我是Unity 2d的新手,我一直在关注有关愤怒的小鸟风格游戏的教程,我想为自己的项目编辑游戏的一些游戏玩法,这是我们从弹射器射击物体时遇到的问题从不同的位置捕获物体,然后从该位置再次射击物体,我正在研究一种自上而下的2d游戏,就像在射击物体并捕获然后再次射击一样。这是我的代码,大部分就像是教程,我有点破坏了编辑
公开课解雇:MonoBehaviour {
public float MaxStretch = 3f;
public LineRenderer CatapultFront;
public LineRenderer CatapultBack;
public Transform catapult;
private bool ClickedOn;
private Rigidbody2D Rigid;
private SpringJoint2D spring;
private Ray RayToMouse;
private Ray LeftCatapultToProjectile;
private Vector2 PreVelocity;
private float CircleRadius;
private float maxS;
private bool entering;
private void Awake()
{
Rigid = GetComponent<Rigidbody2D>();
spring = GetComponent<SpringJoint2D>();
}
void Start () {
catapult = spring.connectedBody.transform;
LineRendereSetup();
RayToMouse = new Ray(catapult.transform.position, Vector3.zero);
LeftCatapultToProjectile = new Ray(CatapultFront.transform.position, Vector3.zero);
maxS = MaxStretch * MaxStretch;
CircleCollider2D circle = GetComponent<Collider2D>() as CircleCollider2D;
CircleRadius = circle.radius;
Rigid.gravityScale = 0.0f;
}
// Update is called once per frame
void Update()
{
LineRendererUpdate();
if (ClickedOn)
Dragging();
if(spring.enabled==true)
{
if (!Rigid.isKinematic && PreVelocity.sqrMagnitude > Rigid.velocity.sqrMagnitude) {
spring.enabled = false;
Rigid.velocity = PreVelocity;
}
if (!ClickedOn)
{
PreVelocity = Rigid.velocity;
CatapultFront.enabled = false;
CatapultBack.enabled = false;
}
}
}
private void OnMouseDown()
{
spring.enabled = false;
ClickedOn = true;
}
private void OnMouseUp()
{
spring.enabled = true;
Rigid.isKinematic = false;
ClickedOn = false;
}
protected void LineRendereSetup()
{
CatapultFront.SetPosition(0, CatapultFront.transform.position);
CatapultBack.SetPosition(0, CatapultBack.transform.position);
CatapultFront.sortingLayerName = "foreground";
CatapultBack.sortingLayerName = "foreground";
CatapultFront.sortingOrder = 3;
CatapultBack.sortingOrder = 1;
}
void Dragging()
{
Vector3 mouseworldpoint = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 CatapultToMouse = mouseworldpoint - catapult.position;
if(CatapultToMouse.sqrMagnitude > maxS)
{
RayToMouse.direction = CatapultToMouse;
mouseworldpoint = RayToMouse.GetPoint(MaxStretch);
}
mouseworldpoint.z = 0f;
transform.position = mouseworldpoint;
}
private void LineRendererUpdate() {
Vector2 CatapultToProjectile = transform.position - CatapultFront.transform.position;
LeftCatapultToProjectile.direction = CatapultToProjectile;
Vector2 HoldPoint = LeftCatapultToProjectile.GetPoint(CatapultToProjectile.magnitude +CircleRadius);
CatapultFront.SetPosition(1,HoldPoint);
CatapultBack.SetPosition(1, HoldPoint);
}
private void OnTriggerEnter2D(Collider2D collision)
{
catapult.position = collision.transform.position;
spring.connectedBody = null;
spring.connectedBody = collision.GetComponent<Rigidbody2D>();
OnMouseDown();
OnMouseUp();
}
}