Unity-使用旋转的相机更改鼠标控件

问题描述

我目前正在使用零重力fps控件,并且几乎所有功能都可以按我的意愿进行工作,但是我遇到一个问题,即当我旋转角色和相机时,控件不会改变而恰好适合。例如。宪章是水平的,但控件仍然是垂直的。

反正有解决此问题的方法吗?这是我正在使用的代码。我对编码还很陌生,所以请对我保持温和。

 public Rigidbody rb;
 public Transform camerObj;
 public Transform orientation;
 public float camRotationSpeed = 5f;
 public float cameraMinimumY = -60f;
 public float cameraMaximumY = 75f;
 public float rotationSmoothSpeed = 10f;
 public float maxSpeed = 9f;
 public float thrust = 20f;
 public float forwardSwimspeed = 45f;
 private float xRotation;
 private float sensitivity = 50f;
 private float sensMultiplier = 1f;
 void Update()
 {
     spaceRotation();
     Look();
 }
 void FixedUpdate()
 {
     if (rb.veLocity.magnitude > maxSpeed)
     {
         rb.veLocity = rb.veLocity.normalized * maxSpeed;
     }
     if (Input.GetKey(KeyCode.W))
     {
         rb.AddForce(camerObj.transform.TransformDirection(new Vector3(0,1) * thrust) * Time.deltaTime * forwardSwimspeed,ForceMode.acceleration);
     }
     if (Input.GetKey(KeyCode.S))
     {
         rb.AddForce(camerObj.transform.TransformDirection(new Vector3(0,-1) * thrust) * Time.deltaTime * forwardSwimspeed,ForceMode.acceleration);
     }
     if (Input.GetKey(KeyCode.A))
     {
         //rb.AddRelativeForce(new Vector3(-1,0) * thrust);
         rb.AddForce(orientation.transform.TransformDirection(new Vector3(-1,0) * thrust) * Time.deltaTime * forwardSwimspeed,ForceMode.acceleration);
     }
     if (Input.GetKey(KeyCode.D))
     {
         //rb.AddRelativeForce(new Vector3(1,0) * thrust);
         rb.AddForce(orientation.transform.TransformDirection(new Vector3(1,ForceMode.acceleration);
     }
     if (Input.GetKey(KeyCode.Space))
     {
         //rb.AddRelativeForce(new Vector3(0,1,0) * thrust);
         rb.AddForce(orientation.transform.TransformDirection(new Vector3(0,ForceMode.acceleration);
     }
     if (Input.GetKey(KeyCode.LeftControl))
     {
         //rb.AddRelativeForce(new Vector3(0,-1,ForceMode.acceleration);
     }
 }
 void spaceRotation()
 {
     if (Input.GetKey(KeyCode.Q))
     {
         rb.transform.Rotate(new Vector3(0,1) * thrust * Time.deltaTime);
     }
     if (Input.GetKey(KeyCode.E))
     {
         rb.transform.Rotate(new Vector3(0,-1) * thrust * Time.deltaTime);
     }
 }
 private float desiredX;
 private void Look()
 {
     float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
     float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.fixedDeltaTime * sensMultiplier;
     Vector3 rot = camerObj.transform.localRotation.eulerAngles;
     desiredX = rot.y + mouseX;
     xRotation -= mouseY;
     xRotation = Mathf.Clamp(xRotation,-90f,90f);
     camerObj.transform.localRotation = Quaternion.Euler(xRotation,desiredX,0);
     orientation.transform.localRotation = Quaternion.Euler(0,0);
 }

解决方法

摆脱定向对象并改用相机似乎可以解决问题。

这是在层次结构中寻找我的方式:

enter image description here

这是您代码的更新版本:

using UnityEngine;

public class TestScript : MonoBehaviour
{
    public Rigidbody targetRigidbody;
    public Camera targetCamera;
    public float camRotationSpeed = 5f;
    public float cameraMinimumY = -60f;
    public float cameraMaximumY = 75f;
    public float rotationSmoothSpeed = 10f;
    public float maxSpeed = 9f;
    public float thrust = 20f;
    public float forwardSwimSpeed = 45f;

    private float xRotation;
    private const float Sensitivity = 50f;
    private const float SensitivityMultiplier = 1f;
    
    private float desiredX;

    private void Update()
    {
        SpaceRotation();
        Look();
    }

    private void FixedUpdate()
    {
        if (targetRigidbody.velocity.magnitude > maxSpeed)
        {
            targetRigidbody.velocity = targetRigidbody.velocity.normalized * maxSpeed;
        }

        if (Input.GetKey(KeyCode.W))
            AddForce(Vector3.forward);
        if (Input.GetKey(KeyCode.S))
            AddForce(Vector3.back);
        if (Input.GetKey(KeyCode.A))
            AddForce(Vector3.left);
        if (Input.GetKey(KeyCode.D))
            AddForce(Vector3.right);
        if (Input.GetKey(KeyCode.Space))
            AddForce(Vector3.up);
        if (Input.GetKey(KeyCode.LeftControl))
            AddForce(Vector3.down);
    }

    private void AddForce(Vector3 direction)
    {
        float scaledForwardSwimSpeed = Time.deltaTime * forwardSwimSpeed;

        targetRigidbody.AddForce(targetCamera.transform.TransformDirection(
            direction * thrust) * scaledForwardSwimSpeed,ForceMode.Acceleration);
    }

    private void SpaceRotation()
    {
        // To avoid multiplying a vector twice
        float scaledThrust = thrust * Time.deltaTime;

        if (Input.GetKey(KeyCode.Q))
            targetRigidbody.transform.Rotate(Vector3.forward * scaledThrust);
        if (Input.GetKey(KeyCode.E))
            targetRigidbody.transform.Rotate(Vector3.back * scaledThrust);
    }

    private void Look()
    {
        float mouseX = Input.GetAxis("Mouse X") * Sensitivity * Time.fixedDeltaTime * SensitivityMultiplier;
        float mouseY = Input.GetAxis("Mouse Y") * Sensitivity * Time.fixedDeltaTime * SensitivityMultiplier;

        Vector3 rotation = targetCamera.transform.localRotation.eulerAngles;
        desiredX = rotation.y + mouseX;
        xRotation -= mouseY;
        xRotation = Mathf.Clamp(xRotation,-90f,90f);
        targetCamera.transform.localRotation = Quaternion.Euler(xRotation,desiredX,0);
    }
}