回答編集履歴
4
コルーチン生存確認について追記
answer
CHANGED
@@ -2,33 +2,33 @@
|
|
2
2
|
では、代わりに起点と終点の距離を`PingPong`の`length`とするのはどうでしょうか?
|
3
3
|
|
4
4
|
```C#
|
5
|
-
|
5
|
+
[SerializeField] private GameObject startPoint;
|
6
|
-
|
6
|
+
[SerializeField] private GameObject endPoint;
|
7
7
|
|
8
|
-
|
8
|
+
float startTime;
|
9
|
-
|
9
|
+
float speed = 2;
|
10
|
-
|
10
|
+
Vector3 dir;
|
11
|
-
|
11
|
+
Vector3 startPosition;
|
12
|
-
|
12
|
+
float distance;
|
13
13
|
|
14
|
-
|
14
|
+
void Start()
|
15
|
-
|
15
|
+
{
|
16
|
-
|
16
|
+
startTime = Time.time;
|
17
|
-
|
17
|
+
startPosition = startPoint.transform.position;
|
18
|
-
|
18
|
+
Vector3 endPosition = endPoint.transform.position;
|
19
|
-
|
19
|
+
dir = (endPosition - startPosition).normalized;
|
20
|
-
|
20
|
+
distance = Vector3.Distance(startPosition, endPosition);
|
21
|
-
|
21
|
+
}
|
22
22
|
|
23
|
-
|
23
|
+
void Update()
|
24
|
-
|
24
|
+
{
|
25
|
-
|
25
|
+
float t = (Time.time - startTime) * speed;
|
26
|
-
|
26
|
+
transform.position = startPosition + (dir * Mathf.PingPong(t, distance));
|
27
27
|
|
28
|
-
|
28
|
+
// 進行方向は、PingPongの式の中にある「t - length」の
|
29
|
-
|
29
|
+
// 符号で判断できるんじゃないでしょうか?
|
30
|
-
|
30
|
+
transform.rotation = Quaternion.LookRotation(dir * Mathf.Sign(this.distance - Mathf.Repeat(t, distance * 2.0f)));
|
31
|
-
|
31
|
+
}
|
32
32
|
```
|
33
33
|
|
34
34
|
`PingPong`の`length`に0以下の値を入れると狂うのは、どうやら確からしいですね。[PingPong](https://github.com/Unity-Technologies/UnityCsReference/blob/61f92bd79ae862c4465d35270f9d1d57befd1761/Runtime/Export/Math/Mathf.cs#L362)、[Repeat](https://github.com/Unity-Technologies/UnityCsReference/blob/61f92bd79ae862c4465d35270f9d1d57befd1761/Runtime/Export/Math/Mathf.cs#L356)、[Clamp](https://github.com/Unity-Technologies/UnityCsReference/blob/61f92bd79ae862c4465d35270f9d1d57befd1761/Runtime/Export/Math/Mathf.cs#L182)の式にマイナスの`length`を代入して手計算してみると確認できるかと思います。
|
@@ -36,269 +36,351 @@
|
|
36
36
|
## 水平の動きに制限
|
37
37
|
|
38
38
|
```C#
|
39
|
-
|
39
|
+
void Start()
|
40
|
-
|
40
|
+
{
|
41
|
-
|
41
|
+
startTime = Time.time;
|
42
|
-
|
42
|
+
startPosition = startPoint.transform.position;
|
43
|
-
|
43
|
+
Vector3 endPosition = endPoint.transform.position;
|
44
44
|
|
45
|
-
|
45
|
+
// 下記のようにすればstartPositionを
|
46
|
-
|
46
|
+
// 通る水平面上を動くはずです
|
47
|
-
|
47
|
+
endPosition.y = startPosition.y;
|
48
48
|
|
49
|
-
|
49
|
+
// あるいは、起点・終点のy成分を0にしてしまえば
|
50
|
-
|
50
|
+
// 高さを無視してY=0の平面上を移動するでしょう
|
51
|
-
|
51
|
+
//startPosition.y = 0.0f;
|
52
|
-
|
52
|
+
//endPosition.y = 0.0f;
|
53
53
|
|
54
|
-
|
54
|
+
dir = (endPosition - startPosition).normalized;
|
55
|
-
|
55
|
+
distance = Vector3.Distance(startPosition, endPosition);
|
56
|
-
|
56
|
+
}
|
57
57
|
|
58
|
-
|
58
|
+
void Update()
|
59
|
-
|
59
|
+
{
|
60
|
-
|
60
|
+
float t = (Time.time - startTime) * speed;
|
61
|
-
|
61
|
+
Vector3 newPosition = startPosition + (dir * Mathf.PingPong(t, distance));
|
62
62
|
|
63
|
-
|
63
|
+
// さまざまな高さの建物がある地形とのことですが、それらの高さを無視して
|
64
|
-
|
64
|
+
// 貫通して動くのではなく、建物の屋上に乗っているように見せたい場合は
|
65
|
-
|
65
|
+
// Raycastも併用して位置を修正する必要があるかと思います
|
66
|
-
|
66
|
+
// 「移動オブジェクトのY軸座標は変化させずに」とのことですので、
|
67
|
-
|
67
|
+
// そういうことをしたいのではないだろうとは思うのですが...
