FollowUpdate() public method

public FollowUpdate ( ) : void
return void
    void OnJoystickMove(MovingJoystick move)
    {
        hasDes = false;
        float joyPositionX = move.joystickAxis.x;
        float joyPositionY = move.joystickAxis.y;

        if (move.joystickName == "MoveJoystick")
        {
            if (joyPositionY != 0 || joyPositionX != 0)
            {
                //设置角色的朝向(朝向当前坐标+摇杆偏移量)
                Quaternion r = Quaternion.Euler(0, Camera.main.transform.eulerAngles.y, 0);

                Vector3 dir = r * new Vector3(joyPositionX, 0, joyPositionY);
                transform.LookAt(new Vector3(transform.position.x + dir.x, transform.position.y, transform.position.z + dir.z));

                //移动玩家的位置(按朝向位置移动)
                //transform.Translate(Vector3.forward * Time.deltaTime * 5);
                Move();

                //移动摄像机
                sf.FollowUpdate();
                //播放奔跑动画
                animator.speed = 2.0f;
                animator.SetFloat("Speed", 1.0f);
            }
        }
    }
示例#2
0
    void OnJoystickMove(MovingJoystick move)
    {
        hasDes = false;
        float joyPositionX = move.joystickAxis.x;
        float joyPositionY = move.joystickAxis.y;

        if (move.joystickName == "MoveJoystick")
        {
            if (joyPositionY != 0 || joyPositionX != 0)
            {
                //设置角色的朝向(朝向当前坐标+摇杆偏移量)
                Quaternion r = Quaternion.Euler(0, Camera.main.transform.eulerAngles.y, 0);

                Vector3 dir = r * new Vector3(joyPositionX, 0, joyPositionY);
                transform.LookAt(new Vector3(transform.position.x + dir.x, transform.position.y, transform.position.z + dir.z));

                //移动玩家的位置(按朝向位置移动)
                transform.Translate(Vector3.forward * Time.deltaTime * 5);

                //移动摄像机
                sf.FollowUpdate();
                //播放奔跑动画
                animator.speed = 2.0f;
                animator.SetFloat("Speed", 1.0f);
            }
        }
        //else if (move.joystickName == "RotJoystick")
        //{
        //    if (joyPositionY != 0 || joyPositionX != 0)
        //    {
        //        sf.rotate += joyPositionX*2;
        //        if (sf.rotate < -180.0f)
        //            sf.rotate += 360.0f;
        //        if (sf.rotate > 180.0f)
        //            sf.rotate -= 360.0f;
        //        sf.height -= joyPositionY;
        //        if (sf.height < .5f)
        //            sf.height = .5f;
        //        if (sf.height > 15.0f)
        //            sf.height = 15.0f;

        //    }
        //}
    }