Unity 讓物體朝攝像機觀察方向移動,已搖桿方向轉向


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[RequireComponent(typeof(CharacterController))]
[RequireComponent(typeof(AudioSource))]
public class PlayerDeviceController : MonoBehaviour
{
    private CharacterController cc;

    public float gravity = 0f;
    public float speed = 1f;
    public float rotateSpeed = 1f;
    public float jumpSpeed = 8.0f;

    private Vector2 scV2 = Vector2.zero;

    private Vector3 moveDirection = Vector3.zero;
    // Use this for initialization
    void Start()
    {
        cc = GetComponent<CharacterController>();
    }

    // Update is called once per frame

    private void FixedUpdate()
    {
        if (cc.isGrounded)
    {
    if (cc.enabled)
    {
        //讓物體朝攝像機觀察方向移動
        scV2 = UIManager.ScrollCircle.v2;

        Vector3 targetDirection = new Vector3(scV2.x, 0, scV2.y);

        float angle = Camera.main.transform.localEulerAngles.y;
        float angleJoystick = Mathf.Atan2(scV2.x, scV2.y) * 180f / Mathf.PI;

        this.transform.localEulerAngles = new Vector3(0, angleJoystick,0);

        float y = Camera.main.transform.rotation.eulerAngles.y;

        targetDirection = Quaternion.Euler(0, y, 0) * targetDirection;

        transform.Translate(targetDirection * Time.deltaTime * speed, Space.World);

        //transform.Rotate(scV2);
                }
}
else

{
    //先落地
    moveDirection.y -= gravity * Time.deltaTime;
    cc.Move(moveDirection * Time.deltaTime);
    //print (Time.deltaTime);
}

//頭朝向始終與攝像機平行
//this.transform.localEulerAngles = new Vector3(0, MainScript.ARCamera.transform.localEulerAngles.y, 0);
}
}


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