|
68
|
-
|
68
|
+
/*
|
69
|
-
|
69
|
+
if (Physics.Raycast(new Ray(new Vector3(newPosition.x, 100.0f, newPosition.z), Vector3.down), out var hitInfo))
|
70
|
-
|
70
|
+
{
|
71
|
-
|
71
|
+
newPosition = hitInfo.point;
|
72
|
-
|
72
|
+
}
|
73
|
-
|
73
|
+
*/
|
74
74
|
|
75
|
-
|
75
|
+
transform.position = newPosition;
|
76
|
-
|
76
|
+
transform.rotation = Quaternion.LookRotation(dir * Mathf.Sign(this.distance - Mathf.Repeat(t, distance * 2.0f)));
|
77
|
-
|
77
|
+
}
|
78
78
|
```
|
79
79
|
|
80
80
|
##PingPongの一時停止
|
81
81
|
|
82
82
|
```C#
|
83
|
-
|
83
|
+
[SerializeField] private GameObject startPoint;
|
84
|
-
|
84
|
+
[SerializeField] private GameObject endPoint;
|
85
|
-
|
85
|
+
[SerializeField] private float animationLength = 1.0f;
|
86
86
|
|
87
|
-
|
87
|
+
float startTime;
|
88
|
-
|
88
|
+
float pauseTime;
|
89
|
-
|
89
|
+
bool paused;
|
90
|
-
|
90
|
+
float speed = 2;
|
91
|
-
|
91
|
+
Vector3 dir;
|
92
|
-
|
92
|
+
Vector3 startPosition;
|
93
|
-
|
93
|
+
float distance;
|
94
|
-
|
94
|
+
int directionSign;
|
95
95
|
|
96
|
-
|
96
|
+
public void Pause()
|
97
|
-
|
97
|
+
{
|
98
|
-
|
98
|
+
// 一時停止フラグを立て、現在の時刻を記録する
|
99
|
-
|
99
|
+
paused = true;
|
100
|
-
|
100
|
+
pauseTime = Time.time;
|
101
|
-
|
101
|
+
}
|
102
102
|
|
103
|
-
|
103
|
+
public void Resume()
|
104
|
-
|
104
|
+
{
|
105
|
-
|
105
|
+
// 移動再開時に、停止していた時間をstartTimeに加算する
|
106
|
-
|
106
|
+
paused = false;
|
107
|
-
|
107
|
+
startTime += Time.time - pauseTime;
|
108
|
-
|
108
|
+
}
|
109
109
|
|
110
|
-
|
110
|
+
void Start()
|
111
|
-
|
111
|
+
{
|
112
|
-
|
112
|
+
startTime = Time.time;
|
113
|
-
|
113
|
+
startPosition = startPoint.transform.position;
|
114
|
-
|
114
|
+
Vector3 endPosition = endPoint.transform.position;
|
115
|
-
|
115
|
+
startPosition.y = 0.0f;
|
116
|
-
|
116
|
+
endPosition.y = 0.0f;
|
117
|
-
|
117
|
+
dir = (endPosition - startPosition).normalized;
|
118
|
-
|
118
|
+
distance = Vector3.Distance(startPosition, endPosition);
|
119
119
|
|
120
|
-
|
120
|
+
// 進行方向の符号...1で順方向、-1で逆方向
|
121
|
-
|
121
|
+
// スタート時点の進行方向は順方向としておく
|
122
|
-
|
122
|
+
directionSign = 1;
|
123
|
-
|
123
|
+
}
|
124
124
|
|
125
|
-
|
125
|
+
void Update()
|
126
|
-
|
126
|
+
{
|
127
|
-
|
127
|
+
if (paused)
|
128
|
-
|
128
|
+
{
|
129
|
-
|
129
|
+
return;
|
130
|
-
|
130
|
+
}
|
131
131
|
|
132
|
-
|
132
|
+
float t = (Time.time - startTime) * speed;
|
133
|
-
|
133
|
+
Vector3 newPosition = startPosition + (dir * Mathf.PingPong(t, distance));
|
134
|
-
|
134
|
+
transform.position = newPosition;
|
135
|
-
|
135
|
+
|
136
|
-
|
136
|
+
int newDirectionSign = (int)Mathf.Sign(distance - Mathf.Repeat(t, distance * 2.0f));
|
137
|
-
|
137
