我说我是初学者。
我在项目期间有一个问题。
我目前正在实施卡片匹配游戏。
当我开始游戏时,图像从外部路径(D:/ ..)加载。
我的问题在下面的代码中。
public void createCardList()
{
int count_x = 0;
int count_y = 0;
GameObject parent_area = GameObject.Find("GameMain");
List<int> num = createRandomIndex(createArrayIndex());
for (int i = 0; i < card_list.Count; ++i)
{
if ((i % CARD_ROWS) == 0 && i > 0)
{
count_y += 1;
count_x = 0;
}
GameObject card_prefab_load = Resources.Load("Prefabs/card") as GameObject;
GameObject card_prefab_instantiate = Instantiate(card_prefab_load, card_prefab_load.transform.position, Quaternion.identity);
float card_position_x = (CARD_WIDTH + CARD_SPACE) * (i % CARD_ROWS) - 290f;
//Debug.Log("card_position_x" + card_position_x);
float card_position_y = count_y * (CARD_HEIGHT + CARD_SPACE) - 280f;
//Debug.Log("card_position_y" + card_position_y);
card_prefab_instantiate.transform.SetParent(parent_area.transform);
card_prefab_instantiate.transform.name = "card_" + num[i];
card_prefab_instantiate.transform.localScale = new Vector3(1f, 1f, 1f);
card_prefab_instantiate.transform.localPosition = new Vector3(card_position_x, card_position_y, 1f);
StartCoroutine(firstRotateOriginalImage());
}
}
// Rotate image
private IEnumerator firstRotateOriginalImage()
{
yield return new WaitForSeconds(2f);
GameObject findCardList = GameObject.Find("GameMain");
for (int i = 0; i < findCardList.transform.childCount; ++i)
{
// I don't know what code to put in this part.
}
}
我想要实现的内容如下。
答案 0 :(得分:0)
有很多方法可以做到这一点......
transform.Rotate(...)
transform.RotateAround(...)
transform.localEulerAngles = transform.localEulerAngles.X|Y|Z +
amount
transform.localRotation = transform.localRotation*relativeRotation
/*= a Quaternion*/
答案 1 :(得分:0)
我很怀疑我对你的问题有多了解...... 但似乎你想简单地将卡片翻过来不是吗?
我采取的方法是将每张卡片作为脸部(在Y中旋转180度)和背面的组合,两者都是空游戏对象的孩子。
这样您只需使用transform.Rotate(0, 180, 0)
要在协程中使用它,你可以做到
//Speed of animation (here 0.55 seconds)
float degreesPerSecond = 200f;
//The amount you want to rotate
float maxDegrees = 180f;
//Animate
for (float f = maxDegrees; f < 0;)
{
//How much to rotate
float rot = degreesPerSecond * Time.deltaTime;
//Rotate children
foreach(var child in transform)
child.Rotate(0, rot, 0);
//Record rotation
f -= rot;
//Wait next frame
yield return null;
}
//Round to desired rotation
foreach(var child in transform)
child.position = new Vector3(child.position.x, maxDegrees, child.position.z);