【发布时间】:2017-09-05 07:45:03
【问题描述】:
我正在尝试制作一个简单的游戏,当用户触摸屏幕时我正在发射弹丸,我首先生成 8 个弹丸(精灵),当用户触摸屏幕时,我希望顶部的弹丸在触摸时飞行方向。我能够做到这一点;但是,每次我射击时,弹丸都会朝错误的方向飞去,这里有一张图片可以说明这个问题。
显然图像还在这里,但物体会继续飞行,直到它飞出屏幕然后被摧毁。
这是处理这个问题的代码sn-p
GameplayController.cs
if (Input.GetMouseButtonDown(0))
{
Vector3 position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0);
position = Camera.main.ScreenToWorldPoint(position);
GameObject target;
target = new GameObject();
target.transform.position = position;
Arrow comp = currentArrows[0].GetComponent<Arrow>();
comp.setTarget(target.transform);
comp.GetComponent<Arrow>().arrowSpeed = 12;
comp.GetComponent<Arrow>().shoot = true;
currentArrows.RemoveAt(0);
Destroy(target);
}
我知道我在这里得到的是鼠标输入而不是手机触摸,这对我来说很好,稍后我会将其转换为触摸输入。
Arrow.cs
public bool shoot = false;
public float arrowSpeed = 0.0f;
public Vector3 myDir;
public float speed = 30.0f;
private Transform target;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
if(shoot)
{
transform.position += transform.right * arrowSpeed * Time.deltaTime;
}
}
public void setTarget(Transform targetTransform)
{
this.target = targetTransform;
Vector3 vectorToTarget = target.position - transform.position;
float angle = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg;
Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.deltaTime * speed);
}
private void OnBecameInvisible()
{
print("Disappeared");
Destroy(gameObject);
Gameplay.instance.isShooting = false;
}
【问题讨论】:
-
你为什么用这个? ` transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.deltaTime * speed);`
-
@HieuNguyenTrung 已经摆脱了它,现在我正在使用 Lerp。
标签: c# unity3d game-physics unity2d