基于我上篇文章被车轮碰撞器坑了之后,第二天重写了一次移动方式,实现了和车轮碰撞器移动时差不多的效果,并且参数调整起来不会再那么折磨,会有比较直观的感受,具体代码如下,缺少的代码自行增加
[Range(1f, 200f)]
public float moveSpeed = 70;
[Range(60, 200)]
public int maxMoveSpeed = 82;
[Range(0, 2)]
public float lateralFriction = 0.75f;
[Range(0, 50)]
public float lateralSlidingCorrection = 27f;
if(CanMove && !air)
{
transform.Rotate(0, angle, anglez);
//旋转时要给给一个反方向的力,使其可以减速,达成漂移效果
float angle = Vector3.Angle(transform.forward, rig.velocity);
if(angle>1 && rig.velocity.magnitude>10)
{
Vector3 lateral = -(rig.velocity / maxMoveSpeed + rig.velocity.normalized * 3.5f);
lateral = (lateral * angle * lateralFriction - rig.velocity.normalized * lateralSlidingCorrection) * deltaTime;
lateral += transform.forward * moveSpeed * deltaTime * lateral.magnitude / 3.5f;//侧向旋转时要给一点前方移动的补偿,不然转向过大时会停住
rig.velocity += lateral;
}
if (maxMoveSpeed > rig.velocity.magnitude)
{
Vector3 vel = transform.forward * moveSpeed * deltaTime;//向前移动
rig.velocity += vel;
}
}