我希望我的镜头遵循特定的模式(我还需要镜头之间的弧度和间隙可以调整)。现在我已经放下了射击脚本,但是射击不是我想要的直线(现在不想要直线,但是稍后在设计其他武器时将需要它)。
这是带有上述说出的示例的屏幕截图:
我对四元数和角度了解不多,所以我所尝试的只是修改x时间后的角度和x时间后的速度,但是没有用(可能是解决方案,但是我有0条线索如何统一使用角度所以我无法使用它。
另一件事,请提供解释以及您的答案,因为我想了解为什么某事物会以这种方式起作用,所以我以后不必再询问了。
这是我的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class Player_Shooting : MonoBehaviour
{
[SerializeField]
private Transform shootingPoint;
[SerializeField]
private GameObject shot; //this is what I'm shooting, shot also has a script but all it does is apply velocity upwards and do damage to enemy if it hits
private bool shootAgain = true;
private int dexterity = Player_Stats.GetDexterity();
private int numberofshots = 2; //amount of shots
private int shotGap = 5; //how many degrees between the shots
void Update()
{
Vector3 mousepos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 direction = new Vector2(mousepos.x - transform.position.x, mousepos.y - transform.position.y);
transform.up = direction;
if (Input.GetButton("Fire1") && shootAgain == true)
{
shootAgain = false;
StartCoroutine(RateOfFire(dexterity));
}
}
private void Shoot()
{
Vector3 temp = transform.rotation.eulerAngles;
Quaternion angle = Quaternion.Euler(temp.x, temp.y, temp.z);
for (int i = 0; i < numberofshots; i++)
{
int multiplier = i + 1;
if (numberofshots % 2 == 1)
{
Instantiate(shot, shootingPoint.position, angle);
if (i % 2 == 0)
{
temp.z -= shotGap * multiplier;
angle = Quaternion.Euler(temp.x, temp.y, temp.z);
}
else
{
temp.z += shotGap * multiplier;
angle = Quaternion.Euler(temp.x, temp.y, temp.z);
}
}
else if (numberofshots % 2 == 0)
{
if (i % 2 == 0)
{
temp.z -= shotGap * multiplier;
angle = Quaternion.Euler(temp.x, temp.y, temp.z);
}
else
{
temp.z += shotGap * multiplier;
angle = Quaternion.Euler(temp.x, temp.y, temp.z);
}
Instantiate(shot, shootingPoint.position, angle);
}
}
}
IEnumerator RateOfFire(int dex)
{
Shoot();
float time = dex / 75;
time *= 6.5f;
time += 1.5f;
yield return new WaitForSeconds(1 / time);
shootAgain = true;
}
}
答案 0 :(得分:0)
这是我几个小时后想到的。 可以根据您的需要对其进行改进,但是可以用更少的代码来工作。 我在另一个gameObject上使用了一个单独的脚本来实例化弹丸。项目符号脚本附加到带有轨迹的精灵上 应该很容易从那里操纵点火顺序。
评论解释了大多数事情。 我添加了布尔功能以相反的角度射击。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class bullet : MonoBehaviour{
public float turnLength = 0.5f; // how long it turns for 0.0+
public float turnSpeed = 5f; // how fast the projectile turns 0.0+
public float anglePauseTime = 0.2f; // Optional wave form variable. coupled with high turnrate + curve speed = higher frequency sine wave.
public float shotAngle = -12f; // the angle the shot is taken as an offset (usually nagative value) 0- or turnspeed*2.25 for straight shots
public float projectileSpeed = 50; // obvious
public bool opositeAngles = false;
// Start is called before the first frame update
void Start(){
if(opositeAngles){
transform.Rotate(0, 0, -shotAngle);
}
else{
transform.Rotate(0, 0, shotAngle);
}
StartCoroutine(WaveForm(turnLength, turnSpeed, anglePauseTime, opositeAngles));
}
// Update is called once per frame
void Update(){
transform.position += transform.right * Time.deltaTime * projectileSpeed;
}
IEnumerator WaveForm(float seconds, float aglSpeed, float pause, bool reverse){
// multiplier correlates to waitForSeconds(seconds)
// faster update time = smoother curves for fast projectiles
// less cycles = shorter Corutine time.
//10, 0.1 100cycles/second (shallow waves, jagged on higher frequency waves, doesnt last long)
//10, 0.05 200cycles/second (probably best)
//100, 0.02 500cycles/second (smooth curves all around. requires smaller adjustment numbers)
// i had to up it for the waveform to last longer.
float newSeconds = seconds * 10;
for (int i = 0; i < newSeconds; i++) {
for (int j = 0; j < newSeconds; j++) {
yield return new WaitForSeconds(0.05f); // controls update time in fractions of a second.
if(reverse){
transform.Rotate(0, 0, -aglSpeed, Space.Self);
}
else {
transform.Rotate(0, 0, aglSpeed, Space.Self);
}
}
yield return new WaitForSeconds(pause);
aglSpeed = -aglSpeed;
}
}
}