Unity导弹脚本-导弹随机失控

时间:2018-12-20 17:28:30

标签: c# unity3d targeting

我有一个寻的导弹脚本,它似乎在99%的时间内都能正常工作,但是每隔一段时间,其中一颗导弹就会开始失控而不是朝着玩家旋转。我看不到任何原因,我看不到代码中出现这种行为的原因,我正在寻找新的视角,看看我是否缺少明显的东西。下面的脚本附在每枚导弹上。

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

    public class missileControl : MonoBehaviour
    {
        public Transform missileTarget;

        public GameObject indicator;

        private int scorePerHit = 1;
        private int scorePerDestroy = 50;
        private int hits = 1;

        [Header("Enemy Culling Variables")]
        [HideInInspector]
        public float distanceToCull = 4f;
        [HideInInspector]
        private Transform spaceShip;

        public Rigidbody missileRigidbody;

        [Header("Missile Control Variables")]
        public float turn = 0.9f;
        private float initialTurn = 0.9f;
        public float missileVelocity = 95f;
        private float initialMissileVelocity = 95f;
        private Vector3 resetMissileVelocity = new Vector3(0f,0f,0f);

        private Transform myTransform;
        private float wiggleMultiplyer = 40f;

        [Header("Firing Audio")]
        public float minPitch = 0.9f;
        public float maxPitch = 1f;
        public AudioClip indicatorClip;
        public TrailRenderer trailRenderer;

        private bool indicatorOff = true;
        private float currentDistance = 100f;
        public float indicatorDist = 300f;


        private IEnumerator delayAimTimer;

        private void Start()
        {
            spaceShip = LevelVariables.currentLevelVariables.spaceShip.transform; // Player to test if behind
            missileTarget = LevelVariables.currentLevelVariables.playerTarget.transform; // Target
            missileRigidbody.velocity = resetMissileVelocity;

            ResetVariables();
        }

        private void OnEnable()
        {
            ResetVariables();
        }

        private void OnDisable()
        {
            missileRigidbody.velocity = resetMissileVelocity;
        }

        void ResetVariables()
        {
            trailRenderer.enabled = false;
            StartCoroutine(DelayTrails());

            indicatorOff = true;

            turn = Random.Range(initialTurn * 0.85f, initialTurn * 1.15f);
            wiggleMultiplyer = Random.Range(0 - (wiggleMultiplyer), wiggleMultiplyer);

            missileRigidbody.velocity = resetMissileVelocity;
            missileVelocity = Random.Range(initialMissileVelocity * 0.85f, initialMissileVelocity * 1.15f);
            missileRigidbody.velocity = transform.forward * missileVelocity;
        }

        IEnumerator DelayTrails()
        {
            yield return new WaitForSeconds(0.15f);
            trailRenderer.Clear();
            trailRenderer.enabled = true;
        }

        private void FixedUpdate()
        {
            if (GameStateController.gameStateController.gameState == GameStateController.GameState.PLAYERSTART)
            {
                if (Vector3.Angle((gameObject.transform.position - spaceShip.position), spaceShip.transform.forward) > 90)
                {
                    if ((gameObject.transform.position - spaceShip.position).sqrMagnitude > distanceToCull * distanceToCull)
                    {
                        KillEnemy();
                        return;
                    }
                }
                else
                {
                    if (indicatorOff)
                    {
                        currentDistance = Vector3.Distance(missileTarget.position, transform.position);
                        if (currentDistance <= indicatorDist)
                        {
                            indicator.SetActive(true);
                            PlayAudioSound(indicatorClip);
                            indicatorOff = false;
                        }
                    }

                    //missileRigidbody.velocity = (transform.forward * missileVelocity) + (transform.right * (Mathf.Sin(Time.time) * wiggleMultiplyer)) + (transform.up * (Mathf.Cos(Time.time) * wiggleMultiplyer));

                    missileRigidbody.velocity = transform.forward * missileVelocity;
                    var rocketTargetRotation = Quaternion.LookRotation(missileTarget.position - transform.position);
                    missileRigidbody.MoveRotation(Quaternion.RotateTowards(transform.rotation, rocketTargetRotation, turn));
                }
            }
            else
            {
                StartCoroutine(DestroyGameObject(gameObject, 0f));
            }          
        }


        void OnCollisionEnter(Collision hit)
        {
            switch (hit.gameObject.tag)
            {
                case "environment":
                    KillEnemy();
                    break;
                case "enemy":
                    KillEnemy();
                    break;
                case "enemyBullet":
                    break;
                case "player":
                    CameraShake.Shake(1f, 0.25f);

                    float deathScale = Random.Range(5f * transform.localScale.x, 10f * transform.localScale.x);
                    GameObject fx = ObjectPooler.currentPool.enemyHits.Spawn();

                    if (fx == null) return;

                    fx.transform.position = transform.position;
                    fx.transform.rotation = Quaternion.identity;
                    fx.transform.parent = hit.transform;
                    fx.transform.localScale = new Vector3(deathScale, deathScale, deathScale);
                    fx.SetActive(true);

                    KillEnemy();
                    break;
                case "playerBullet":
                    ProcessHit();

                    if (hits < 1)
                    {
                        LevelVariables.currentLevelVariables.scoreBoard.ScoreHit(scorePerDestroy);
                        KillEnemy();
                    }
                    break;
            }
        }

        private void ProcessHit()
        {
            LevelVariables.currentLevelVariables.scoreBoard.ScoreHit(scorePerHit);
            hits = hits - 1;
        }

        private void KillEnemy()
        {
            GameObject fx = ObjectPooler.currentPool.enemyDeath.Spawn();

            if (fx == null) return;

            fx.transform.position = transform.position;
            fx.transform.rotation = Quaternion.identity;
            fx.transform.parent = LevelVariables.currentLevelVariables.spawnParent;

            float deathScale = 1f;
            deathScale = Random.Range(1f * transform.localScale.x, 4f * transform.localScale.x);

            fx.transform.localScale = new Vector3(deathScale, deathScale, deathScale);
            fx.SetActive(true);

            StartCoroutine(DestroyGameObject(gameObject, 0f));
        }

        public void PlayAudioSound(AudioClip clip)
        {
            LevelVariables.currentLevelVariables.computerAudioSource.volume = 1f;
            LevelVariables.currentLevelVariables.computerAudioSource.PlayOneShot(clip);
        }

        IEnumerator DestroyGameObject(GameObject turnOffObject, float waitTime)
        {
            yield return new WaitForSeconds(waitTime);
            trailRenderer.Clear();
            trailRenderer.enabled = false;
            turnOffObject.Recycle();
        }

    }

下面的部分是用于制造导弹的代码,并且是敌方武器发射脚本的一部分。

GameObject missileObj = ObjectPooler.currentPool.destroyerMissileAmmo.Spawn();

                if (missileObj == null) yield break;

                CreateMuzzleFlash(muzzleLocation);

                //LevelVariables.currentLevelVariables.globalMissileAmount = LevelVariables.currentLevelVariables.globalMissileAmount + 1;
                missileObj.transform.localScale = new Vector3(2f, 2f, 2f);
                missileObj.transform.position = muzzleLocation.transform.position;
                missileObj.transform.rotation = muzzleLocation.transform.rotation;

                //missileObj.transform.LookAt(m_target.transform);
                missileObj.SetActive(true);

我看不到此代码有任何问题,不会导致导弹不朝向玩家前进,有人有任何想法吗

0 个答案:

没有答案