所以当你点击并拖动时,我有一个射出箭头的脚本,有点像“愤怒的小鸟”。 我希望它可以与2D RigidBody和2D对撞机一起使用,但是当我将rigidbody.AddForce更改为rigidbody2D.AddForce时,它不起作用。
如何解决此问题以适用于2D?
我还希望箭头在2D空间中向上或向下旋转,具体取决于鼠标被拉回的位置。当我尝试鼠标外观脚本时,它会在z轴上旋转(我认为)并扭曲箭头。任何解决这个问题的简单解决方案??
谢谢你们。我是游戏制作的新手,我一直试图像过去10小时那样想出这些东西。我需要一些专业人士帮忙! 感谢!!!
继承我的剧本
using UnityEngine;
using System.Collections;
public class DragShotMover2 : MonoBehaviour {
public float maxDragLength = 2; // this is the base magnitude and the maximum length of the line drawn in the user interface
public float maxMultiplier = 5; // multiply the line length by this to allow for higher force values to be represented by shorter lines
public Vector3 dragPlaneNormal = Vector3.up; // a vector describing the orientation of the drag plan relative to world-space but centered on the target
public SnapDir snapDirection = SnapDir.away; // force is applied either toward or away from the mouse on release
public ForceMode forceTypeToApply = ForceMode.VelocityChange;
public bool overrideVelocity = true; // cancel the existing velocity before applying the new force
public bool pauseOnDrag = true; // causes the simulation to pause when the object is clicked and unpause when released
public Color noForceColor = Color.yellow; // color of the visualization helpers at force 0
public Color maxForceColor = Color.red; // color of the visualization helpers at maximum force
public enum SnapDir {toward, away}
private Vector3 forceVector;
private float magPercent = 0;
private bool mouseDragging = false;
private Vector3 mousePos3D;
private float dragDistance;
private Plane dragPlane;
private Ray mouseRay;
private GameObject dragZone;
private string shaderString = "Transparent/Diffuse";
private Material dzMat;
void Start (){
Color currentColor = noForceColor;
dzMat = new Material(Shader.Find(shaderString));
// create the dragzone visual helper
dragZone = new GameObject("dragZone_" + gameObject.name);
dragZone.AddComponent<MeshFilter>().mesh = MakeDiscMeshBrute(maxDragLength/4);
//dragZone.GetComponent.MeshFilter.
dragZone.AddComponent<MeshRenderer>();
dragZone.renderer.enabled = false;
dragZone.name = "dragZone_" + gameObject.name;
dragZone.transform.localScale = new Vector3(maxDragLength*2, 0.025f, maxDragLength*2);
dragZone.renderer.material = dzMat;
dragZone.renderer.material.color = currentColor * new Color(1,1,1,0.2f);
// create the dragplane
dragPlane = new Plane(dragPlaneNormal, transform.position);
// orient the drag plane
if (dragPlaneNormal != Vector3.zero) {
dragZone.transform.rotation = Quaternion.LookRotation(dragPlaneNormal) * new Quaternion(1, 0, 0, 1);
}
else Debug.LogError("Drag plane normal cannot be equal to Vector3.zero.");
//update the position of the dragzone
dragZone.transform.position = transform.position;
}
void OnMouseDown (){
mouseDragging = true;
if (pauseOnDrag) {
// pause the simulation
Time.timeScale = 0;
}
// update the dragplane
dragPlane = new Plane(dragPlaneNormal, transform.position);
// orient the drag plane
if (dragPlaneNormal != Vector3.zero) {
dragZone.transform.rotation = Quaternion.LookRotation(dragPlaneNormal) * new Quaternion(1, 0, 0, 1);
}
else Debug.LogError("Drag plane normal cannot be equal to Vector3.zero.");
//update the position of the dragzone
dragZone.transform.position = transform.position;
dragZone.renderer.enabled = true;
}
void OnMouseDrag (){
Color currentColor = noForceColor;
// update the plane if the target object has left it
if (dragPlane.GetDistanceToPoint(transform.position) != 0) {
// update dragplane by constructing a new one -- I should check this with a profiler
dragPlane = new Plane(dragPlaneNormal, transform.position);
}
// create a ray from the camera, through the mouse position in 3D space
mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
// if mouseRay intersects with dragPlane
float intersectDist = 0.0f;
if (dragPlane.Raycast(mouseRay, out intersectDist)) {
// update the world space point for the mouse position on the dragPlane
mousePos3D = mouseRay.GetPoint(intersectDist);
// calculate the distance between the 3d mouse position and the object position
