来自旋转变换的Unity 2D光线投射

时间:2014-09-02 20:31:04

标签: c# unity3d 2d raycasting

我试图在Unity 2d中创建一个视野。我从旋转的游戏对象投射光线投影,根据角色的外观旋转。但是这个角色来回移动所以当它们向左移动时我将transform.scale设置为-1。问题是,当我这样做时,光线投射不会随角色一起改变方向并保持正确指向!这是代码,我可能遗漏了一些明显的东西!任何帮助将不胜感激!

        Transform parent;
    float vision_angle_ = 50;
    float direction;
    Vector3 angle;
    Vector2 position;
    Quaternion q;
    int x = 10;

    void Start ()
    {
            parent = transform.parent;
    }

    void Update ()
    {

            direction = parent.GetComponent<Behaviour>().direction;

            angle = new Vector2 (x, Mathf.Tan ((vision_angle_) * .5f * Mathf.Deg2Rad) * x);
            q = Quaternion.AngleAxis (1, -transform.forward);       
            position = new Vector2 (transform.position.x, transform.position.y);

            for (float i = 0; i < 50; i++) {
                    angle = q * angle;
                    RaycastHit2D tile_hit = Physics2D.Raycast (position, transform.TransformDirection (angle), 10);
                    Debug.DrawRay (position, transform.TransformDirection (angle), Color.green);
            }       

    }

1 个答案:

答案 0 :(得分:0)

TransformDirection并未考虑您的转化规模。您可以进行调整以补偿:

Vector2 direction = transform.TransformDirection(angle);
if (transform.localScale.x < 0f) {
    direction.x = -direction.x;
}

RaycastHit2D tile_hit = Physics2D.Raycast(position, direction, 10);