using UnityEngine;public class ObjectMotion : MonoBehaviour{ private Vector3 previousPosition; private float totalDistance; void Start() { previousPosition = transform.position; } void Update() { Vector3 currentPosition = transform.position; float distance = Vector3.Distance(currentPosition, previousPosition); totalDistance += distance; previousPosition = currentPosition; Debug.Log("Total distance: " + totalDistance); }}上述代码可以怎么优化
时间: 2023-04-05 21:03:53 浏览: 98
我可以回答这个问题。上述代码可以通过使用 transform.position 的 setter 方法来避免存储上一个位置,从而减少内存使用。代码如下:
using UnityEngine;
public class ObjectMotion : MonoBehaviour
{
private float totalDistance;
void Update()
{
Vector3 currentPosition = transform.position;
float distance = Vector3.Distance(currentPosition, transform.position);
totalDistance += distance;
Debug.Log("Total distance: " + totalDistance);
}
}
相关问题
using System.Collections; using System.Collections.Generic; using UnityEngine; public class FollowTouch : MonoBehaviour { private Vector3 initialPosition; void Start() { initialPosition = transform.position; } void Update() { if (Input.touchCount > 0) { Touch touch = Input.GetTouch(0); Vector3 touchPosition = Camera.main.ScreenToWorldPoint(touch.position); touchPosition.z = 0f; transform.position = touchPosition; } float clampedX = Mathf.Clamp(transform.position.x, -5f, 5f); float clampedY = Mathf.Clamp(transform.position.y, -3f, 3f); transform.position = new Vector3(clampedX, clampedY, transform.position.z); } }上述代码运行后位置不对,拖动没有效果
根据你提供的代码,初步判断可能是因为物体的初始位置和拖动后的位置没有对齐导致的。你可以尝试在Update函数中添加一个判断条件,只有当触摸点触碰到物体时才继续执行拖动操作。修改后的代码如下:
```
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FollowTouch : MonoBehaviour
{
private Vector3 initialPosition;
void Start()
{
initialPosition = transform.position;
}
void Update()
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
Vector3 touchPosition = Camera.main.ScreenToWorldPoint(touch.position);
touchPosition.z = 0f;
// 判断触摸点是否在物体上
Collider2D collider = Physics2D.OverlapPoint(touchPosition);
if (collider != null && collider.gameObject == gameObject)
{
transform.position = touchPosition;
}
}
float clampedX = Mathf.Clamp(transform.position.x, -5f, 5f);
float clampedY = Mathf.Clamp(transform.position.y, -3f, 3f);
transform.position = new Vector3(clampedX, clampedY, transform.position.z);
}
}
```
另外,你还可以在Unity编辑器中检查物体的碰撞器组件是否已经添加,并且是否正确设置了碰撞器的形状和大小。
using UnityEngine; public class Control_Camera : MonoBehaviour { //间隔距离 public float m_DistanceAway = 1.7f; //间隔高度 public float m_DistanceHeight = 1.3f; //平滑值 public float smooth = 2f; //目标点 private Vector3 m_TargetPosition; //参照点 Transform m_Follow; void Start() { m_Follow = GameObject.FindGameObjectWithTag ("Player").transform; } void LateUpdate() { m_TargetPosition = m_Follow.position + Vector3.up * m_DistanceHeight - m_Follow.forward * m_DistanceAway; transform.position = Vector3.Lerp(transform.position, m_TargetPosition, Time.deltaTime * smooth); } }using UnityEngine; public class Control_Player : MonoBehaviour { //前进速度 public float m_ForwardSpeeed = 7.0f; //动画组件 // private Animator m_Anim; //动画现在状态 //private AnimatorStateInfo m_CurrentBaseState; //动画状态参照 static int m_jumpState = Animator.StringToHash("Base Layer.jump"); static int m_slideState = Animator.StringToHash("Base Layer.slide"); //场景控制对象 Control_Scenes m_ControlScenes;
这是两个Unity脚本,第一个是控制相机的脚本,第二个是控制玩家的脚本。
Control_Camera脚本中有三个公共变量,分别控制相机与目标之间的间隔距离、间隔高度以及平滑值。在Start函数中,通过标签找到玩家对象,并将其transform赋值给m_Follow。在LateUpdate函数中,根据m_Follow的位置和上下高度、前后距离,计算相机的目标位置m_TargetPosition,并使用Lerp函数平滑地将相机移动到目标位置。
Control_Player脚本中有一个公共变量,控制玩家的前进速度。在脚本中还定义了两个静态变量,分别表示跳跃和滑行的动画状态。在场景中控制对象Control_Scenes被引用,但该脚本没有给出,无法确定其功能。
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