我几乎想要一个不和谐的动画,这样它会快速来回摇晃一秒钟,然后减慢速度,回到正常位置。只是继续摇晃有很多答案,但我怎样才能减少摇晃呢?我会 Lerp
真的很快,还是使用带有减慢功能的 PingPong
?
最佳答案
您可以简单地通过获取原始位置来摇动 GameObject,然后在协程函数中执行 YourObjTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * shakeAmount;
在一个 while 循环中一定时间。摇动 GameObject 后,将值重置回其默认位置。
至于减少抖动,您可以在 while 循环中执行 shakeAmount += Time.deltaTime;
。这将降低 while 循环中的摇动速度。
下面的函数是上述语句的完整示例。它需要三个参数,要摇动的游戏对象、摇动游戏对象的时间以及开始减少摇动的时间。
比如你传入myGameOBject
,5f
,3f
给函数,它会摇动myGameOBject
总时间为 5
秒。在摇动 myGameOBject
并且计数器达到 3
时,它将开始降低摇动的速度(shakeAmount
),直到计时器达到 5
。
如果要摇动的游戏对象是SpriteRender
,则将true
传递给最后一个参数,这样z轴就不会移动,摇动时只会沿Z轴旋转.
public GameObject GameObjectToShake;
bool shaking = false;
IEnumerator shakeGameObjectCOR(GameObject objectToShake, float totalShakeDuration, float decreasePoint, bool objectIs2D = false)
{
if (decreasePoint >= totalShakeDuration)
{
Debug.LogError("decreasePoint must be less than totalShakeDuration...Exiting");
yield break; //Exit!
}
//Get Original Pos and rot
Transform objTransform = objectToShake.transform;
Vector3 defaultPos = objTransform.position;
Quaternion defaultRot = objTransform.rotation;
float counter = 0f;
//Shake Speed
const float speed = 0.1f;
//Angle Rotation(Optional)
const float angleRot = 4;
//Do the actual shaking
while (counter < totalShakeDuration)
{
counter += Time.deltaTime;
float decreaseSpeed = speed;
float decreaseAngle = angleRot;
//Shake GameObject
if (objectIs2D)
{
//Don't Translate the Z Axis if 2D Object
Vector3 tempPos = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
tempPos.z = defaultPos.z;
objTransform.position = tempPos;
//Only Rotate the Z axis if 2D
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-angleRot, angleRot), new Vector3(0f, 0f, 1f));
}
else
{
objTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-angleRot, angleRot), new Vector3(1f, 1f, 1f));
}
yield return null;
//Check if we have reached the decreasePoint then start decreasing decreaseSpeed value
if (counter >= decreasePoint)
{
Debug.Log("Decreasing shake");
//Reset counter to 0
counter = 0f;
while (counter <= decreasePoint)
{
counter += Time.deltaTime;
decreaseSpeed = Mathf.Lerp(speed, 0, counter / decreasePoint);
decreaseAngle = Mathf.Lerp(angleRot, 0, counter / decreasePoint);
Debug.Log("Decrease Value: " + decreaseSpeed);
//Shake GameObject
if (objectIs2D)
{
//Don't Translate the Z Axis if 2D Object
Vector3 tempPos = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
tempPos.z = defaultPos.z;
objTransform.position = tempPos;
//Only Rotate the Z axis if 2D
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-decreaseAngle, decreaseAngle), new Vector3(0f, 0f, 1f));
}
else
{
objTransform.position = defaultPos + UnityEngine.Random.insideUnitSphere * decreaseSpeed;
objTransform.rotation = defaultRot * Quaternion.AngleAxis(UnityEngine.Random.Range(-decreaseAngle, decreaseAngle), new Vector3(1f, 1f, 1f));
}
yield return null;
}
//Break from the outer loop
break;
}
}
objTransform.position = defaultPos; //Reset to original postion
objTransform.rotation = defaultRot;//Reset to original rotation
shaking = false; //So that we can call this function next time
Debug.Log("Done!");
}
void shakeGameObject(GameObject objectToShake, float shakeDuration, float decreasePoint, bool objectIs2D = false)
{
if (shaking)
{
return;
}
shaking = true;
StartCoroutine(shakeGameObjectCOR(objectToShake, shakeDuration, decreasePoint, objectIs2D));
}
void Start()
{
shakeGameObject(GameObjectToShake, 5, 3f, false);
}
关于c# - 最后用缓动来回摇动一个物体?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/39380901/