[英]Can't raycast mouse click at good position on my map
我决定开发一个五子棋游戏,它的原理很简单:你必须在瓷砖地图上放置圆圈或十字,目标是对齐5个项目。 为此,我选择在 2d 中使用 unity,并使用带有平铺图像的预制件来创建我的地图。 我遇到的问题是,在我的脚本 GameManager 中,当我对鼠标单击位置进行光线投射时,单击位置与我生成的电路板图块不同,因此我无法在地图上放置项目。
BoardGenerator.cs
public float startX;
public float startY;
public Transform tiles;
public int BOARD_SIZE = 19;
void Start()
{
CreateBoard();
}
void Update()
{
}
void CreateBoard()
{
float tileX = tiles.GetComponent<SpriteRenderer>().bounds.size.x;
float tileY = tiles.GetComponent<SpriteRenderer>().bounds.size.y;
float yCor = Camera.main.ScreenToWorldPoint(new Vector3(0, startY, 0f)).y;
int count = 0;
for (int i = 0; i < BOARD_SIZE; i++)
{
float xCor = Camera.main.ScreenToWorldPoint(new Vector3(startX, 0, 0f)).x;
for (int j = 0; j < BOARD_SIZE; j++)
{
Vector3 tilesPos = new Vector3(xCor, yCor, 0f);
Transform tile = Instantiate(tiles, tilesPos, Quaternion.identity);
tile.gameObject.name = "Tile" + count;
count++;
xCor += tileX;
}
yCor -= tileY;
}
}
游戏管理器
public int firstPlayer;
private PlayerTurn playerTurn;
public Sprite xSprite;
public Sprite oSprite;
public enum PlayerTurn
{
PLAYER1,
PLAYER2,
BOT
}
void Start()
{
if (firstPlayer == 1)
playerTurn = PlayerTurn.PLAYER1;
else
playerTurn = PlayerTurn.PLAYER2;
}
void Update()
{
Play();
}
void Play()
{
if (Input.GetMouseButtonDown(0))
{
float xCor = Camera.main.ScreenToWorldPoint(Input.mousePosition).x;
float yCor = Camera.main.ScreenToWorldPoint(Input.mousePosition).y;
Vector2 origin = new Vector2(xCor, yCor);
RaycastHit2D hit = Physics2D.Raycast(origin, Vector2.zero, 0);
Debug.Log("mouse = " + origin);
Debug.Log("first tile = " + (Vector2)GameObject.Find("Tile0").transform.position);
if (hit.collider != null && hit.transform.gameObject.tag.Equals("Tile"))
{
Debug.Log("hit");
if (this.playerTurn == PlayerTurn.PLAYER1)
{
hit.transform.gameObject.GetComponent<SpriteRenderer>().sprite = xSprite;
hit.transform.tag = "crossTile";
playerTurn = PlayerTurn.PLAYER2;
}
else if (this.playerTurn == PlayerTurn.PLAYER2)
{
hit.transform.gameObject.GetComponent<SpriteRenderer>().sprite = oSprite;
hit.transform.tag = "roundTile";
playerTurn = PlayerTurn.PLAYER1;
}
}
}
}
您可以利用 Raycast 的不同重载来返回命中的对象,如下所示:
Ray ray = camera.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics2D.Raycast(ray, out hit, rayDist)){
GameObject obj = hit.transform.gameObject;
// Do something with obj
}
在上面的例子中,'obj' 将是被 Raycast 击中的 GameObject,所以你可以通过引用来获取它的位置:
obj.transform.position
的原因:
GameObject obj = hit.transform.gameObject;
是'hit.gameObject' 将返回一个带有刚体的父对象,如果有的话。 在处理更复杂的对象结构时,这可能会导致很多混乱,因此抓取“hit.transform.gameObject”是一种很好的做法,它始终会返回 Raycast 命中所附加的对撞机的 GameObject。
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