一開始。。。。。一卡一頓的,人物很飄
public Vector3 TickMove(){
float fThisMoveSpeed = EntityFSMMoveSpeed;
Vector3 sThisSyncDir = EntityFSMDirection;
if (m_pcGOSSI.fLastSyncSecond == 0) {
m_pcGOSSI.fLastSyncSecond = Time.realtimeSinceStartup;
// sThisSyncDir.z +=45;
}
float fSyncSecond = m_pcGOSSI.fLastSyncSecond;
RealEntity.PlayerRunAnimation();
Vector3 realPos2D = new Vector3(objTransform.position.x, 60, objTransform.position.z);
//float fAngle = Vector3.Angle(sThisSyncDir, m_pcGOSSI.sLocalSyncDir);
//位置計算
float fThisRealTimeSinceStartup = Time.realtimeSinceStartup;
//float fThisFrameTimeSpan = fThisRealTimeSinceStartup - m_pcGOSSI.fLastSyncSecond;
float fThisFrameTimeSpan = fThisRealTimeSinceStartup - fSyncSecond;
float fThisSyncDist = fThisMoveSpeed * fThisFrameTimeSpan;
Vector3 sNewPos = sThisSyncDir * fThisSyncDist + realPos2D;
if (sNewPos.magnitude > 0)
{
objTransform.position = sNewPos;
}
GameMethod.GetMainCamera.FixedUpdatePosition();
m_pcGOSSI.fLastSyncSecond = fThisRealTimeSinceStartup;
return sThisSyncDir;
}
加了時間因子之後
雙線程渲染
(一開始tickmove()方法放在某觸發器下,發現并不均勻,現在放在LateUpdate事件裡面即可,因為LateUpdate的時間因子是固定的,移動起來看上就不卡了)
例如:currentTime += Time.deltaTime; //這裡的deltaTime是固定的
由于45度鏡頭,需要再調整方向夾角()
(很久之前寫的,寫的很爛,效果不對,哈哈哈,不要用)
public void TickRotate(Vector3 sThisSyncDir){
sThisSyncDir = 15 * sThisSyncDir;//乘大15并沒有什麼作用,暫時發現這句代碼沒用的,隻是測試用
Quaternion DestQuaternion = Quaternion.LookRotation(sThisSyncDir);
Quaternion sMidQuater = Quaternion.Lerp(objTransform.rotation, DestQuaternion, 3 * Time.deltaTime);//在from和to之間插值旋轉.
objTransform.rotation = sMidQuater;
}
public Vector3 TickMove(){
float fThisMoveSpeed = EntityFSMMoveSpeed;
Vector3 sThisSyncDir = EntityFSMDirection;
if (m_pcGOSSI.fLastSyncSecond == 0) {
m_pcGOSSI.fLastSyncSecond = Time.realtimeSinceStartup;
// sThisSyncDir.z +=45;
}
float fSyncSecond = m_pcGOSSI.fLastSyncSecond;
RealEntity.PlayerRunAnimation();
Vector3 realPos2D = new Vector3(objTransform.position.x, 60, objTransform.position.z);
//Vector3 sThisSyncDir = realPos2D;
//Vector3 sThisSyncDir = sCrossPoint - realPos2D;
//sThisSyncDir.y = 0;
//sThisSyncDir = this.ConvertVector3ToDir (sThisSyncDir);//轉換角度
//不使用機關向量,搖杆幅度越大,應該速度會越快
sThisSyncDir.Normalize();
sThisSyncDir = Quaternion.AngleAxis(-45, Vector3.up) * sThisSyncDir;
//float fAngle = Vector3.Angle(sThisSyncDir, m_pcGOSSI.sLocalSyncDir);
//位置計算
float fThisRealTimeSinceStartup = Time.realtimeSinceStartup;
//float fThisFrameTimeSpan = fThisRealTimeSinceStartup - m_pcGOSSI.fLastSyncSecond;
float fThisFrameTimeSpan = fThisRealTimeSinceStartup - fSyncSecond;
float fThisSyncDist = fThisMoveSpeed * fThisFrameTimeSpan;
Vector3 sNewPos = sThisSyncDir * fThisSyncDist + realPos2D;
if (sNewPos.magnitude > 0)
{
objTransform.position = sNewPos;
}
GameMethod.GetMainCamera.FixedUpdatePosition();
m_pcGOSSI.fLastSyncSecond = fThisRealTimeSinceStartup;
return sThisSyncDir;
}
缺少打擊感
對于mmoa,王者榮耀之流的遊戲,重在操作流暢和技能準确性,以及伺服器和網絡的穩定,對實際鏡頭效果需求不大,一般的鏡頭即可
最終預計采用《武士2》的後搖鏡頭
參考資料:
北京unity3d創業團隊,對技術有研究,VR,C#等。。。。不錯的說
http://blog.csdn.net/sxbluebird/article/details/43225401