一开始。。。。。一卡一顿的,人物很飘
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);
//位置计算
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;
}
加了时间因子之后
双线程渲染
(一开始tickmove()方法放在某触发器下,发现并不均匀,现在放在LateUpdate事件里面即可,因为LateUpdate的时间因子是固定的,移动起来看上就不卡了)
例如:currentTime += Time.deltaTime; //这里的deltaTime是固定的
由于45度镜头,需要再调整方向夹角()
(很久之前写的,写的很烂,效果不对,哈哈哈,不要用)
public void TickRotate(Vector3 sThisSyncDir){
sThisSyncDir = 15 * sThisSyncDir;//乘大15并没有什么作用,暂时发现这句代码没用的,只是测试用
Quaternion DestQuaternion = Quaternion.LookRotation(sThisSyncDir);
Quaternion sMidQuater = Quaternion.Lerp(objTransform.rotation, DestQuaternion, 3 * Time.deltaTime);//在from和to之间插值旋转.
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);//转换角度
//不使用单位向量,摇杆幅度越大,应该速度会越快
sThisSyncDir.Normalize();
sThisSyncDir = Quaternion.AngleAxis(-45, Vector3.up) * sThisSyncDir;
//float fAngle = Vector3.Angle(sThisSyncDir, m_pcGOSSI.sLocalSyncDir);
//位置计算
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;
}
缺少打击感
对于mmoa,王者荣耀之流的游戏,重在操作流畅和技能准确性,以及服务器和网络的稳定,对实际镜头效果需求不大,一般的镜头即可
最终预计采用《武士2》的后摇镜头
参考资料:
北京unity3d创业团队,对技术有研究,VR,C#等。。。。不错的说
http://blog.csdn.net/sxbluebird/article/details/43225401