public class FirePoint : MonoBehaviour { public Joystick joystick_right; public bool joystick_right_down; public Vector3 shootdirection; public float rotationSpeed = 10f; void Start() { joystick_right_down = false; } // Update is called once per frame void Update() { //右摇杆控制射击 if (joystick_right.Direction.x != 0 || joystick_right.Direction.y != 0) { //让firePoint的方向与摇杆方向一致 // 计算摇杆的方向 Vector2 shootDirection = new Vector3(joystick_right.Direction.x,0, joystick_right.Direction.y); Quaternion targetRotation = Quaternion.LookRotation(shootDirection); transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime); joystick_right_down = true; } if (joystick_right.Direction.x == 0 && joystick_right.Direction.y == 0) { transform.rotation = Quaternion.identity; joystick_right_down = false; } } }这段代码对吗
时间: 2024-02-14 10:29:50 浏览: 178
Unity3D脚本:坦克模型自动寻怪 自动追击1
这段代码基本上是正确的,但是有一些小问题需要注意:
1. 在使用摇杆的方向时,你将水平和垂直轴的值直接赋给了一个Vector2变量。然而,LookRotation方法需要一个Vector3作为参数。所以你需要将y轴值改为0。修改后的代码如下:
```csharp
Vector3 shootDirection = new Vector3(joystick_right.Direction.x, 0, joystick_right.Direction.y);
```
2. 在使用Slerp进行插值旋转时,你可以通过将rotationSpeed乘以Time.deltaTime来使旋转速度与帧率无关。这样可以使旋转更平滑。修改后的代码如下:
```csharp
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);
```
其他部分的代码看起来是正确的,通过摇杆控制物体的朝向应该是可以实现的。记得在Unity中将Joystick对象赋值给joystick_right变量,并在Input Manager中设置好摇杆的输入轴。
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