我制作了一个非常简单的枪脚本,目前子弹变换的方向与我设置为子弹生成位置的GameObject相同。但我希望子弹转向相机的中心,我有几个不同的想法。第一个是射线投影,当光线投射击中一些东西将子弹形式的子弹转换为raycasthit位置。但我不知道怎么做,有人可以帮助我吗?
这是我的剧本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Gun : MonoBehaviour {
public Transform bulletCapTransform;
public GameObject bulletCap;
public float ammo;
public float magAmmo;
public GameObject shootEffect;
public Transform bulletTransform;
public GameObject bullet;
public float bulletForce;
public GameObject crossHair;
public float fireRate = 0.3333f;
private float timeStamp;
Animator anim;
// Use this for initialization
void Start ()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update ()
{
Shoot();
Aim();
}
public void OnGUI()
{
GUI.Box(new Rect(10, 10, 50, 25), magAmmo + " / " + ammo);
}
public void Shoot()
{
if(Time.time >= timeStamp && Input.GetButton("Fire1") && magAmmo > 0)
{
GameObject bulletCapInstance;
bulletCapInstance = Instantiate(bulletCap, bulletCapTransform.transform.position, bulletCapTransform.rotation) as GameObject;
bulletCapInstance.GetComponent<Rigidbody>().AddForce(bulletCapTransform.right *10000);
GameObject bulletInstance;
bulletInstance = Instantiate(bullet, bulletTransform) as GameObject;
bulletInstance.GetComponent<Rigidbody>().AddForce(bulletTransform.forward * bulletForce);
Instantiate(shootEffect, bulletTransform);
timeStamp = Time.time + fireRate;
magAmmo = magAmmo -1;
}
if(Input.GetKeyDown(KeyCode.R))
{
//This is just for testing
magAmmo = magAmmo + 10;
}
}
void Aim()
{
if(Input.GetButton("Fire2"))
{
anim.SetBool("Aiming", true);
crossHair.SetActive(false);
}
else
{
anim.SetBool("Aiming", false);
crossHair.SetActive(true);
}
}
}
答案 0 :(得分:2)
所以我认为你想从枪中发射射弹&#34;对象位于屏幕中心的任何位置(无论中心物体距离如何)
这个剧本对我有用,并且在视图的中心射击。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Gun : MonoBehaviour
{
public Transform bulletCapTransform;
public GameObject bulletCap;
public float ammo;
public float magAmmo;
public GameObject shootEffect;
public Transform bulletTransform;
public GameObject bullet;
public float bulletForce;
public GameObject crossHair;
public float fireRate = 0.3333f;
private float timeStamp;
Animator anim;
// Use this for initialization
void Start()
{
anim = gameObject.GetComponent<Animator>();
}
// Update is called once per frame
void Update()
{
Shoot();
Aim();
}
public void OnGUI()
{
GUI.Box(new Rect(10, 10, 50, 25), magAmmo + " / " + ammo);
}
public void Shoot()
{
if (Time.time >= timeStamp && Input.GetButton("Fire1") && magAmmo > 0)
{
Debug.Log("shoot");
GameObject bulletCapInstance;
bulletCapInstance = Instantiate(bulletCap, bulletCapTransform.transform.position, bulletCapTransform.rotation) as GameObject;
bulletCapInstance.GetComponent<Rigidbody>().AddForce(bulletCapTransform.right * 10000);
//This will send a raycast straight forward from your camera centre.
Ray ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
RaycastHit hit;
//check for a hit
if (Physics.Raycast(ray, out hit))
{
// take the point of collision (make sure all objects have a collider)
Vector3 colisionPoint = hit.point;
//Create a vector for the path of the bullet from the 'gun' to the target
Vector3 bulletVector = colisionPoint - bullet.transform.position;
GameObject bulletInstance = Instantiate(bullet, bulletTransform) as GameObject;
//See it on it's way
bulletInstance.GetComponent<Rigidbody>().AddForce(bulletVector * bulletForce);
}
Instantiate(shootEffect, bulletTransform);
timeStamp = Time.time + fireRate;
magAmmo = magAmmo - 1;
}
if (Input.GetKeyDown(KeyCode.R))
{
//This is just for testing
magAmmo = magAmmo + 10;
}
}
void Aim()
{
if (Input.GetButton("Fire2"))
{
anim.SetBool("Aiming", true);
crossHair.SetActive(false);
}
else
{
anim.SetBool("Aiming", false);
crossHair.SetActive(true);
}
}
}
要记住的关键点是:
Camera.main.ViewportPointToRay(0.5, 0.5, 0);
将从屏幕中心向前拍摄一张光线投射。
值得真正了解光线投射及其来龙去脉。一开始看起来令人生畏,但是一旦你把它弄下来它就非常有用并且非常直观。有很多很好的youtube教程。
希望你的游戏变好!