))
            AddForce(Vector3.left);
        if (Input.GetKey(KeyCode.D))
            AddForce(Vector3.right);
        if (Input.GetKey(KeyCode.Space))
            AddForce(Vector3.up);
        if (Input.GetKey(KeyCode.LeftControl))
            AddForce(Vector3.down);
    }

    private void AddForce(Vector3 direction)
    {
        float scaledForwardSwimSpeed = Time.deltaTime * forwardSwimSpeed;

        targetRigidbody.AddForce(targetCamera.transform.TransformDirection(
            direction * thrust) * scaledForwardSwimSpeed,
            ForceMode.Acceleration);
    }

    private void SpaceRotation()
    {
        // To avoid multiplying a vector twice
        float scaledThrust = thrust * Time.deltaTime;

        if (Input.GetKey(KeyCode.Q))
            targetRigidbody.transform.Rotate(Vector3.forward * scaledThrust);
        if (Input.GetKey(KeyCode.E))
            targetRigidbody.transform.Rotate(Vector3.back * scaledThrust);
    }

    private void Look()
    {
        float mouseX = Input.GetAxis("Mouse X") * Sensitivity * Time.fixedDeltaTime * SensitivityMultiplier;
        float mouseY = Input.GetAxis("Mouse Y") * Sensitivity * Time.fixedDeltaTime * SensitivityMultiplier;

        Vector3 rotation = targetCamera.transform.localRotation.eulerAngles;
        desiredX = rotation.y + mouseX;
        xRotation -= mouseY;
        xRotation = Mathf.Clamp(xRotation, -90f, 90f);
        targetCamera.transform.localRotation = Quaternion.Euler(xRotation, desiredX, 0);
    }
}