2017-05-02 52 views
-1

飞船从A点开始移动。飞船正面向移动方向。 现在,当我点击L键上的一个时,我希望飞船将旋转并将面向原始位置,然后开始移动。但即使宇宙飞船现在由Z轴或Y或X旋转,首先将其旋转到正常旋转值并面对起始移动位置。 Explain如何将太空船旋转回原来的旋转状态以面对原始位置?

using UnityEngine; 
using System.Collections; 

public class Control : MonoBehaviour 
{ 
    public int rotationSpeed = 75; 
    public int movementspeed = 10; 
    public int thrust = 10; 

    private bool isPKeyDown = false; 
    private float acceleration = .0f; 
    private Vector3 previousPosition = Vector3.zero; 
    private Rigidbody _rigidbody; 
    private Vector3 originalPosition; 
    private Quaternion originalRotation; 

    // Use this for initialization 
    void Start() 
    { 
     originalPosition = transform.position; 
     originalRotation = transform.rotation; 

     _rigidbody = GetComponent<Rigidbody>(); 
     Debug.Log("Acc Speed: " + thrust); 
    } 

    // Update is called once per frame 
    void Update() 
    { 

     var v3 = new Vector3(Input.GetAxis("Vertical"), Input.GetAxis("Horizontal"), 0.0f); 
     transform.Rotate(v3 * rotationSpeed * Time.deltaTime); 
     transform.position += transform.forward * Time.deltaTime * movementspeed; 

     if (Input.GetKey(KeyCode.Z)) 
      transform.Rotate(Vector3.forward * rotationSpeed * Time.deltaTime); 

     if (Input.GetKey("p")) 
     { 
      isPKeyDown = Input.GetKey("p"); 
      float distance = Vector3.Distance(previousPosition, transform.position); 
      acceleration = distance/Mathf.Pow(Time.deltaTime, 2); 

      previousPosition = transform.position; 
      _rigidbody.AddRelativeForce(0f, 0f, thrust, ForceMode.Acceleration); 
     } 

     if (Input.GetKey("l")) 
     { 
      transform.rotation = Quaternion.Slerp(transform.rotation, originalRotation, 0); 
      //StartCoroutine(TurnShip(transform, transform., originalRotation.eulerAngles, 1)); 
      //transform.position += transform.forward * Time.deltaTime * movementspeed; 
     } 
    } 

    IEnumerator TurnShip(Transform ship, Vector3 startAngle, Vector3 endAngle, float smooth) 
    { 
     float lerpSpeed = 0; 

     while (lerpSpeed < 1) 
     { 
      ship.eulerAngles = Vector3.Lerp(startAngle, endAngle, lerpSpeed); 
      lerpSpeed += Time.deltaTime * smooth; 
      yield return null; 
     } 
    } 

    void OnGUI() 
    { 
     if (isPKeyDown) 
     { 
      GUI.Label(new Rect(100, 100, 200, 200), "Acc Speed: " + acceleration); 
     } 
    } 
} 

这是我点击L键,但我尝试了一些东西,但仍无法找到如何做到这一点。

主要目标是如果我在L上点击一次,如果需要,飞船应该自动旋转并移回原始位置,然后降落在地面上。 L代表着陆,这是主要目标。

回答

1

添加一个变量之上 -

... 
private Vector3 originalPosition; 
private Quaternion originalRotation; 

private bool landShip = false; 
... 

而且在update函数中使用下面的代码 -

if (Input.GetKey("l")) 
{ 
    landShip = true; 
    //StartCoroutine(TurnShip(transform, transform., originalRotation.eulerAngles, 1)); 
    //transform.position += transform.forward * Time.deltaTime * movementspeed; 
} 
if(landShip){ 
    transform.rotation = Quaternion.Slerp(transform.rotation, originalRotation, 0.5f); 
} 

一旦飞船土地,设置landShip值回false