public float speedSmooth=3;
public float angleSmooth = 1;
public float rotateSmooth = 5;
private void Update()
{
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
Vector3 hvVector = new Vector3(h, 0, v);
if (Mathf.Abs(h)>0|| Mathf.Abs(v) > 0)
{
//前进速度
speed = Mathf.Lerp(speed, hvVector.magnitude * 5.7f, speedSmooth * Time.deltaTime);
anim.SetFloat("Speed", speed);
//转向速度之方法一
//float angle = Vector3.Angle(transform.forward, hvVector);
//bool rotateDir = true;
//transform.Rotate(Vector3.up, angle);
//if (Vector3.Angle(transform.forward, hvVector) != 0 ) rotateDir = false;
//transform.Rotate(Vector3.up, -angle);
//transform.Rotate(Vector3.up, Mathf.Lerp(0, rotateDir ?angle:-angle, angleSmooth * Time.deltaTime));
//方法二
Quaternion rotation = Quaternion.LookRotation(hvVector);
transform.rotation = Quaternion.Lerp(transform.rotation, rotation, rotateSmooth * Time.deltaTime);
}
else
{
speed = 0;
anim.SetFloat("Speed", speed);
}
人物移动方法-unity
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