|
+
if (newDirectionSign != directionSign)
|
138
|
-
|
138
|
+
{
|
139
|
-
|
139
|
+
// もし進行方向が反転したら、一時停止して
|
140
|
-
|
140
|
+
// 進行方向を更新、転回コルーチンを開始する
|
141
|
-
|
141
|
+
Pause();
|
142
|
-
|
142
|
+
directionSign = newDirectionSign;
|
143
|
-
|
143
|
+
StartCoroutine(Turn(transform));
|
144
|
-
|
144
|
+
return;
|
145
|
-
|
145
|
+
}
|
146
146
|
|
147
|
-
|
147
|
+
transform.rotation = Quaternion.LookRotation(dir * newDirectionSign);
|
148
|
-
|
148
|
+
}
|
149
149
|
|
150
|
-
|
150
|
+
IEnumerator Turn(Transform trf)
|
151
|
-
|
151
|
+
{
|
152
|
-
|
152
|
+
Vector3 baseForward = trf.forward;
|
153
|
-
|
153
|
+
for (float time = 0.0f; time < animationLength; time += Time.deltaTime)
|
154
|
-
|
154
|
+
{
|
155
|
-
|
155
|
+
float t = time / animationLength;
|
156
|
-
|
156
|
+
Quaternion q = Quaternion.Euler(0.0f, Mathf.Lerp(0.0f, 180.0f, t), 0.0f);
|
157
|
-
|
157
|
+
trf.forward = q * baseForward;
|
158
|
-
|
158
|
+
yield return null;
|
159
|
-
|
159
|
+
}
|
160
|
-
|
160
|
+
trf.forward = Quaternion.Euler(0.0f, 180.0f, 0.0f) * baseForward;
|
161
161
|
|
162
|
-
|
162
|
+
// 転回終了後に移動を再開
|
163
|
-
|
163
|
+
Resume();
|
164
|
-
|
164
|
+
}
|
165
165
|
```
|
166
166
|
|
167
167
|
##目標方向へ回転
|
168
168
|
|
169
169
|
```C#
|
170
|
-
|
170
|
+
[SerializeField] GameObject startPoint;
|
171
|
-
|
171
|
+
[SerializeField] GameObject endPoint;
|
172
|
-
|
172
|
+
[SerializeField] float animationLength = 1.0f;
|
173
|
-
|
173
|
+
[SerializeField] Transform target;
|
174
|
-
|
174
|
+
Vector3 dir;
|
175
|
-
|
175
|
+
int directionSign;
|
176
|
-
|
176
|
+
float distance;
|
177
|
-
|
177
|
+
bool paused;
|
178
|
-
|
178
|
+
float pauseTime;
|
179
|
-
|
179
|
+
readonly float speed = 2;
|
180
|
-
|
180
|
+
Vector3 startPosition;
|
181
181
|
|
182
|
-
|
182
|
+
float startTime;
|
183
183
|
|
184
|
-
|
184
|
+
void Start()
|
185
|
-
|
185
|
+
{
|
186
|
-
|
186
|
+
startTime = Time.time;
|
187
|
-
|
187
|
+
startPosition = startPoint.transform.position;
|
188
|
-
|
188
|
+
Vector3 endPosition = endPoint.transform.position;
|
189
|
-
|
189
|
+
startPosition.y = 0.0f;
|
190
|
-
|
190
|
+
endPosition.y = 0.0f;
|
191
|
-
|
191
|
+
dir = (endPosition - startPosition).normalized;
|
192
|
-
|
192
|
+
distance = Vector3.Distance(startPosition, endPosition);
|
193
|
-
|
193
|
+
directionSign = 1;
|
194
|
-
|
194
|
+
}
|
195
195
|
|
196
|
-
|
196
|
+
void Update()
|
197
|
-
|
197
|
+
{
|
198
|
-
|
198
|
+
if (paused)
|
199
|
-
|
199
|
+
{
|
200
|
-
|
200
|
+
return;
|
201
|
-
|
201
|
+
}
|
202
202
|
|
203
|
-
|
203
|
+
float t = (Time.time - startTime) * speed;
|
204
|
-
|
204
|
+
Vector3 newPosition = startPosition + (dir * Mathf.PingPong(t, distance));