dragDistance = Mathf.Clamp((mousePos3D - transform.position).magnitude, 0, maxDragLength);
// calculate the force vector
if (dragDistance*maxMultiplier < 1) dragDistance = 0; // this is to allow for a "no move" buffer close to the object
forceVector = mousePos3D - transform.position;
forceVector.Normalize();
forceVector *= dragDistance * maxMultiplier;
// update color the color
// calculate the percentage value of current force magnitude out of maximum
magPercent = (dragDistance * maxMultiplier) / (maxDragLength * maxMultiplier);
// choose color based on how close magPercent is to either 0 or max
currentColor = noForceColor * (1-magPercent) + maxForceColor * magPercent;
// dragzone color
dragZone.renderer.material.color = currentColor * new Color(1,1,1,0.2f);
// draw the line
Debug.DrawRay(transform.position, forceVector / maxMultiplier, currentColor);
}
//update the position of the dragzone
dragZone.transform.position = transform.position;
}
void OnMouseUp (){
mouseDragging = false;
if (overrideVelocity) {
// cancel existing velocity
rigidbody.AddForce(-rigidbody.velocity, ForceMode.VelocityChange);
}
// add new force
int snapD = 1;
if (snapDirection == SnapDir.away) snapD = -1; // if snapdirection is "away" set the force to apply in the opposite direction
rigidbody.AddForce(snapD * forceVector, forceTypeToApply);
// cleanup
dragZone.renderer.enabled = false;
if (pauseOnDrag) {
// un-pause the simulation
Time.timeScale = 1;
}
}
void OnGUI (){
if (mouseDragging) {
Vector2 guiMouseCoord = GUIUtility.ScreenToGUIPoint(Input.mousePosition);
GUI.Box ( new Rect(guiMouseCoord.x-30, Screen.height-guiMouseCoord.y+15, 100, 20), "force: "+Mathf.Round((forceVector).magnitude));
}
}
Mesh MakeDiscMeshBrute ( float r ){
Mesh discMesh;
Vector3[] dmVerts = new Vector3[18];
Vector3[] dmNorms = new Vector3[18];
Vector2[] dmUVs = new Vector2[18];
int[] dmTris = new int[48];
int i = 0;
discMesh = new Mesh();
dmVerts[0] = new Vector3(0,0,0);
dmVerts[1] = new Vector3(0,0,r);
dmVerts[2] = new Vector3(1,0,1).normalized * r; // find the vector at the correct distance the hacky-hillbilly way!
dmVerts[3] = new Vector3(r,0,0);
dmVerts[4] = new Vector3(1,0,-1).normalized * r;
dmVerts[5] = new Vector3(0,0,-r);
dmVerts[6] = new Vector3(-1,0,-1).normalized * r;
dmVerts[7] = new Vector3(-r,0,0);
dmVerts[8] = new Vector3(-1,0,1).normalized * r;
// set the other side to the same points
for (i = 0; i<dmVerts.Length/2; i++) {
dmVerts[dmVerts.Length/2 + i] = dmVerts[i];
}
for (i = 0; i<dmNorms.Length; i++) {
if (i<dmNorms.Length/2) dmNorms[i] = Vector3.up; // set side one to face up
else dmNorms[i] = -Vector3.up; // set side two to face down
}
dmUVs[0] = new Vector2(0,0);
dmUVs[1] = new Vector2(0,r);
dmUVs[2] = new Vector2(1,1).normalized * r;;
dmUVs[3] = new Vector2(r,0);
dmUVs[4] = new Vector2(1,-1).normalized * r;;
dmUVs[5] = new Vector2(0,-r);
dmUVs[6] = new Vector2(-1,-1).normalized * r;;
dmUVs[7] = new Vector2(-r,0);
dmUVs[8] = new Vector2(-1,1).normalized * r;;
// set the other side to the same points
for (i = 0; i<dmUVs.Length/2; i++) {
dmUVs[dmUVs.Length/2 + i] = dmUVs[i];
}
dmTris[0] = 0;
dmTris[1] = 1;
dmTris[2] = 2;
dmTris[3] = 0;
dmTris[4] = 2;
dmTris[5] = 3;
dmTris[6] = 0;
dmTris[7] = 3;
dmTris[8] = 4;
dmTris[9] = 0;
dmTris[10] = 4;
dmTris[11] = 5;
dmTris[12] = 0;
dmTris[13] = 5;
dmTris[14] = 6;
dmTris[15] = 0;
dmTris[16] = 6;
dmTris[17] = 7;
dmTris[18] = 0;
dmTris[19] = 7;
dmTris[20] = 8;
dmTris[21] = 0;
dmTris[22] = 8;
dmTris[23] = 1;
// side two
dmTris[24] = 9;
dmTris[25] = 11;
dmTris[26] = 10;
dmTris[27] = 9;
dmTris[28] = 12;
dmTris[29] = 11;
dmTris[30] = 9;
dmTris[31] = 13;
dmTris[32] = 12;
dmTris[33] = 9;
dmTris[34] = 14;
dmTris[35] = 13;
dmTris[36] = 9;
dmTris[37] = 15;
dmTris[38] = 14;
dmTris[39] = 9;
dmTris[40] = 16;
dmTris[41] = 15;
dmTris[42] = 9;
dmTris[43] = 17;
dmTris[44] = 16;
dmTris[45] = 9;
dmTris[46] = 10;
dmTris[47] = 17;
discMesh.vertices = dmVerts;
discMesh.uv = dmUVs;
discMesh.normals = dmNorms;
discMesh.triangles = dmTris;
return discMesh;
}
}
答案 0 :(得分:0)
如果你想继续使用3D Rigidbody,我建议你只使用RigidbodyConstraints,这样就可以锁定z(或其他)轴/旋转,它的表现与2D平台完全相同