问题
我的场景中有一个GameObject,我希望GameObject旋转,以便在我点击它时面对我的鼠标。在旋转之后,它应该朝着它现在面向的方向移动。但它几乎可以工作。
示例
例如,假设斜边是:4.592912,相邻是:3.042814,然后我采取MathF.Cos(相邻/斜边)= 0.6625021,现在我采取MathF.Acos(0.6625021)* MathF.Rad2Deg = 37.95857
来自现场的GIF:
代码
float mouseX, mouseY;
float playerX, playerY;
float squaredDeltaX, squaredDeltaY;
float hypotenuse;
int dirX, dirY;
float rotation;
bool mouseClicked = false;
void Update () {
UpdateInputs();
if (mouseClicked)
{
CalcDistance(playerX,playerY,mouseX,mouseY);
SetRotation(squaredDeltaX, squaredDeltaY, hypotenuse);
}
}
void UpdateInputs()
{
Vector3 pos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
mouseX = pos.x;
mouseY = pos.y;
playerX = transform.position.x;
playerY = transform.position.y;
mouseClicked = Input.GetMouseButtonDown(0);
}
void CalcDistance(float x, float y, float x1, float y1)
{
dirX = (x - x1) >= 0 ? 1 : -1;
dirY = (y - y1) >= 0 ? 1 : -1;
squaredDeltaX = (x - x1) * (x - x1);
squaredDeltaY = (y - y1) * (y - y1);
hypotenuse = Mathf.Sqrt(squaredDeltaX + squaredDeltaY);
print("squaredDelta: " + squaredDeltaX + ", " + squaredDeltaY);
print("Hypotenuse: " + hypotenuse);
print("delta: " + Mathf.Sqrt(squaredDeltaX)*dirX + ", " + Mathf.Sqrt(squaredDeltaY)*dirY);
}
void SetRotation(float opposite, float adjacent, float hypotenuse)
{
float tempOpposite = Mathf.Sqrt(opposite);
float tempAdjacent = Mathf.Sqrt(adjacent);
rotation = Mathf.Acos(Mathf.Cos(tempOpposite / hypotenuse));
print("MathF.Cos: " + rotation);
rotation *= Mathf.Rad2Deg * dirX;
print("MathF.Acos: " + rotation);
rotation = dirY != -1 ? rotation + 180 : rotation;
print("angle: " + rotation + "*");
transform.eulerAngles = new Vector3(1,1,rotation);
}
答案 0 :(得分:1)
以下是使用Mathf.Atan
,Rigidibody2D
和ConstantForce2D
的强大方法:
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
private Camera _camera;
private GameObject _find;
private void OnEnable()
{
_find = GameObject.Find("New Sprite");
_camera = Camera.main;
}
private void Update()
{
// find the vector between cannon and mouse position
var p1 = _camera.ScreenToViewportPoint(Input.mousePosition);
var p2 = _camera.WorldToViewportPoint(_find.transform.position);
var p3 = p2 - p1;
// rotate cannon to mouse position
var angle = Mathf.Atan2(p3.y, p3.x) * Mathf.Rad2Deg;
_find.transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
// throw a projectile on mouse down
if (Input.GetMouseButtonDown(0))
{
var clone = Instantiate(_find);
var rb = clone.AddComponent<Rigidbody2D>();
rb.gravityScale = 0;
var force = clone.AddComponent<ConstantForce2D>();
force.relativeForce = Vector2.left * 5.0f;
}
}
}
以下是场景设置:
(父对象的比例为10)
<强>结果:强>
备注:强>
你可能会偏离+/- 90度,在我的例子中我并没有打扰,我只是把红色的尖端移到了正确的位置,我会把它留给你作为练习! / p>
您可以做的另一件事是销毁不再可见的对象,使用我在Camera
中使用的方法应该很容易。