|
205
|
-
|
205
|
+
transform.position = newPosition;
|
206
|
-
|
206
|
+
int newDirectionSign = (int)Mathf.Sign(distance - Mathf.Repeat(t, distance * 2.0f));
|
207
|
-
|
207
|
+
if (newDirectionSign != directionSign)
|
208
|
-
|
208
|
+
{
|
209
|
-
|
209
|
+
Pause();
|
210
|
-
|
210
|
+
directionSign = newDirectionSign;
|
211
|
-
|
211
|
+
StartCoroutine(Turn(transform));
|
212
|
-
|
212
|
+
return;
|
213
|
-
|
213
|
+
}
|
214
214
|
|
215
|
-
|
215
|
+
transform.rotation = Quaternion.LookRotation(dir * newDirectionSign);
|
216
216
|
|
217
|
-
|
217
|
+
// 実験として、スペースバーで模擬的な会話を行う
|
218
|
-
|
218
|
+
if (!paused && Input.GetKeyDown(KeyCode.Space))
|
219
|
-
|
219
|
+
{
|
220
|
-
|
220
|
+
StartCoroutine(TalkWith(target));
|
221
|
-
|
221
|
+
}
|
222
|
-
|
222
|
+
}
|
223
223
|
|
224
|
-
|
224
|
+
public void Pause()
|
225
|
-
|
225
|
+
{
|
226
|
-
|
226
|
+
// 今さらながら、もし一時停止中に再度Pauseを行うと時刻が狂うため
|
227
|
-
|
227
|
+
// 一時停止中には時刻の記録を行わないようにしました
|
228
|
-
|
228
|
+
if (paused)
|
229
|
-
|
229
|
+
{
|
230
|
-
|
230
|
+
return;
|
231
|
-
|
231
|
+
}
|
232
232
|
|
233
|
-
|
233
|
+
paused = true;
|
234
|
-
|
234
|
+
pauseTime = Time.time;
|
235
|
-
|
235
|
+
}
|
236
236
|
|
237
|
-
|
237
|
+
public void Resume()
|
238
|
-
|
238
|
+
{
|
239
|
-
|
239
|
+
// 同じく時刻の狂いを防止するため、移動中には
|
240
|
-
|
240
|
+
// 開始時刻の更新を行わないようにしました
|
241
|
-
|
241
|
+
if (!paused)
|
242
|
-
|
242
|
+
{
|
243
|
-
|
243
|
+
return;
|
244
|
-
|
244
|
+
}
|
245
245
|
|
246
|
-
|
246
|
+
paused = false;
|
247
|
-
|
247
|
+
startTime += Time.time - pauseTime;
|
248
|
-
|
248
|
+
}
|
249
249
|
|
250
|
-
|
250
|
+
IEnumerator TalkWith(Transform targetTransform)
|
251
|
-
|
251
|
+
{
|
252
|
-
|
252
|
+
// 念のため目標方向をXZ平面上に投影しておく
|
253
|
-
|
253
|
+
Vector3 targetDir = Vector3.ProjectOnPlane(targetTransform.position - transform.position, Vector3.up).normalized;
|
254
|
-
|
254
|
+
Vector3 forward = transform.forward;
|
255
255
|
|
256
|
-
|
256
|
+
// 一時停止して目標方向へ回転し...
|
257
|
-
|
257
|
+
Pause();
|
258
|
-
|
258
|
+
yield return YTurnToTarget(transform, targetDir);
|
259
259
|
|
260
|
-
|
260
|
+
// コンソールに文章を表示、少し待機する(会話しているつもり)
|
261
|
-
|
261
|
+
Debug.Log("Hello!");
|
262
|
-
|
262
|
+
yield return new WaitForSeconds(5.0f);
|
263
263
|
|
264
|
-
|
264
|
+
// 元の方向へ回転し、一時停止を解除する
|
265
|
-
|
265
|
+
yield return YTurnToTarget(transform, forward);
|
266
|
-
|
266
|
+
Resume();
|
267
|
-
|
267
|
+
}
|
268
268
|
|
269
|
-
|
269
|
+
// 引数としてターゲットへの方角を受け取ることにする
|
270
|
-
|
270
|
+
IEnumerator YTurnToTarget(Transform trf, Vector3 targetDir)
|
271
|
-
|
271
|
+
{
|
272
|
-
|
272
|
+
Vector3 baseForward = trf.forward;
|
273
273
|
|
274
|
-
|
274
|
+
// Y軸周りの符号付き回転角を得て...
