我有一个关于2D Sprite动画的快速问题,我无法在任何地方找到答案:
我有一个带有步行动画的精灵到右边。但是,当他向左走时(2D侧卷轴),我显然想要将动画向左翻转。
我可以使用transform.localscale.x
轻松翻转精灵本身,但是,只能翻转精灵。不是动画片段。 (这不再发生在Unity中)
因此,当精灵翻转时,动画片段开始播放的那一刻,它会向右翻转(因为我唯一的动画片段是面向正确的精灵)。
这是在Photoshop中翻转精灵的唯一方法,还是有办法在Unity中执行此操作?
谢谢!
UPDATE:如果您通过将变换乘以-1
来缩放变换,则使用实际的unity版本,动画帧也会缩放。
答案 0 :(得分:12)
我终于通过这样做了出来:
void Flip()
{
// Switch the way the player is labelled as facing
facingRight = !facingRight;
// Multiply the player's x local scale by -1
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
这是来自Unity的2D平台示例。
要实现某种使用Flip
方法的检查,您可以执行类似于以下示例的操作,这是基本的移动代码。 facingRight
被设置为类的值,以便其他方法可以使用它,并且默认为false
。
void Update()
{
//On X axis: -1f is left, 1f is right
//Player Movement. Check for horizontal movement
if (Input.GetAxisRaw ("Horizontal") > 0.5f || Input.GetAxisRaw("Horizontal") < -0.5f)
{
transform.Translate (new Vector3 (Input.GetAxisRaw ("Horizontal") * moveSpeed * Time.deltaTime, 0f, 0f));
if (Input.GetAxisRaw ("Horizontal") > 0.5f && !facingRight)
{
//If we're moving right but not facing right, flip the sprite and set facingRight to true.
Flip ();
facingRight = true;
} else if (Input.GetAxisRaw("Horizontal") < 0.5f && facingRight)
{
//If we're moving left but not facing left, flip the sprite and set facingRight to false.
Flip ();
facingRight = false;
}
//If we're not moving horizontally, check for vertical movement. The "else if" stops diagonal movement. Change to "if" to allow diagonal movement.
} else if (Input.GetAxisRaw ("Vertical") > 0.5f || Input.GetAxisRaw("Vertical") < -0.5f)
{
transform.Translate (new Vector3 (0f, Input.GetAxisRaw ("Vertical") * moveSpeed * Time.deltaTime, 0f));
}
//Variables for the animator to use as params
anim.SetFloat ("MoveX", Input.GetAxisRaw ("Horizontal"));
anim.SetFloat ("MoveY", Input.GetAxisRaw ("Vertical"));
}
答案 1 :(得分:2)
void FlipHorizontal()
{
animator.transform.Rotate(0, 180, 0);
}
你也可以在变换本身(没有动画师)时这样做。但在这种情况下,旋转值可以被动画师覆盖
答案 2 :(得分:0)
这就是我这样做的方式 - 几乎与Jestus使用统一脚本的其他技术相同。
var facing : String = "right";
function updateFacing(curr : String){
if(curr != facing){
facing = curr;
var theScale : Vector3 = gameObject.transform.localScale;
theScale.x *= -1;
gameObject.transform.localScale = theScale;
}
}
//put to use
function controls(){
if(Input.GetKey (KeyCode.LeftArrow)){
updateFacing("left");
} else if(Input.GetKey (KeyCode.RightArrow)){
updateFacing("right");
}
}
答案 3 :(得分:0)
如果你在Unity中制作动画:
现在应该朝着另一个方向发挥作用!
答案 4 :(得分:0)
这是我的C#实现。它使用字符串作为方向,使其更易于调试。
public string facing = "right";
public string previousFacing;
private void Awake()
{
previousFacing = facing;
}
void Update()
{
// store movement from horizontal axis of controller
Vector2 move = Vector2.zero;
move.x = Input.GetAxis("Horizontal");
// call function
DetermineFacing(move);
}
// determine direction of character
void DetermineFacing(Vector2 move)
{
if (move.x < -0.01f)
{
facing = "left";
}
else if (move.x > 0.01f)
{
facing = "right";
}
// if there is a change in direction
if (previousFacing != facing)
{
// update direction
previousFacing = facing;
// change transform
gameObject.transform.Rotate(0, 180, 0);
}
}