RotateSpeed
How do I use Rotate Speed
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PickupController.cs
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308 void UpdateSmoothedMovementDirection()
309 {
310 Transform cameraTransform = Camera.main.transform;
311 bool grounded = IsGrounded();
312
313 // Forward vector relative to the camera along the x-z plane
314 Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
315 forward.y = 0;
316 forward = forward.normalized;
317
318 // Right vector relative to the camera
319 // Always orthogonal to the forward vector
320 Vector3 right = new Vector3(forward.z, 0, -forward.x);
321
322 float v = Input.GetAxisRaw("Vertical");
323 float h = Input.GetAxisRaw("Horizontal");
324
325 // Are we moving backwards or looking backwards
326 if (v < -0.2f)
327 movingBack = true;
328 else
329 movingBack = false;
330
331 bool wasMoving = isMoving;
332 isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
333
334 // Target direction relative to the camera
335 Vector3 targetDirection = h * right + v * forward;
336 // Debug.Log("targetDirection " + targetDirection);
337
338 // Grounded controls
339 if (grounded)
340 {
341 // Lock camera for short period when transitioning moving & standing still
342 lockCameraTimer += Time.deltaTime;
343 if (isMoving != wasMoving)
344 lockCameraTimer = 0.0f;
345
346 // We store speed and direction seperately,
347 // so that when the character stands still we still have a valid forward direction
348 // moveDirection is always normalized, and we only update it if there is user input.
349 if (targetDirection != Vector3.zero)
350 {
351 // If we are really slow, just snap to the target direction
352 if (moveSpeed < walkSpeed * 0.9f && grounded)
353 {
354 moveDirection = targetDirection.normalized;
355 }
356 // Otherwise smoothly turn towards it
357 else
358 {
359 moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
360
361 moveDirection = moveDirection.normalized;
362 }
363 }
364
365 // Smooth the speed based on the current target direction
366 float curSmooth = speedSmoothing * Time.deltaTime;
367
368 // Choose target speed
369 //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
370 float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
371
372 _characterState = PickupCharacterState.Idle;
373
374 // Pick speed modifier
375 if ((Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift)) && isMoving)
376 {
377 targetSpeed *= runSpeed;
378 _characterState = PickupCharacterState.Running;
379 }
380 else if (Time.time - trotAfterSeconds > walkTimeStart)
381 {
382 targetSpeed *= trotSpeed;
383 _characterState = PickupCharacterState.Trotting;
384 }
385 else if (isMoving)
386 {
387 targetSpeed *= walkSpeed;
388 _characterState = PickupCharacterState.Walking;
389 }
390
391 moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
392
393 // Reset walk time start when we slow down
394 if (moveSpeed < walkSpeed * 0.3f)
395 walkTimeStart = Time.time;
396 }
397 // In air controls
398 else
399 {
400 // Lock camera while in air
401 if (jumping)
402 lockCameraTimer = 0.0f;
403
404 if (isMoving)
405 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
406 }
407 }
File name: RPGMovement.cs
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135 void UpdateRotateMovement()
136 {
137 if( Input.GetKey( KeyCode.A ) == true )
138 {
139 m_CurrentTurnSpeed = -RotateSpeed;
140 transform.Rotate( 0, -RotateSpeed * Time.deltaTime, 0 );
141 }
142
143 if( Input.GetKey( KeyCode.D ) == true )
144 {
145 m_CurrentTurnSpeed = RotateSpeed;
146 transform.Rotate( 0, RotateSpeed * Time.deltaTime, 0 );
147 }
148 }
File name: ThirdPersonController.cs
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131 void UpdateSmoothedMovementDirection()
132 {
133 Transform cameraTransform = Camera.main.transform;
134 bool grounded = IsGrounded();
135
136 // Forward vector relative to the camera along the x-z plane
137 Vector3 forward = cameraTransform.TransformDirection(Vector3.forward);
138 forward.y = 0;
139 forward = forward.normalized;
140
141 // Right vector relative to the camera
142 // Always orthogonal to the forward vector
143 Vector3 right = new Vector3(forward.z, 0, -forward.x);
144
145 float v = Input.GetAxisRaw("Vertical");
146 float h = Input.GetAxisRaw("Horizontal");
147
148 // Are we moving backwards or looking backwards
149 if (v < -0.2f)
150 movingBack = true;
151 else
152 movingBack = false;
153
154 bool wasMoving = isMoving;
155 isMoving = Mathf.Abs(h) > 0.1f || Mathf.Abs(v) > 0.1f;
156
157 // Target direction relative to the camera
158 Vector3 targetDirection = h * right + v * forward;
159
160 // Grounded controls
161 if (grounded)
162 {
163 // Lock camera for short period when transitioning moving & standing still
164 lockCameraTimer += Time.deltaTime;
165 if (isMoving != wasMoving)
166 lockCameraTimer = 0.0f;
167
168 // We store speed and direction seperately,
169 // so that when the character stands still we still have a valid forward direction
170 // moveDirection is always normalized, and we only update it if there is user input.
171 if (targetDirection != Vector3.zero)
172 {
173 // If we are really slow, just snap to the target direction
174 if (moveSpeed < walkSpeed * 0.9f && grounded)
175 {
176 moveDirection = targetDirection.normalized;
177 }
178 // Otherwise smoothly turn towards it
179 else
180 {
181 moveDirection = Vector3.RotateTowards(moveDirection, targetDirection, rotateSpeed * Mathf.Deg2Rad * Time.deltaTime, 1000);
182
183 moveDirection = moveDirection.normalized;
184 }
185 }
186
187 // Smooth the speed based on the current target direction
188 float curSmooth = speedSmoothing * Time.deltaTime;
189
190 // Choose target speed
191 //* We want to support analog input but make sure you cant walk faster diagonally than just forward or sideways
192 float targetSpeed = Mathf.Min(targetDirection.magnitude, 1.0f);
193
194 _characterState = CharacterState.Idle;
195
196 // Pick speed modifier
197 if (Input.GetKey(KeyCode.LeftShift) | Input.GetKey(KeyCode.RightShift))
198 {
199 targetSpeed *= runSpeed;
200 _characterState = CharacterState.Running;
201 }
202 else if (Time.time - trotAfterSeconds > walkTimeStart)
203 {
204 targetSpeed *= trotSpeed;
205 _characterState = CharacterState.Trotting;
206 }
207 else
208 {
209 targetSpeed *= walkSpeed;
210 _characterState = CharacterState.Walking;
211 }
212
213 moveSpeed = Mathf.Lerp(moveSpeed, targetSpeed, curSmooth);
214
215 // Reset walk time start when we slow down
216 if (moveSpeed < walkSpeed * 0.3f)
217 walkTimeStart = Time.time;
218 }
219 // In air controls
220 else
221 {
222 // Lock camera while in air
223 if (jumping)
224 lockCameraTimer = 0.0f;
225
226 if (isMoving)
227 inAirVelocity += targetDirection.normalized * Time.deltaTime * inAirControlAcceleration;
228 }
229
230
231
232 }
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