我有两个对象,一行从一个到另一个,如下所示:
我想创建另一条线,其中一个对象的起始点和鼠标位置的终点,但是仍然面向第二个对象,看起来第一行填充到鼠标所在的位置,就像这样:
在Unity中没有办法(据我所知)设置线条渲染器的方向,那么我该如何实现呢?
连接形状的代码:
public void AddShape(GameObject shape) {
selectedShape = shape;
selectedShapeComp = shape.GetComponent<Shape>();
if (!selectedShapes.Contains(selectedShape) && (selectedShapes.Count == 0 || selectedShape.CompareTag(selectedShapes[0].tag))) {
currentAdjacentShapes = selectedShapeComp.GetAdjacentShapes();
if (selectedShapes.Count == 0 && !selectedShapeComp.key) return; //If it's first and not a key, don't add it
if (selectedShapes.Count == 0 && selectedShapeComp.key) activeKeys++; //If it's first and is a key, continue
FindCurrentlyAdjacentShapes();
if (currentAdjacentShapes != null && !currentAdjacentShapes.Contains(selectedShape)) return; //If it's not adjacent to previous shape, don't add it
selectedShapes.Add(selectedShape);
MarkShape();
if (selectedShapes.Count > 1 && selectedShapeComp.key) MarkLeftOutShapes();
SelectionLineSpawner.instance.SpawnLine();
}
ClearShapesAhead();
CalculateSelectedShapesAmount();
}
private void RemoveShape(int index) {
UnmarkShape(selectedShapes[index]);
selectedShapes.RemoveAt(index);
}
private void ClearShapesAhead() {
for (int i = selectedShapes.Count; i > selectedShapeComp.selectedPos; i--) {
RemoveShape(i - 1);
}
}
private void FindCurrentlyAdjacentShapes() {
if (selectedShapes.Count > 1) {
currentAdjacentShapes = selectedShapes[selectedShapes.Count - 1].GetComponent<Shape>().GetAdjacentShapes();
}
}
private void MarkLeftOutShapes() {
var shapes = new List<GameObject>();
switch (selectedShape.tag) {
case "Diamond":
shapes = LevelLoader.instance.currentLevel.GetAllDiamonds();
break;
case "Triangle":
shapes = LevelLoader.instance.currentLevel.GetAllTriangles();
break;
}
foreach (var shape in shapes) {
if (!selectedShapes.Contains(shape)) {
Debug.Log("Not selected: " + shape.name);
}
}
}
private void MarkShape() {
selectedShape.gameObject.GetComponent<SpriteRenderer>().color = Color.black;
selectedShape.gameObject.GetComponent<Animator>().SetTrigger("select");
selectedShapeComp.selected = true;
selectedShapeComp.selectedPos = selectedShapes.Count;
}
private void UnmarkShape(GameObject shape) {
var shapeComp = shape.GetComponent<Shape>();
shapeComp.selected = true;
shapeComp.selectedPos = 0;
shape.gameObject.GetComponent<SpriteRenderer>().color = Color.white;
}
private void CalculateSelectedShapesAmount() {
switch (selectedShape.tag) {
case "Diamond":
LevelLoader.instance.currentLevel.selectedDiamonds = selectedShapes.Count;
break;
case "Triangle":
LevelLoader.instance.currentLevel.selectedTriangles = selectedShapes.Count;
break;
}
}
private void DrawLines() {
foreach (var shape in LevelLoader.instance.currentLevel.GetAllShapes()) {
var adjacentShapes = shape.GetComponent<Shape>().GetAdjacentShapes();
foreach (var adjacentShape in adjacentShapes) {
var lineClone = Instantiate(line);
lineClone.transform.parent = shape.transform;
var lineComp = lineClone.GetComponent<Line>();
foreach (Transform child in adjacentShape.transform) {
if (child.CompareTag("Line"))
if (child.GetComponent<Line>().origin != adjacentShape)
lineComp.DrawLine(shape, adjacentShape);
}
if (!lineComp.IsDrawn())
Destroy(lineClone);
}
}
}
答案 0 :(得分:1)
我的猜测是你必须通过使用数学而更精确地vector projection来实现这一点。关注this picture您可以轻松地将 b 向量移动,因为您的行从一个对象移动到另一个对象,您可以使用某些对象获取 a 向量比如new Vector3(Input.mouse.position - basePositionOfYourLine)
,然后计算 a1 向量。