我的游戏中存在以下问题:
场景中有两个角色,他们可以互相射击。彼此之间有一个空的游戏对象,称为“ SpawnBullet”,可以生成弹丸,如您在图像中所见。
问题在于名为“玩家2”的游戏对象正在向自己开枪,子弹朝他的方向前进。即使旋转SpawnBullet。在Player 1中可以正常工作。
此脚本附在播放器上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class Moviment : MonoBehaviour
{
//player variables
public GameObject player;
public GameObject[] Personagens;
//moving variables
Vector3 targetPosition;
float posY = 1;
public float velocity = 0.2f;
public float movMax = 3;
public bool ismoving = false;
public bool moveEnabled;
public int aux;
//bullet variables
public GameObject projetil;
private GameObject SpawBala;
public float ProjetilVeloc = 500f;
private void Start()
{
//sets the first unit as the active unit at the start of the game
Personagens[0].GetComponent<Jogador>().isPlayer = true;
TurnStart();
}
// Update is called once per frame
void Update()
{
//left mouse button to start movement
if (Input.GetMouseButtonDown(0))
{
//raycast checks and returns an object, if it's a tile, the unit moves
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
ismoving = true;
if (Physics.Raycast(ray, out hit))
{
if (hit.transform.tag == "Tile")
{
//checks if the tile is available based on the max movement of the unit
Tile tileAux = hit.transform.gameObject.GetComponent<Tile>();
Jogador scriptJog = player.GetComponent<Jogador>();
if ((tileAux.TilePostion.x - scriptJog.GridPosition.x) + (tileAux.TilePostion.y - scriptJog.GridPosition.y) >= -movMax && (tileAux.TilePostion.x - scriptJog.GridPosition.x) + (tileAux.TilePostion.y - scriptJog.GridPosition.y) <= movMax)
{
if ((tileAux.TilePostion.x - scriptJog.GridPosition.x) - (tileAux.TilePostion.y - scriptJog.GridPosition.y) >= -movMax && (tileAux.TilePostion.x - scriptJog.GridPosition.x) - (tileAux.TilePostion.y - scriptJog.GridPosition.y) <= movMax)
{
targetPosition = (hit.transform.position);
targetPosition.y = posY;
moveEnabled = true;
}
}
}
}
}
//right click to shoot
if (Input.GetMouseButtonDown(1))
{
//raycast checks and returns an object, if it's a tile, the unit shoots
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
//checks if the tile is available based on the line and column of the unit
Tile tileAux = hit.transform.gameObject.GetComponent<Tile>();
Jogador scriptJog = player.GetComponent<Jogador>();
if (tileAux.TilePostion.x == scriptJog.GridPosition.x || tileAux.TilePostion.y == scriptJog.GridPosition.y)
{
if (tileAux.TilePostion.x > scriptJog.GridPosition.x)
tileAux.TilePostion.x = 5;
else
tileAux.TilePostion.x = 0;
if (tileAux.TilePostion.y > scriptJog.GridPosition.y)
tileAux.TilePostion.y = 5;
else
tileAux.TilePostion.y = 0;
Debug.Log(tileAux.TilePostion.x);
Debug.Log(tileAux.TilePostion.y);
//instantiates the bullet
GameObject tiro = Instantiate(projetil, SpawBala.transform.position, Quaternion.identity, player.transform);
Rigidbody BalaRigid = tiro.GetComponent<Rigidbody>();
BalaRigid.AddForce(Vector3.forward * ProjetilVeloc);
}
}
}
//player moves until reaches the position
if (player.transform.position != targetPosition)
{
player.transform.position = Vector3.MoveTowards(player.transform.position, targetPosition, velocity);
if (player.transform.position == targetPosition)
ismoving = false;
}
//if player reaches position, it's deselected
if (moveEnabled && !ismoving)
{
player.GetComponent<Jogador>().isPlayer = false;
moveEnabled = false;
}
}
public void TurnStart()
{
//makes the selected unit the active unit
for (int i = 0; i < Personagens.Length; i++)
{
if (Personagens[i].GetComponent<Jogador>().isPlayer == true)
{
player = Personagens[i];
posY = player.transform.position.y;
targetPosition = player.transform.position;
SpawBala = player.transform.GetChild(0).gameObject;
}
}
}
public void TurnEnd()
{
//desactivates all units
for(int i = 0; i < Personagens.Length; i++)
{
Personagens[i].GetComponent<Jogador>().isPlayer = false;
}
}
}
我正在使用此部分(从上方复制)进行拍摄:
//right click to shoot
if (Input.GetMouseButtonDown(1))
{
//raycast checks and returns an object, if it's a tile, the unit shoots
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
//checks if the tile is available based on the line and column of the unit
Tile tileAux = hit.transform.gameObject.GetComponent<Tile>();
Jogador scriptJog = player.GetComponent<Jogador>();
if (tileAux.TilePostion.x == scriptJog.GridPosition.x || tileAux.TilePostion.y == scriptJog.GridPosition.y)
{
if (tileAux.TilePostion.x > scriptJog.GridPosition.x)
tileAux.TilePostion.x = 5;
else
tileAux.TilePostion.x = 0;
if (tileAux.TilePostion.y > scriptJog.GridPosition.y)
tileAux.TilePostion.y = 5;
else
tileAux.TilePostion.y = 0;
Debug.Log(tileAux.TilePostion.x);
Debug.Log(tileAux.TilePostion.y);
//instantiates the bullet
GameObject tiro = Instantiate(projetil, SpawBala.transform.position, Quaternion.identity, player.transform);
Rigidbody BalaRigid = tiro.GetComponent<Rigidbody>();
BalaRigid.AddForce(Vector3.forward * ProjetilVeloc);
}
}
}
答案 0 :(得分:1)
将力添加到子弹时,您正在使用Vector3.forward
。您需要改用transform.forward
。
Vector3.forward
始终是常数(0、0、1)。将其视为您世界的前进方向。它永远不会改变。
transform.forward
将给出游戏对象(玩家)的前向方向。旋转播放器时,它的transform.forward会相应更改。
播放器1似乎正常工作的原因是因为它与Vector3.forward
朝向相同的方向。