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Unity 精灵翻转超出相机范围

[英]Unity sprite flip goes out of camera bounds

我试图在按下箭头键时翻转精灵,但它们以某种方式超出了相机的范围。 在我看来,整个相机被翻转而不是精灵。 解决这个问题的正确方法是什么。

当用户按左/右箭头键时,我试图翻转。 下面是我的代码。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
    public float speed;
    public float input;
    Rigidbody2D rb;
    Animator anim;
    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
    }

    private void Update () 
    {
        if (input != 0) {
            print("is running");
            anim.SetBool("isRunning", true);
        } else {
            print("is not running");
            anim.SetBool("isRunning", false);
        }

    if (input > 0) {
            transform.eulerAngles = new Vector3(0,0,0);
        }else if (input < 0){
            transform.eulerAngles = new Vector3(0,180,0);
        }
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        input = Input.GetAxis("Horizontal");
        rb.velocity = new Vector2(input * speed, rb.velocity.y);
    }
}

这是场景/游戏的截图在此处输入图片说明

任何帮助表示赞赏。 谢谢。

您应该更改比例而不是旋转。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
    public float speed;
    public float input;
    private Rigidbody2D rb;
    private Animator anim;

    private void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();
    }

    private void Update()
    {
        if (input != 0)
        {
            print("is running");
            anim.SetBool("isRunning", true);
        }
        else
        {
            print("is not running");
            anim.SetBool("isRunning", false);
        }
        if (input > 0)
        {
            transform.localScale = new Vector3(1, 1, 1);
        }
        else if (input < 0)
        {
            transform.localScale = new Vector3(-1, 1, 1);
        }
    }

    private void FixedUpdate()
    {
        input = Input.GetAxis("Horizontal");
        rb.velocity = new Vector2(input * speed, rb.velocity.y);
    }
}

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