|
275
|
-
|
275
|
+
float angle = Vector3.SignedAngle(baseForward, targetDir, Vector3.up);
|
276
|
-
|
276
|
+
for (float time = 0.0f; time < animationLength; time += Time.deltaTime)
|
277
|
-
|
277
|
+
{
|
278
|
-
|
278
|
+
float t = time / animationLength;
|
279
279
|
|
280
|
-
|
280
|
+
// Lerpの引数としてangleを使う
|
281
|
-
|
281
|
+
Quaternion q = Quaternion.Euler(0.0f, Mathf.Lerp(0.0f, angle, t), 0.0f);
|
282
|
-
|
282
|
+
trf.forward = q * baseForward;
|
283
|
-
|
283
|
+
yield return null;
|
284
|
-
|
284
|
+
}
|
285
285
|
|
286
|
-
|
286
|
+
// 補間値t=1の調整処理
|
287
|
-
|
287
|
+
trf.forward = Quaternion.Euler(0.0f, angle, 0.0f) * baseForward;
|
288
|
-
|
288
|
+
}
|
289
289
|
|
290
|
-
|
290
|
+
IEnumerator Turn(Transform trf)
|
291
|
-
|
291
|
+
{
|
292
|
-
|
292
|
+
Vector3 baseForward = trf.forward;
|
293
|
-
|
293
|
+
for (float time = 0.0f; time < animationLength; time += Time.deltaTime)
|
294
|
-
|
294
|
+
{
|
295
|
-
|
295
|
+
float t = time / animationLength;
|
296
|
-
|
296
|
+
Quaternion q = Quaternion.Euler(0.0f, Mathf.Lerp(0.0f, 180.0f, t), 0.0f);
|
297
|
-
|
297
|
+
trf.forward = q * baseForward;
|
298
|
-
|
298
|
+
yield return null;
|
299
|
-
|
299
|
+
}
|
300
300
|
|
301
|
-
|
301
|
+
trf.forward = Quaternion.Euler(0.0f, 180.0f, 0.0f) * baseForward;
|
302
|
-
|
302
|
+
Resume();
|
303
|
-
|
303
|
+
}
|
304
|
+
```
|
305
|
+
|
306
|
+
##コルーチンの生存確認
|
307
|
+
|
308
|
+
**案1**
|
309
|
+
|
310
|
+
`MyCoroutine`内での`null`チェックは削除し、`Update`でのコルーチン起動判定条件として`null`チェックを行うのはどうでしょう。
|
311
|
+
|
312
|
+
```C#
|
313
|
+
using System.Collections;
|
314
|
+
using UnityEngine;
|
315
|
+
|
316
|
+
public class TestCoroutine : MonoBehaviour
|
317
|
+
{
|
318
|
+
Coroutine RunningMyCoroutine;
|
319
|
+
|
320
|
+
void Start()
|
321
|
+
{
|
322
|
+
RunningMyCoroutine = StartCoroutine(MyCoroutine());
|
323
|
+
}
|
324
|
+
|
325
|
+
void Update()
|
326
|
+
{
|
327
|
+
if ((RunningMyCoroutine == null) && Input.GetMouseButtonDown(0))
|
328
|
+
{
|
329
|
+
RunningMyCoroutine = StartCoroutine(MyCoroutine());
|
330
|
+
}
|
331
|
+
}
|
332
|
+
|
333
|
+
IEnumerator MyCoroutine()
|
334
|
+
{
|
335
|
+
int i = 0;
|
336
|
+
while (i < 5)
|
337
|
+
{
|
338
|
+
Debug.Log($"MyCoroutine:{i}");
|
339
|
+
i++;
|
340
|
+
yield return new WaitForSeconds(2.0f);
|
341
|
+
}
|
342
|
+
RunningMyCoroutine = null;
|
343
|
+
}
|
344
|
+
}
|
345
|
+
```
|
346
|
+
|
347
|
+
**案2**
|
348
|
+
|
349
|
+
`yield return`を行わずにいきなり終了するコルーチンを始動した場合`StartCoroutine`の返り値は`null`になるようなので、「返り値が`null`なら`RunningMyCoroutine`は元の値のままとする」ということにしてもよさそうです。
|
350
|
+
|
351
|
+
```C#
|
352
|
+
using System.Collections;
|
353
|
+
using UnityEngine;
|
354
|
+
|
355
|
+
public class TestCoroutine : MonoBehaviour
|
356
|
+
{
|
357
|
+
|
358
|
+
Coroutine RunningMyCoroutine;
|
359
|
+
|
360
|
+
void Start()
|
361
|
+
{
|
362
|
+
RunningMyCoroutine = StartCoroutine(MyCoroutine());
|
363
|
+
}
|
364
|
+
|
365
|
+
void Update()
|
366
|
+
{
|
367
|
+
if (Input.GetMouseButtonDown(0))
|
368
|
+
{
|
369
|
+
RunningMyCoroutine = StartCoroutine(MyCoroutine()) ?? RunningMyCoroutine;
|
370
|
+
}
|
371
|
+
}
|
372
|
+
|
373
|
+
IEnumerator MyCoroutine()
|
374
|
+
{
|
375
|
+
if (RunningMyCoroutine != null) yield break;
|
376
|
+
int i = 0;
|
377
|
+
while (i<5)
|
378
|
+
{
|
379
|
+
Debug.Log($"MyCoroutine:{i}");
|
380
|
+
i++;
|
381
|
+
yield return new WaitForSeconds(2.0f);
|
382
|
+
}
|
383
|
+
RunningMyCoroutine = null;
