考虑这个数据集:
[
{
PartId: 0,
Positions: [
{ x: 0, y: 0, z: 0, timeCode: 0.0000 },
{ x: 0, y: 0, z: 1, timeCode: 0.0025 },
{ x: 0, y: 0, z: 2, timeCode: 0.0050 },
{ x: 0, y: 0, z: 3, timeCode: 0.0075 },
{ x: 0, y: 0, z: 4, timeCode: 0.0100 },
{ x: 0, y: 0, z: 5, timeCode: 0.0125 },
{ x: 0, y: 0, z: 6, timeCode: 0.0150 },
{ x: 0, y: 0, z: 7, timeCode: 0.0175 },
{ x: 0, y: 0, z: 8, timeCode: 0.0200 },
]
},
{
PartId: 1,
Positions: [
{ x: 0, y: 0, z: 0, timeCode: 0.0000 },
{ x: 0, y: 0, z: 2, timeCode: 0.0025 },
{ x: 0, y: 0, z: 4, timeCode: 0.0050 },
{ x: 0, y: 0, z: 6, timeCode: 0.0075 },
{ x: 0, y: 0, z: 8, timeCode: 0.0100 },
{ x: 0, y: 0, z: 10, timeCode: 0.0125 },
{ x: 0, y: 0, z: 12, timeCode: 0.0150 },
{ x: 0, y: 0, z: 14, timeCode: 0.0175 },
{ x: 0, y: 0, z: 16, timeCode: 0.0200 },
]
}
]
我能够加载和解析JSON数据,我可以为每个PartId创建一个新的GameObject。我试图找出根据Position集合同时转换每个“Part”的最佳方法。
我在场景中有一个带有附加类的空GameObject。在Start方法内部,我获取JSON数据,然后在循环中创建GameObject类,设置其初始位置,然后启动在同一个类中定义的协同程序。
主要课程:
void Start() {
// do json stuff...
// ........
// then
// for each part...
foreach(PartGroup pg in Parts) {
// create a new GameObject from the Part class
Part part = gameObject.AddComponent(typeof(Part)) as Part;
// send this part data to the new GameObject
part.PartGroup = pg;
// set the initial position for the part
part.Init();
// start a IEnumerator Coroutine in the part class
StartCoroutine(part.PlayFrom());
}
}
零件类:
public void Init() {
Joint = GameObject.CreatePrimitive(PrimitiveType.Sphere);
Joint.transform.localScale = new Vector3(jointSize, jointSize, jointSize);
Joint.transform.position = new Vector3(PartGroup.Positions[0].X, PartGroup.Positions[0].Z, PartGroup.Positions[0].Y);
}
public IEnumerator PlayFrom(float time = 0f) {
while (PlayBack(time)) {
yield return null;
time += Time.fixedDeltaTime;
}
}
bool PlayBack(float time) {
float sample = time / (Time.fixedDeltaTime / speed);
int previousIndex = (int)(sample);
int last = PartGroup.Positions.Count - 1;
if (previousIndex < last) {
int nextIndex = previousIndex + 1;
float interpolation = sample - previousIndex;
Joint.transform.position = Vector3.Lerp(
new Vector3(PartGroup.Positions[previousIndex].X, PartGroup.Positions[previousIndex].Z, PartGroup.Positions[previousIndex].Y),
new Vector3(PartGroup.Positions[nextIndex].X, PartGroup.Positions[nextIndex].Z, PartGroup.Positions[nextIndex].Y),
interpolation);
return true;
}
Joint.transform.position = new Vector3(PartGroup.Positions[last].X, PartGroup.Positions[last].Z, PartGroup.Positions[last].Y);
return false;
}
这就是我目前的设置方式。它确实有效,但它不是平滑运动,有时似乎滞后或跳帧。这是实现这一目标的最佳方式,还是有更好的方法(如FixedUpdate)?我在项目设置中设置了固定时间属性以匹配数据timeCode。
任何有关此类东西的最佳实践的帮助非常感谢!
你必须使用Time.deltaTime
time += Time.deltaTime;
和
float sample = time / (Time.deltaTime / speed);
Coroutines与所有Update
调用一起执行,因此使用fixedDeltaTime
打破了框架的独立性。
或者可能使用WaitForFixedUpdate
像FixedUpdate
一样执行它
while (PlayBack(time)) {
yield return new WaitForFixedUpdate();
time += Time.fixedDeltaTime;
}
也在
foreach(PartGroup pg in Parts)
{
// create a new GameObject from the Part class
Part part = gameObject.AddComponent(typeof(Part)) as Part;
// send this part data to the new GameObject
part.PartGroup = pg;
// set the initial position for the part
part.Init();
// start a IEnumerator Coroutine in the part class
StartCoroutine(part.PlayFrom());
}
看起来你正在为列表中的每个元素添加一个组件到一个相同的GameObject
..我不知道你是否打算这样做。 AddComponent
不会使用该组件创建新的GameObject
,但会将该组件附加到脚本附加到的相同gameObject
上。
你可能打算使用qazxsw poi
new GameObject
还有计算
Part part = new GameObject("new GameObject").AddComponent<Part>();
// make it a child of this gameObject?
part.SetParent(gameObject, false);
看起来有点奇怪..你确定它总是返回float sample = time / (Time.fixedDeltaTime / speed);
int previousIndex = (int)(sample);
...
float interpolation = sample - previousIndex;
和0
之间的值吗?