我通过Youtube,Google和以前的答案进行了检查,但无法使我的游戏朝着鼠标射击。玩家旋转以跟随鼠标,当他射击时,它要么不准确,要么有时朝另一个方向射击。我真的不想发送大量的代码,但是我觉得我混合了不同教程中的代码,尽管我有点组织起来,但最好还是让您看一下,所以对不起,先谢谢您
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public int playerId = 0;
public bool useController;
public float Curserspeed = 5f;
public Animator animator;
public float speed;
public GameObject crossHair;
public GameObject bulletPrefab;
private Vector2 moveVelocity;
Vector3 movement;
Vector3 aim;
bool isAiming;
bool endOfAiming;
void Start()
{
}
// Update is called once per frame
void Update()
{
ProcessInputs();
AimAndShoot();
Animate();
Move();
Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Curserspeed* Time.deltaTime);
}
private void ProcessInputs() {
if (useController) {
movement = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0.0f);
aim = new Vector3(Input.GetAxisRaw("MoveHorizontal"), Input.GetAxisRaw("MoveVertical"), 0.0f);
aim.Normalize();
isAiming = Input.GetButton("Fire1");
endOfAiming = Input.GetButtonUp("fire1");
}
else {
movement = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0.0f);
Vector3 mouseMovement = new Vector3(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"), 0.0f);
aim = aim + mouseMovement;
if (aim.magnitude > 0f)
{
aim.Normalize();
}
isAiming = Input.GetButton("Fire1");
endOfAiming = Input.GetButtonUp("Fire1");
}
if (movement.magnitude > 1.0f)
{
movement.Normalize();
}
}
private void Move()
{
transform.position = transform.position + movement * speed * Time.deltaTime;
}
private void Animate()
{
animator.SetFloat("vmovement", Input.GetAxisRaw("Horizontal"));
animator.SetFloat("movement", Input.GetAxisRaw("Vertical"));
animator.SetFloat("magnitude", movement.magnitude);
}
private void AimAndShoot()
{
Vector2 shootingDirection = new Vector2(aim.x, aim.y);
if (aim.magnitude > 0.0f)
shootingDirection.Normalize();
if (Input.GetButtonDown("Fire1")) {
GameObject bullet = Instantiate(bulletPrefab, transform.position, Quaternion.identity);
bullet.GetComponent<Rigidbody2D>().velocity = shootingDirection * 3.0f;
bullet.transform.Rotate(0.0f, 0.0f, Mathf.Atan2(shootingDirection.y, shootingDirection.x) * Mathf.Rad2Deg);
Destroy(bullet, 3.0f);
}
int main()
{
return 0;
}
`
答案 0 :(得分:0)
如果您的玩家正在看着鼠标,而您正试图在那儿射击,这似乎有点复杂...
实例化项目符号后,只需要做两件事: 立即旋转它,使其面对与播放器相同的方向。 (这可以通过transform.rotation = playerobject.rotation来完成) 向前施加力量。 (由于该物体面向您的玩家所面对的位置,因此在“发射”该弹丸时瞄准,因此您无需瞄准,只需将其沿前进轨迹发送即可)
transform.forward
将在这里工作。