问题描述
我的 ViewBobScript 有问题,它在 1 帧内快速返回到 lerps 起始位置。
这是我的问题的娱乐/视频: (由于视频的帧率与游戏不匹配,它可能看起来好像不流畅,但实际上是。问题是视频开头和结尾的快照,并且似乎以不规则的间隔发生)
这是我的代码:
let mockRequest = jest.fn().mockReturnValue({
appUsers: [
{
id: 'tests'
}
]
})
jest.mock('awesome-graphql-client',() => {
return {
AwesomeGraphQLClient: jest.fn().mockImplementation(() => {
return {
request: () => mockRequest()
}
})
}
})
另外,我知道统一角色控制器有 ViewBobbing。但这不是我的应用程序的选项。
非常感谢您的帮助!
编辑:这是从更新函数调用的,虽然我尝试过固定和延迟更新都不会改变、解决或减少问题。
虽然我的脚本可以运行并且我正在继续我的项目,但如果您知道为什么我上面的代码不起作用/做了 Snap,我将不胜感激,以便我从中学习! >
解决方法
我会采用不同的方法,将 Time.deltaTime
添加到一个字段,然后计算该字段对应的路径和 t
参数。 Mathf.Repeat 对此很有用。
[SerializeField] int pathIndex;
[SerializeField] float pathT;
[SerializeField] float aTimer;
[SerializeField] float pathDuration = 1f; // how long each path takes in seconds
private void ViewBob()
{
// update aTimer but wrap around at pathDuration x 4 ( [0,4pD) )
aTimer = Mathf.Repeat(aTimer + Time.deltaTime,pathDuration * 4f);
// How many path durations is aTimer along? ( {0,1,2,3} )
pathIndex = Mathf.FloorToInt(aTimer/pathDuration);
// How far into the current path duration is aTimer? ( [0,1) )
pathT = Mathf.Repeat(aTimer,pathDuration) / pathDuration;
Vector3 fromVector;
Vector3 toVector;
// assign to/from vectors based on pathIndex
switch (pathIndex)
{
default:
case 0:
fromVector = new Vector3(-viewBobHorizontal / 2,0);
toVector = new Vector3(0,-viewBobVertical,0);
break;
case 1:
fromVector = new Vector3(0,0);
toVector = new Vector3(viewBobHorizontal / 2,0);
break;
case 2:
fromVector = new Vector3(viewBobHorizontal / 2,0);
break;
case 3:
fromVector = new Vector3(0,0);
toVector = new Vector3(-viewBobHorizontal / 2,0);
break;
}
// lerp position based on pathT and the to/from vectors
playerCam.transform.localPosition = Vector3.Lerp(fromVector,toVector,pathT);
}