手指四形成统一

时间:2014-10-28 00:02:15

标签: c# unity3d

我正在尝试在Unity上实现finger-four形成。基本上,将有一个领导者和3个粉丝。领导者左键单击飞机,其他人跟随领导者。阵型将如下所示:

                0
             1     2
                      3

领导者为0,粉丝为1,2和3.当我左键单击时,领导者应该移动到点击位置,其他人应该跟随。追随者需要面对他们现在面对的方向,而不是面对领导者。有人可以帮我解决这个问题吗? 谢谢。


编辑1:

我已经实现了移动脚本。领导者正在左侧点击飞机。这是我用于此的代码:

using UnityEngine;
using System.Collections;

public class movementTry : MonoBehaviour {
private Transform myTransform;              // this transform
private Vector3 destinationPosition;        // The destination Point
private float destinationDistance;          // The distance between myTransform and destinationPosition

public float moveSpeed;                     // The Speed the character will move



void Start () {
    myTransform = transform;                            // sets myTransform to this GameObject.transform
    destinationPosition = myTransform.position;         // prevents myTransform reset
}

void Update () {

    // keep track of the distance between this gameObject and destinationPosition
    destinationDistance = Vector3.Distance(destinationPosition, myTransform.position);

    if(destinationDistance < .5f){      // To prevent shakin behavior when near destination
        moveSpeed = 0;
    }
    else if(destinationDistance > .5f){         // To Reset Speed to default
        moveSpeed = 5;
    }


    // Moves the Player if the Left Mouse Button was clicked
    if (Input.GetMouseButtonDown(0)&& GUIUtility.hotControl ==0) {

        Plane playerPlane = new Plane(Vector3.up, myTransform.position);
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        float hitdist = 0.0f;

        if (playerPlane.Raycast(ray, out hitdist)) {
            Vector3 targetPoint = ray.GetPoint(hitdist);
            destinationPosition = ray.GetPoint(hitdist);
            Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
            myTransform.rotation = targetRotation;
        }
    }

    // Moves the player if the mouse button is hold down
    else if (Input.GetMouseButton(0)&& GUIUtility.hotControl ==0) {

        Plane playerPlane = new Plane(Vector3.up, myTransform.position);
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        float hitdist = 0.0f;

        if (playerPlane.Raycast(ray, out hitdist)) {
            Vector3 targetPoint = ray.GetPoint(hitdist);
            destinationPosition = ray.GetPoint(hitdist);
            Quaternion targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
            myTransform.rotation = targetRotation;
        }
        //  myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
    }

    // To prevent code from running if not needed
    if(destinationDistance > .5f){
        myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
    }
}
}

1 个答案:

答案 0 :(得分:2)

我找到了解决方案。它实际上非常简单。如果有人需要知道,这就是它的完成方式。

创建一个空的游戏对象。我们称之为“GameUnits” 将您希望在此阵型中移动的所有其他对象拖到GameUnits中。 向GameUnits添加一个新的C#脚本,并复制并粘贴上面提到的代码。 现在左键单击一个平面将使整个组以其精确的形式移动。