我正在制作左右两侧的2D游戏,因此玩家只能向左或向右移动或跳跃。我把AI作为敌人。 AI运行正常。他可以去杀死他。
问题是敌人去杀死玩家时无法旋转或面对玩家。我希望AI看玩家。当玩家在敌人的左边时,敌人应该向左旋转看玩家。我搜索了许多网站,但没有得到正确的解决方案。这是我的敌人脚本:
public class enemy : MonoBehaviour
{
public float speed;
private Animator animvar;
private Transform target;
public GameObject effect;
public float distance;
private bool movingRight = true;
public Transform groundedDetection;
public float moveInput;
public bool facingRight = true;
void Start()
{
animvar = GetComponent<Animator>();
target = GameObject.FindGameObjectWithTag("Player").transform;
}
// Update is called once per frame
void Update()
{
if (Vector3.Distance(target.position, transform.position) < 20)
{
transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
}
else
{
transform.Translate(Vector2.right * speed * Time.deltaTime);
}
RaycastHit2D groundInfo = Physics2D.Raycast(groundedDetection.position, Vector2.down, distance);
}
void OnCollisionEnter2D(Collision2D col)
{
if (col.gameObject.tag.Equals("danger"))
{
Instantiate(effect, transform.position, Quaternion.identity);
Destroy(gameObject);
}
if (col.gameObject.tag.Equals("Player"))
{
Instantiate(effect, transform.position, Quaternion.identity);
Destroy(gameObject);
}
}
}
使用Unity3D,游戏是向左,向右2D跳跃的游戏。
答案 0 :(得分:1)
You need a function that would flip your sprite, you can do that by changing the scale of the transform, and keep a boolean to check where it's facing
bool facingRight;
, so something like this
void Flip(){
Vector3 scale = transform.localScale;
scale.x *= -1;
transform.localScale = scale;
facingRight = !facingRight;
}
and in your Update
check if it needs to be flipped or not
if (Vector3.Distance(target.position,transform.position)<20)
{
transform.position=Vector2.MoveTowards(transform.position, target.position,speed*Time.deltaTime);
if(target.position.x > transform.position.x && !facingRight) //if the target is to the right of enemy and the enemy is not facing right
Flip();
if(target.position.x < transform.position.x && facingRight)
Flip();
}
答案 1 :(得分:0)
非常简单,只需获得玩家x位置并与敌人的x位置进行比较,然后相应地翻转敌人的精灵即可即可。
这是我的敌人脚本中的Update()方法。这可以处理敌人所面临的移动以及精灵所面对的改变方向:
if (moveRight )
{
transform.Translate(2 * Time.deltaTime * moveSpeed, 0, 0);
transform.localScale = new Vector2(6, 6); //6,6 is just a size that suits my sprite
}
else if (!moveRight)
{
transform.Translate(-2 * Time.deltaTime * moveSpeed, 0, 0);
transform.localScale = new Vector2(-6, 6);
}
这是我的敌人Attack()方法,我将Player X位置与敌人X位置进行比较。如果玩家X少(位于敌人的左侧),我会将敌人的精灵翻转为负数
if (transform.position.x > Player.position.x)
{
transform.localScale = new Vector2(-6, 6);
}
else if (transform.position.x < Player.position.x)
{
transform.localScale = new Vector2(6, 6);
}