向前旋转位置

时间:2019-02-22 22:33:06

标签: unity3d rotation raycasting

我目前正在开发一种攀爬检测系统,该系统可以跟踪玩家的周围并检测玩家可以攀爬的最近点。我有一个游戏对象,该对象根据玩家的位置投射光线。射线随播放器移动,但不旋转。如何让它们随播放器旋转?

Screenshot

这是绘制光线的代码

void Update()
{
    //Debug.DrawRay();
    raySpace = surfaceWidth / definition;
    raySpaceDividedByTwo = raySpace / 2;
    surfaceWidthDividedByTwo = surfaceWidth / 2;

    for (int i = 0; i < definition; i++)
    {
        for (int y = 0; y < definition; y++)
        {
            raycastCoordinates = new Vector3(
                (this.transform.position.x + (i * raySpace) + raySpaceDividedByTwo) - surfaceWidthDividedByTwo,
                 this.transform.position.y,
                (this.transform.position.z + (y * raySpace) + raySpaceDividedByTwo) - surfaceWidthDividedByTwo);

            //offset = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offset;
            //raycastCoordinates = Quaternion.AngleAxis(this.transform.rotation.y, Vector3.up) * raycastCoordinates;

            raycastUpHitsList.Add(Physics.RaycastAll(raycastCoordinates, Vector3.up, detectionHeight, LayerMask.GetMask("Water")));
            Debug.DrawRay(raycastCoordinates, Vector3.up * detectionHeight, Color.green, 0.1f);
        }
    }
}

1 个答案:

答案 0 :(得分:0)

这应该有效:

void Update()
{
    //Debug.DrawRay();
    raySpace = surfaceWidth / definition;
    raySpaceDividedByTwo = raySpace / 2;
    surfaceWidthDividedByTwo = surfaceWidth / 2;

    for (int i = 0; i < definition; i++)
    {
        for (int y = 0; y < definition; y++)
        {
            raycastCoordinates = new Vector3(
                (this.transform.position.x + (i * raySpace) + raySpaceDividedByTwo) - surfaceWidthDividedByTwo,
                 this.transform.position.y,
                (this.transform.position.z + (y * raySpace) + raySpaceDividedByTwo) - surfaceWidthDividedByTwo) * transform.forward;//if this doesn't work, try transform.right instead

            //offset = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offset;
            //raycastCoordinates = Quaternion.AngleAxis(this.transform.rotation.y, Vector3.up) * raycastCoordinates;

            raycastUpHitsList.Add(Physics.RaycastAll(raycastCoordinates, Vector3.up, detectionHeight, LayerMask.GetMask("Water")));
            Debug.DrawRay(raycastCoordinates, Vector3.up * detectionHeight, Color.green, 0.1f);
        }
    }
}