[英]Npc animation following player unity 2d top down
嘿,我正在统一制作自上而下的游戏。 我可能遇到的问题是使npc播放器在跟随播放器时改变其面对的方式。 因此,如果玩家向左转,npc将跟随他们,但不会转身面对npc的前进方向。 我可以使NPC看起来像它的行走,只是不改变它的方向。 这是一个2d自上而下的游戏,请提供任何帮助。 这是我的NPC代码。
using UnityEngine;
using System.Collections;
public class SlimeController : MonoBehaviour
{
public Transform Character; // Target Object to follow
public float speed = 0.1F; // Enemy speed
public float maxDist = 10.0f;
public float attackdistance = 3;
public float farenough;
private Vector3 directionOfCharacter;
private bool challenged = false;// If the enemy is Challenged to follow by the player
public Transform StartMarker;
private Vector3 goback;
public Transform EndMarker;
public Rigidbody2D rb;
Animator anim;
float oldx;
bool left;
bool right;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
anim= GetComponent<Animator>();
oldx = transform.position.x;
}
void Update()
{
anim.SetBool("left", false);
anim.SetBool("right", false);
var distanceFromPlayer = Vector3.Distance(Character.position, transform.position);
if(oldx>transform.position.x)
{
left = false;
right = true;
}
if(oldx<transform.position.x)
{
left = true;
right = false;
}
if (oldx == transform.position.x)
{
left = false;
right = false;
}
if (challenged)
{
directionOfCharacter = Character.transform.position - transform.position;
directionOfCharacter = directionOfCharacter.normalized; // Get Direction to Move Towardsss
transform.Translate(directionOfCharacter * speed, Space.World);
enabled = true;
if (distanceFromPlayer < attackdistance)
{
attack();
}
if (distanceFromPlayer > attackdistance)
{
speed = 0.03f;
}
}
if (!challenged)
{
goback = StartMarker.transform.position - transform.position;
goback = goback.normalized;
transform.Translate(goback * speed, Space.World);
}
}
// Will be triggered as soon as player would touch the Enemy Object
void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.name == ("Player"))
{
challenged = true;
}
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.gameObject.name == ("Player"))
{
speed = 0.03f;
challenged = false;
}
}
void attack()
{
speed = 0;
transform.Translate(directionOfCharacter * speed, Space.World);
}
}
这是因为您只是将对象移向目标。 但是要使它对准目标,您还需要朝目标方向旋转它。
变换组件具有一个名为LookAt
的函数。 您为其提供目标和对象应绕其旋转的轴。 因此,在您的情况下:
this.transform.LookAt(Character, Vector3.up);
有关LookAt
更多信息,请参见此处 。
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