|
384
|
+
}
|
385
|
+
}
|
304
386
|
```
|
3
目標方向への回転案を追記
answer
CHANGED
@@ -162,4 +162,143 @@
|
|
162
162
|
// 転回終了後に移動を再開
|
163
163
|
Resume();
|
164
164
|
}
|
165
|
+
```
|
166
|
+
|
167
|
+
##目標方向へ回転
|
168
|
+
|
169
|
+
```C#
|
170
|
+
[SerializeField] GameObject startPoint;
|
171
|
+
[SerializeField] GameObject endPoint;
|
172
|
+
[SerializeField] float animationLength = 1.0f;
|
173
|
+
[SerializeField] Transform target;
|
174
|
+
Vector3 dir;
|
175
|
+
int directionSign;
|
176
|
+
float distance;
|
177
|
+
bool paused;
|
178
|
+
float pauseTime;
|
179
|
+
readonly float speed = 2;
|
180
|
+
Vector3 startPosition;
|
181
|
+
|
182
|
+
float startTime;
|
183
|
+
|
184
|
+
void Start()
|
185
|
+
{
|
186
|
+
startTime = Time.time;
|
187
|
+
startPosition = startPoint.transform.position;
|
188
|
+
Vector3 endPosition = endPoint.transform.position;
|
189
|
+
startPosition.y = 0.0f;
|
190
|
+
endPosition.y = 0.0f;
|
191
|
+
dir = (endPosition - startPosition).normalized;
|
192
|
+
distance = Vector3.Distance(startPosition, endPosition);
|
193
|
+
directionSign = 1;
|
194
|
+
}
|
195
|
+
|
196
|
+
void Update()
|
197
|
+
{
|
198
|
+
if (paused)
|
199
|
+
{
|
200
|
+
return;
|
201
|
+
}
|
202
|
+
|
203
|
+
float t = (Time.time - startTime) * speed;
|
204
|
+
Vector3 newPosition = startPosition + (dir * Mathf.PingPong(t, distance));
|
205
|
+
transform.position = newPosition;
|
206
|
+
int newDirectionSign = (int)Mathf.Sign(distance - Mathf.Repeat(t, distance * 2.0f));
|
207
|
+
if (newDirectionSign != directionSign)
|
208
|
+
{
|
209
|
+
Pause();
|
210
|
+
directionSign = newDirectionSign;
|
211
|
+
StartCoroutine(Turn(transform));
|
212
|
+
return;
|
213
|
+
}
|
214
|
+
|
215
|
+
transform.rotation = Quaternion.LookRotation(dir * newDirectionSign);
|
216
|
+
|
217
|
+
// 実験として、スペースバーで模擬的な会話を行う
|
218
|
+
if (!paused && Input.GetKeyDown(KeyCode.Space))
|
219
|
+
{
|
220
|
+
StartCoroutine(TalkWith(target));
|
221
|
+
}
|
222
|
+
}
|
223
|
+
|
224
|
+
public void Pause()
|
225
|
+
{
|
226
|
+
// 今さらながら、もし一時停止中に再度Pauseを行うと時刻が狂うため
|
227
|
+
// 一時停止中には時刻の記録を行わないようにしました
|
228
|
+
if (paused)
|
229
|
+
{
|
230
|
+
return;
|
231
|
+
}
|
232
|
+
|
233
|
+
paused = true;
|
234
|
+
pauseTime = Time.time;
|
235
|
+
}
|
236
|
+
|
237
|
+
public void Resume()
|
238
|
+
{
|
239
|
+
// 同じく時刻の狂いを防止するため、移動中には
|
240
|
+
// 開始時刻の更新を行わないようにしました
|
241
|
+
if (!paused)
|
242
|
+
{
|
243
|
+
return;
|
244
|
+
}
|
245
|
+
|
246
|
+
paused = false;
|
247
|
+
startTime += Time.time - pauseTime;
|
248
|
+
}
|
249
|
+
|
250
|
+
IEnumerator TalkWith(Transform targetTransform)
|
251
|
+
{
|
252
|
+
// 念のため目標方向をXZ平面上に投影しておく
|
253
|
+
Vector3 targetDir = Vector3.ProjectOnPlane(targetTransform.position - transform.position, Vector3.up).normalized;
|
254
|
+
Vector3 forward = transform.forward;
|
255
|
+
|
256
|
+
// 一時停止して目標方向へ回転し...
|
257
|
+
Pause();
|
258
|
+
yield return YTurnToTarget(transform, targetDir);
|
259
|
+
|
260
|
+
// コンソールに文章を表示、少し待機する(会話しているつもり)
|
261
|
+
Debug.Log("Hello!");
|
262
|
+
yield return new WaitForSeconds(5.0f);
|
263
|
+
|
264
|
+
// 元の方向へ回転し、一時停止を解除する
|
265
|
+
yield return YTurnToTarget(transform, forward);
|
266
|
+
Resume();
|
267
|
+
}
|
268
|
+
|
269
|
+
// 引数としてターゲットへの方角を受け取ることにする
|
270
|
+
IEnumerator YTurnToTarget(Transform trf, Vector3 targetDir)
|
271
|
+
{
|
272
|
+
Vector3 baseForward = trf.forward;
|
273
|
+
|
274
|
+
// Y軸周りの符号付き回転角を得て...
