玩家旋转时子弹实例化角度错误

时间:2019-07-09 14:01:09

标签: c# unity3d game-development

我创建了具有3个不同实例化位置的弹丸子弹效果。当播放器朝向右侧时,它可以完美工作。但是当面朝左时,项目符号实例化的角度就误入歧途了。任何帮助表示赞赏。

玩家右转时的屏幕截图。

enter image description here

播放器向左转的屏幕截图。

enter image description here

播放器的代码。

private IEnumerator FireContinuously()
{
    while (true)
    {
        GameObject laser02 = Instantiate(bullet01, firePoint2.position, Quaternion.Euler(new Vector3(0, 0, 10)));
        laser02.GetComponent<Rigidbody2D>().velocity = laser02.transform.right * projectileSpeed * direction;
        GameObject laser03 = Instantiate(bullet02, firePoint.position, Quaternion.Euler(new Vector3(0, 0, 0)));
        laser03.GetComponent<Rigidbody2D>().velocity = laser03.transform.right * projectileSpeed * direction;
        GameObject laser04 = Instantiate(bullet03, firePoint3.position, Quaternion.Euler(new Vector3(0, 0, 345)));
        laser04.GetComponent<Rigidbody2D>().velocity = laser04.transform.right * projectileSpeed * direction;
        yield return new WaitForSeconds(projectileFiringPeriod);
    }
}

public void Flipsprite()
{    
    bool playerhashorizontalspeed = Mathf.Abs(myRigidBody.velocity.x) > 0;

    if (playerhashorizontalspeed)
    {        
        direction = Mathf.Sign(myRigidBody.velocity.x);
        transform.localScale = new Vector3(direction, 1f);
    }    
}

1 个答案:

答案 0 :(得分:0)

您正在使用硬编码的角度10345,而不管方向如何。

然后使用laser02.right总是返回相同的Vector3,只是您对其取反。这会导致方向错误。如果比较图像,这就是您得到的方向。

您想要的是也否定旋转子弹的角度。

private IEnumerator FireContinuously()
{
    while (true)
    {
        var laser02 = Instantiate(bullet01, firePoint2.position, Quaternion.Euler(new Vector3(0, 0, 10 * direction)));
        laser02.GetComponent<Rigidbody2D>().velocity = laser02.transform.right * projectileSpeed * direction;

        var laser03 = Instantiate(bullet02, firePoint.position, Quaternion.Identity)
        laser03.GetComponent<Rigidbody2D>().velocity = laser03.transform.right * projectileSpeed * direction;

        var laser04 = Instantiate(bullet03, firePoint3.position, Quaternion.Euler(new Vector3(0, 0, 345 * direction)));
        laser04.GetComponent<Rigidbody2D>().velocity = laser04.transform.right * projectileSpeed * direction;

        yield return new WaitForSeconds(projectileFiringPeriod);
    }
}

还有一点提示:

如果您希望将预制件制成类型

[SerializeField] private RigidBody2D bullet01;
[SerializeField] private RigidBody2D bullet02;
[SerializeField] private RigidBody2D bullet03;

然后Instantiate将直接返回相应的RigidBody2D引用,您可以摆脱GetComponent的调用:

private IEnumerator FireContinuously()
{
    while (true)
    {
        var laser02 = Instantiate(bullet01, firePoint2.position, Quaternion.Euler(new Vector3(0, 0, 10 * direction)));
        laser02.velocity = laser02.transform.right * projectileSpeed * direction;

        var laser03 = Instantiate(bullet02, firePoint.position, Quaternion.Identity)
        laser03.velocity = laser03.transform.right * projectileSpeed * direction;

        var laser04 = Instantiate(bullet03, firePoint3.position, Quaternion.Euler(new Vector3(0, 0, 345 * direction)));
        laser04.velocity = laser04.transform.right * projectileSpeed * direction;

        yield return new WaitForSeconds(projectileFiringPeriod);
    }
}