子弹预制件没有达到给定的目标

时间:2017-09-01 04:06:55

标签: c# unity3d unity5

我正在开发我的第一款FPS游戏。我将尝试解释到目前为止我所做的工作以及我尝试解决问题的方法。

有一个控制播放器的FPS控制器,并且玩家附有武器。 Weapon游戏对象具有名为ButtetSpown的子对象。我使用平原作为地面,并添加了一些立方体作为墙壁。这是我的基本设置。我通过光线投射收集目标位置。

Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));

我将这一点指向实例化的子弹。下面是我的实例化进程代码(我已经删除了枪动画代码)

void Update () {

        Vector3 rayOrigin = fpsCam.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0.0f));
        //Debug.DrawRay(rayOrigin, fpsCam.transform.forward * weaponRange, Color.green);

        if (Input.GetMouseButton(0) && Time.time > NextFire)
        { 
            NextFire = Time.time+ FireRate;

             if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
             {

               bulletclone = Instantiate(Bullet.transform, SpownPoint.transform.position, SpownPoint.transform.rotation) as Transform;
                bullet bulletScript = bulletclone.GetComponent<bullet>();
                bulletScript.target  = hit;
                Debug.Log("hit  " + hit.point );

                bulletScript.Accuracy = Accuracy;  

                if (hit.rigidbody != null)
                {
                    hit.rigidbody.AddForce(-hit.normal * 100);

                }
            }

            StartCoroutine( Firing ());

        }
}

Bullet脚本更新方法。子弹有严格的身体附着和iskinematic是真的。

 Vector3 targetPosition=new Vector3(target.point.x + Random.Range(-Accuracy*2, Accuracy*2), target.point.y + Random.Range(-Accuracy/2, Accuracy/2), target.point.z);

Debug.Log("Target " + targetPosition);
rb.velocity = (targetPosition- transform.position).normalized * speed;

这很好用:子弹正确地获得目标。添加 PoolManager 以控制预制件后,问题就出现了。我写了PoolManager脚本。 PoolManager脚本附加到PoolManager游戏对象。

PoolManager.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PoolManager : MonoBehaviour {

    [Tooltip("Maximum size of a gameobject can be in the pool")]
    public int MaxPoolSize = 20;
    public bool CanGrow = true;
    public GameObject[] PoolItems;
    public int[] ItemSize;
    private GameObject[] ActiveList;

    private Dictionary<string, int> Pooled = new Dictionary<string,int>();

    void Start () {
        //Add default prefabs as child of PoolManager gameobject
        for (int i = 0; i < PoolItems.Length; i++)
        {

            Pooled.Add(PoolItems[i].name ,0);
            for (int s = 0; s < ItemSize[i]; s++)
            {
                GameObject g = Instantiate(PoolItems[i]);
                g.name =  PoolItems[i].name;
                g.transform.parent = transform;
                g.SetActive( false);
                Pooled[g.name]=s + 1;
            }
        }

    }


    public Transform InstantiateObject(int ItemIndex, Vector3 Position, Quaternion Rotation)
    {
        Transform test = TryActive(ItemIndex, Position, Rotation);
        if (CanGrow == true && test == null)
        {

            if (Pooled[PoolItems[ItemIndex].name] < MaxPoolSize)
            {
                GameObject g = Instantiate(PoolItems[ItemIndex]);
                g.name = PoolItems[ItemIndex].name;
                g.transform.parent = transform;
                Pooled[g.name] = Pooled[g.name] + 1;
                return TryActive(ItemIndex, Position, Quaternion.identity);
            }


        }
        return test;
    }

    Transform TryActive(int ItemIndex, Vector3 Position, Quaternion Rotation)
    {
        if(PoolItems.Length==0) return null;

        int children = transform.childCount;
        for (int i = 0; i < children; ++i)
        {
            if (transform.GetChild(i).name == PoolItems[ItemIndex].name)
            {
                if (transform.GetChild(i).gameObject.activeInHierarchy == false)
                {
                    transform.GetChild(i).gameObject.SetActive(true);
                    transform.GetChild(i).position = Position;
                    transform.GetChild(i).rotation = Rotation;
                    return PoolItems[ItemIndex].transform;
                }
            }
        }


    }

}

因此,所有实例化的预制件都将作为PoolManager游戏对象的子项添加。

然后我改变了我的枪脚更新功能,如下所示:

    if (Physics.Raycast(rayOrigin, fpsCam.transform.forward, out hit, weaponRange))
    {
          //1st parameter 0 is my bullet prefab which in PoolManager (PoolItems).
          // Only this code has changed from previous version 

                    bulletclone = poolmanager.InstantiateObject(0, SpownPoint.transform.position , SpownPoint.transform.rotation);

                    bullet bulletScript = bulletclone.GetComponent<bullet>();
                    bulletScript.target  = hit;
                    Debug.Log("hit  " + hit.point );

                    bulletScript.Accuracy = Accuracy;



                    if (hit.rigidbody != null)
                    {
                        hit.rigidbody.AddForce(-hit.normal * 100);

                    }
     }

问题是:Bullet正确地在SpownPoint中激活,但子弹不会转到实际目标。它总是到达平原(地面)的(0,0,0)点。我通过调试子弹targetPosition和命中点位置来检查射线命中点和子弹目标位置。

Debug.Log("hit  " + hit.point );

Debug.Log("Target " + targetPosition);

有谁能告诉我这里我做错了什么?我应该改变什么?

1 个答案:

答案 0 :(得分:0)

我在PoolManager脚本中发现了问题。 TryActive方法的return语句应该从

更改
return PoolItems[ItemIndex].transform;

return transform.GetChild(i).transform;