|
275
|
+
float angle = Vector3.SignedAngle(baseForward, targetDir, Vector3.up);
|
276
|
+
for (float time = 0.0f; time < animationLength; time += Time.deltaTime)
|
277
|
+
{
|
278
|
+
float t = time / animationLength;
|
279
|
+
|
280
|
+
// Lerpの引数としてangleを使う
|
281
|
+
Quaternion q = Quaternion.Euler(0.0f, Mathf.Lerp(0.0f, angle, t), 0.0f);
|
282
|
+
trf.forward = q * baseForward;
|
283
|
+
yield return null;
|
284
|
+
}
|
285
|
+
|
286
|
+
// 補間値t=1の調整処理
|
287
|
+
trf.forward = Quaternion.Euler(0.0f, angle, 0.0f) * baseForward;
|
288
|
+
}
|
289
|
+
|
290
|
+
IEnumerator Turn(Transform trf)
|
291
|
+
{
|
292
|
+
Vector3 baseForward = trf.forward;
|
293
|
+
for (float time = 0.0f; time < animationLength; time += Time.deltaTime)
|
294
|
+
{
|
295
|
+
float t = time / animationLength;
|
296
|
+
Quaternion q = Quaternion.Euler(0.0f, Mathf.Lerp(0.0f, 180.0f, t), 0.0f);
|
297
|
+
trf.forward = q * baseForward;
|
298
|
+
yield return null;
|
299
|
+
}
|
300
|
+
|
301
|
+
trf.forward = Quaternion.Euler(0.0f, 180.0f, 0.0f) * baseForward;
|
302
|
+
Resume();
|
303
|
+
}
|
165
304
|
```
|
2
PingPong一時停止案を追記
answer
CHANGED
@@ -75,4 +75,91 @@
|
|
75
75
|
transform.position = newPosition;
|
76
76
|
transform.rotation = Quaternion.LookRotation(dir * Mathf.Sign(this.distance - Mathf.Repeat(t, distance * 2.0f)));
|
77
77
|
}
|
78
|
+
```
|
79
|
+
|
80
|
+
##PingPongの一時停止
|
81
|
+
|
82
|
+
```C#
|
83
|
+
[SerializeField] private GameObject startPoint;
|
84
|
+
[SerializeField] private GameObject endPoint;
|
85
|
+
[SerializeField] private float animationLength = 1.0f;
|
86
|
+
|
87
|
+
float startTime;
|
88
|
+
float pauseTime;
|
89
|
+
bool paused;
|
90
|
+
float speed = 2;
|
91
|
+
Vector3 dir;
|
92
|
+
Vector3 startPosition;
|
93
|
+
float distance;
|
94
|
+
int directionSign;
|
95
|
+
|
96
|
+
public void Pause()
|
97
|
+
{
|
98
|
+
// 一時停止フラグを立て、現在の時刻を記録する
|
99
|
+
paused = true;
|
100
|
+
pauseTime = Time.time;
|
101
|
+
}
|
102
|
+
|
103
|
+
public void Resume()
|
104
|
+
{
|
105
|
+
// 移動再開時に、停止していた時間をstartTimeに加算する
|
106
|
+
paused = false;
|
107
|
+
startTime += Time.time - pauseTime;
|
108
|
+
}
|
109
|
+
|
110
|
+
void Start()
|
111
|
+
{
|
112
|
+
startTime = Time.time;
|
113
|
+
startPosition = startPoint.transform.position;
|
114
|
+
Vector3 endPosition = endPoint.transform.position;
|
115
|
+
startPosition.y = 0.0f;
|
116
|
+
endPosition.y = 0.0f;
|
117
|
+
dir = (endPosition - startPosition).normalized;
|
118
|
+
distance = Vector3.Distance(startPosition, endPosition);
|
119
|
+
|
120
|
+
// 進行方向の符号...1で順方向、-1で逆方向
|
121
|
+
// スタート時点の進行方向は順方向としておく
|
122
|
+
directionSign = 1;
|
123
|
+
}
|
124
|
+
|
125
|
+
void Update()
|
126
|
+
{
|
127
|
+
if (paused)
|
128
|
+
{
|
129
|
+
return;
|
130
|
+
}
|
131
|
+
|
132
|
+
float t = (Time.time - startTime) * speed;
|
133
|
+
Vector3 newPosition = startPosition + (dir * Mathf.PingPong(t, distance));
|
134
|
+
transform.position = newPosition;
|
135
|
+
|
136
|
+
int newDirectionSign = (int)Mathf.Sign(distance - Mathf.Repeat(t, distance * 2.0f));
|
137
|
+
if (newDirectionSign != directionSign)
|
138
|
+
{
|
139
|
+
// もし進行方向が反転したら、一時停止して
|
140
|
+
// 進行方向を更新、転回コルーチンを開始する
|
141
|
+
Pause();
|
142
|
+
directionSign = newDirectionSign;
|
143
|
+
StartCoroutine(Turn(transform));
|
144
|
+
return;
|
145
