无法在我的地图上的适当位置进行光线投射鼠标点击

时间:2019-03-26 10:25:10

标签: visual-studio unity3d unityscript raycasting

我决定开发一种gomoku游戏,其原理非常简单:您必须在瓷砖地图中放置圆形或十字形,目标是对齐5个项目。为此,我选择在2D中使用统一性,并使用带有瓷砖图像的预制件来创建地图。我遇到的问题是,在我的脚本GameManager中,当我用光线投射鼠标单击位置时,单击位置与我生成的板的图块不同,因此无法在地图上放置项目。

  

BoardGenerator.cs

public float startX;
public float startY;

public Transform tiles;

public int BOARD_SIZE = 19;

void Start()
{
    CreateBoard();
}

void Update()
{

}

void CreateBoard()
{
    float tileX = tiles.GetComponent<SpriteRenderer>().bounds.size.x;
    float tileY = tiles.GetComponent<SpriteRenderer>().bounds.size.y;
    float yCor = Camera.main.ScreenToWorldPoint(new Vector3(0, startY, 0f)).y;
    int count = 0;
    for (int i = 0; i < BOARD_SIZE; i++)
    {
        float xCor = Camera.main.ScreenToWorldPoint(new Vector3(startX, 0, 0f)).x;
        for (int j = 0; j < BOARD_SIZE; j++)
        {
            Vector3 tilesPos = new Vector3(xCor, yCor, 0f);
            Transform tile = Instantiate(tiles, tilesPos, Quaternion.identity);
            tile.gameObject.name = "Tile" + count;
            count++;
            xCor += tileX;
        }
        yCor -= tileY;
    }
}
  

GameManager.cs

public int firstPlayer;

private PlayerTurn playerTurn;

public Sprite xSprite;

public Sprite oSprite;

public enum PlayerTurn
{
    PLAYER1,
    PLAYER2,
    BOT
}

void Start()
{
    if (firstPlayer == 1)
        playerTurn = PlayerTurn.PLAYER1;
    else
        playerTurn = PlayerTurn.PLAYER2;
}

void Update()
{
    Play();
}

void Play()
{
    if (Input.GetMouseButtonDown(0))
    {
        float xCor = Camera.main.ScreenToWorldPoint(Input.mousePosition).x;
        float yCor = Camera.main.ScreenToWorldPoint(Input.mousePosition).y;
        Vector2 origin = new Vector2(xCor, yCor);
        RaycastHit2D hit = Physics2D.Raycast(origin, Vector2.zero, 0);
        Debug.Log("mouse = " + origin);
        Debug.Log("first tile = " + (Vector2)GameObject.Find("Tile0").transform.position);
        if (hit.collider != null && hit.transform.gameObject.tag.Equals("Tile"))
        {
            Debug.Log("hit");
            if (this.playerTurn == PlayerTurn.PLAYER1)
            {
                hit.transform.gameObject.GetComponent<SpriteRenderer>().sprite = xSprite;
                hit.transform.tag = "crossTile";
                playerTurn = PlayerTurn.PLAYER2;
            }
            else if (this.playerTurn == PlayerTurn.PLAYER2)
            {
                hit.transform.gameObject.GetComponent<SpriteRenderer>().sprite = oSprite;
                hit.transform.tag = "roundTile";
                playerTurn = PlayerTurn.PLAYER1;
            }
        }
    }
}

1 个答案:

答案 0 :(得分:0)

您可以利用Raycast的不同重载来返回命中对象,如下所示:

Ray ray = camera.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;

if (Physics2D.Raycast(ray, out hit, rayDist)){

    GameObject obj = hit.transform.gameObject;

    // Do something with obj

}

在上面的示例中,“ obj”将是被Raycast击中的GameObject,因此您可以通过引用以下内容来获取其位置:

obj.transform.position

原因:

GameObject obj = hit.transform.gameObject;

是“ hit.gameObject”将返回带有刚体的父对象(如果有)。当使用更复杂的对象结构时,这可能会导致很多混乱,因此,抓取“ hit.transform.gameObject”是一个好习惯,这将始终返回与Raycast命中器相撞的GameObject。