让玩家看向相对于相机统一的方向

Make players look direction relative to camera unity

我正在制作一个统一的第三人称角色控制器,我有一个带有方向和动画的玩家移动。我的问题是:如何使运动旋转相对于相机旋转

注意: 我 不是 使用 transform.translate 或任何类似的方法来移动玩家,我正在使用输入向量和 atan2 计算旋转,然后使用动画移动玩家。所以我不能只改变x方向和y方向,我只能改变y旋转

我当前的播放器外观代码

Vector3 CalculateRotation(float H, float V)
{
    IsTurning = IsMoving(H, V);
    if (IsTurning) {
        angle = Mathf.RoundToInt(Mathf.Atan2(V, -H) * Mathf.Rad2Deg);
        IsTurned = false;

        ani.SetBool("isWalking", true);
        return new Vector3(0, Mathf.RoundToInt(angle), 0);
    }
    else
    {
        ani.SetBool("isWalking", false);
    }


    return new Vector3(0, Mathf.RoundToInt(CurrentRotation.y), 0);
          
}

void LookTorwards(Vector3 T_Angle)
{

    NewRotation = T_Angle - CurrentRotation;
    NewRotation.y = Mathf.Repeat(NewRotation.y + 180f, 360f) - 180f;
    if (NewRotation.y == 180)
    {
        NewRotation.y -= 1;
    }

    if (TargetRotation.y == CurrentRotation.y)
    {
        IsTurned = true;
        return;
    }

    if (NewRotation.y > 0)
    {
        transform.Rotate(new Vector3(0, RotationSpeed, 0));
        CurrentRotation.y += RotationSpeed;
    }
    else if (NewRotation.y < 0)
    {
        transform.Rotate(new Vector3(0, -RotationSpeed, 0));
        CurrentRotation.y -= RotationSpeed;
    }
}

我目前没有时间在Unity上测试,所以我给你一些伪代码来帮助你解决你的问题

// Get the direction of where the player should ahead in world space
Vector3 hMoveDir = cameraTransform.right * movementHorizontal;;
Vector3 vMoveDir= cameraTransform.forward * movementVertical;
Vector3 moveDir = hMoveDir + vMoveDir;

// Create the rotation we need according to moveDir
lookRotation = Quaternion.LookRotation(moveDir);

// Rotate player over time according to speed until we are in the required rotation
playerTransform.rotation = Quaternion.Slerp(playerTransform.rotation, lookRotation , Time.deltaTime * RotationSpeed);