[英]How can i make my prefab completely reverse (180 degrees) from it's spawnpoint? Unity 2D
So i made a little side scroller that uses a prefab to spawn bullets. 因此,我制作了一个小侧面滚动条,该滚动条使用了预制件来生成子弹。 My problem is that it only shoots to one side... the Right. 我的问题是它只向一侧射击...正确。
I need it to fire to the left as well. 我也需要它向左发射。 I've already made a variable to see if the player is looking to the right or left. 我已经做了一个变量,看玩家是向右看还是向左看。
I've tried to put the Speed to -20 and i've tried to rotate it 180 degrees on it's Z axis. 我尝试将Speed设置为-20,并尝试将其在Z轴上旋转180度。 I tested if the bullet script even picked up the change from the player movement script and it does. 我测试了子弹脚本是否甚至从玩家移动脚本中获取了更改,并且确实如此。
Player Movement script 玩家移动脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
public GameObject bullet;
private Rigidbody2D myRigidbody;
private float speed = 15;
private bool facingRight;
private bool ground = false;
private float jump = 23;
// Start is called before the first frame update
void Start()
{
facingRight = true;
myRigidbody = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void FixedUpdate()
{
float horizontal = Input.GetAxis("Horizontal");
Movement(horizontal);
Flip(horizontal);
if (Input.GetKey("w"))
{
if (ground)
{
GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, jump);
}
}
if(facingRight == false)
{
bullet.GetComponent<bullet>().left = true;
}
if (facingRight == true)
{
bullet.GetComponent<bullet>().left = false;
}
}
void OnTriggerEnter2D()
{
ground = true;
}
void OnTriggerExit2D()
{
ground = false;
}
private void Movement(float horizontal)
{
myRigidbody.velocity = new Vector2(horizontal * speed,myRigidbody.velocity.y);
}
private void Flip(float horizontal)
{
if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
{
facingRight = !facingRight;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
}
Weapon script 武器脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class weapon : MonoBehaviour
{
// Start is called before the first frame update
public bool right;
public Transform firepointR;
public GameObject bulletPrefab;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown("space"))
{
Debug.Log("Oh well");
Shoot();
}
}
void Shoot()
{
Instantiate(bulletPrefab, firepointR.position, firepointR.rotation);
}
}
bullet script 项目符号脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class bullet : MonoBehaviour
{
public bool left;
public float speed = 20;
public Rigidbody2D rb;
// Start is called before the first frame update
void Start()
{
rb.velocity = transform.right * speed;
}
// Update is called once per frame
void FixedUpdate()
{
Debug.Log(speed);
if (left == false)
{
transform.Rotate(0, 0, 180);
}
}
}
As i previously said i need my bullet (prefab) to go the opposite direction but whatever i do right now it will always go right. 正如我之前所说,我需要我的子弹(预制件)朝相反的方向前进,但是无论我现在做什么,它总是会正确的。
Expanding on my comment: 扩展我的评论:
Did you try reversing the velocity? 您是否尝试过反转速度?
rb.velocity = -(transform.right * speed);
Note: There are instances when using a negative float wont return the opposite of the positive result. 注意:在某些情况下,使用负浮点数不会返回与正数相反的结果。 However, in this example, it will work just fine. 但是,在此示例中,它将正常工作。
I imagine this will work also ( and is probably the correct way of doing it ): 我想这也将起作用( 并且可能是正确的方法 ):
rb.velocity = transform.left * speed;
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