我有一個數據類與存儲在它的cameraPosition。統一修改的值,而無需創建臨時變量
public Vector3 CameraPosition { get { return CameraTransform.position; } } // current position of the camera
在我的控制器類,我要修改此
void Move() // move with the camera
{
if (Input.GetKey("w") || data.MousePos.y >= Screen.height - data.BorderSize)
data.CameraPosition.z += data.MovementSpeed * Time.deltaTime;
if (Input.GetKey("s") || data.MousePos.y <= data.BorderSize)
data.CameraPosition.z -= data.MovementSpeed * Time.deltaTime;
if (Input.GetKey("d") || data.MousePos.x >= Screen.width - data.BorderSize)
data.CameraPosition.x += data.MovementSpeed * Time.deltaTime;
if (Input.GetKey("a") || data.MousePos.x <= data.BorderSize)
data.CameraPosition.x -= data.MovementSpeed * Time.deltaTime;
}
void Scroll() // scroll the camera
{
data.CameraPosition.y -= data.ScrollInput * data.ScrollSpeed * Time.deltaTime;
}
因此,實際上編譯器要我創建臨時變量。我無法修改data.CameraPosition
。
有沒有一種方法,這樣做沒有臨時變量?
否則我會寫
private void Update()
{
Vector3 pos = data.CameraPosition;
pos = Move(pos);
pos = Scroll(pos);
pos = LimitValues(pos);
data.CameraPosition = pos;
}
Vector3 Move(Vector3 pos)
{
if (Input.GetKey("w") || data.MousePos.y >= Screen.height - data.BorderSize)
pos.z += data.MovementSpeed * Time.deltaTime;
if (Input.GetKey("s") || data.MousePos.y <= data.BorderSize)
pos.z -= data.MovementSpeed * Time.deltaTime;
if (Input.GetKey("d") || data.MousePos.x >= Screen.width - data.BorderSize)
pos.x += data.MovementSpeed * Time.deltaTime;
if (Input.GetKey("a") || data.MousePos.x <= data.BorderSize)
pos.x -= data.MovementSpeed * Time.deltaTime;
return pos;
}
Vector3 Scroll(Vector3 pos)
{
pos.y -= data.ScrollInput * data.ScrollSpeed * Time.deltaTime;
return pos;
}
Vector3 LimitValues(Vector3 pos)
{
pos.x = ClampMovement(data.CameraPosition.x, data.MapLimit.x);
pos.y = ClampScroll(data.CameraPosition.y);
pos.z = ClampMovement(data.CameraPosition.z, data.MapLimit.y);
return pos;
}
而且我認爲,這看起來真的很糟糕。
也許有人知道一招:)
你覺得這有什麼特別的原因,「看起來非常糟糕」? – apk