|
+
}
|
146
|
+
|
147
|
+
transform.rotation = Quaternion.LookRotation(dir * newDirectionSign);
|
148
|
+
}
|
149
|
+
|
150
|
+
IEnumerator Turn(Transform trf)
|
151
|
+
{
|
152
|
+
Vector3 baseForward = trf.forward;
|
153
|
+
for (float time = 0.0f; time < animationLength; time += Time.deltaTime)
|
154
|
+
{
|
155
|
+
float t = time / animationLength;
|
156
|
+
Quaternion q = Quaternion.Euler(0.0f, Mathf.Lerp(0.0f, 180.0f, t), 0.0f);
|
157
|
+
trf.forward = q * baseForward;
|
158
|
+
yield return null;
|
159
|
+
}
|
160
|
+
trf.forward = Quaternion.Euler(0.0f, 180.0f, 0.0f) * baseForward;
|
161
|
+
|
162
|
+
// 転回終了後に移動を再開
|
163
|
+
Resume();
|
164
|
+
}
|
78
165
|
```
|
1
動きを水平方向へ制限したバージョンを追記
answer
CHANGED
@@ -31,4 +31,48 @@
|
|
31
31
|
}
|
32
32
|
```
|
33
33
|
|
34
|
-
`PingPong`の`length`に0以下の値を入れると狂うのは、どうやら確からしいですね。[PingPong](https://github.com/Unity-Technologies/UnityCsReference/blob/61f92bd79ae862c4465d35270f9d1d57befd1761/Runtime/Export/Math/Mathf.cs#L362)、[Repeat](https://github.com/Unity-Technologies/UnityCsReference/blob/61f92bd79ae862c4465d35270f9d1d57befd1761/Runtime/Export/Math/Mathf.cs#L356)、[Clamp](https://github.com/Unity-Technologies/UnityCsReference/blob/61f92bd79ae862c4465d35270f9d1d57befd1761/Runtime/Export/Math/Mathf.cs#L182)の式にマイナスの`length`を代入して手計算してみると確認できるかと思います。
|
34
|
+
`PingPong`の`length`に0以下の値を入れると狂うのは、どうやら確からしいですね。[PingPong](https://github.com/Unity-Technologies/UnityCsReference/blob/61f92bd79ae862c4465d35270f9d1d57befd1761/Runtime/Export/Math/Mathf.cs#L362)、[Repeat](https://github.com/Unity-Technologies/UnityCsReference/blob/61f92bd79ae862c4465d35270f9d1d57befd1761/Runtime/Export/Math/Mathf.cs#L356)、[Clamp](https://github.com/Unity-Technologies/UnityCsReference/blob/61f92bd79ae862c4465d35270f9d1d57befd1761/Runtime/Export/Math/Mathf.cs#L182)の式にマイナスの`length`を代入して手計算してみると確認できるかと思います。
|
35
|
+
|
36
|
+
## 水平の動きに制限
|
37
|
+
|
38
|
+
```C#
|
39
|
+
void Start()
|
40
|
+
{
|
41
|
+
startTime = Time.time;
|
42
|
+
startPosition = startPoint.transform.position;
|
43
|
+
Vector3 endPosition = endPoint.transform.position;
|
44
|
+
|
45
|
+
// 下記のようにすればstartPositionを
|
46
|
+
// 通る水平面上を動くはずです
|
47
|
+
endPosition.y = startPosition.y;
|
48
|
+
|
49
|
+
// あるいは、起点・終点のy成分を0にしてしまえば
|
50
|
+
// 高さを無視してY=0の平面上を移動するでしょう
|
51
|
+
//startPosition.y = 0.0f;
|
52
|
+
//endPosition.y = 0.0f;
|
53
|
+
|
54
|
+
dir = (endPosition - startPosition).normalized;
|
55
|
+
distance = Vector3.Distance(startPosition, endPosition);
|
56
|
+
}
|
57
|
+
|
58
|
+
void Update()
|
59
|
+
{
|
60
|
+
float t = (Time.time - startTime) * speed;
|
61
|
+
Vector3 newPosition = startPosition + (dir * Mathf.PingPong(t, distance));
|
62
|
+
|
63
|
+
// さまざまな高さの建物がある地形とのことですが、それらの高さを無視して
|
64
|
+
// 貫通して動くのではなく、建物の屋上に乗っているように見せたい場合は
|
65
|
+
// Raycastも併用して位置を修正する必要があるかと思います
|
66
|
+
// 「移動オブジェクトのY軸座標は変化させずに」とのことですので、
|
67
|
+
// そういうことをしたいのではないだろうとは思うのですが...
|
68
|
+
/*
|
69
|
+
if (Physics.Raycast(new Ray(new Vector3(newPosition.x, 100.0f, newPosition.z), Vector3.down), out var hitInfo))
|
70
|
+
{
|
71
|
+
newPosition = hitInfo.point;
|
72
|
+
}
|
73
|
+
*/
|
74
|
+
|
75
|
+
transform.position = newPosition;
|
76
|
+
transform.rotation = Quaternion.LookRotation(dir * Mathf.Sign(this.distance - Mathf.Repeat(t, distance * 2.0f)));
|
77
|
+
}
|
78
|
+
```
|