[英]Unity Moving Instantiated Objects
下面的代碼可以正常運行,除了實例化對象自己移動。 我希望我的實例化對象以0.5f的速度在pointA和pointB之間向后移動第四。
注意:我不嘗試在Start()和Update()中使用注釋的代碼,因為此文件已附加到相機。
使用當前代碼:我的objectList對象按預期方式移動,而不是它們的實例化對象。 我希望實例化的對象像乒乓球一樣移動,並保持偏移
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectsSpawner : MonoBehaviour {
public GameObject[] objectList;
public GameObject[] objectSpawns;
int val;
public float speed = 0.5f;
Vector3 pointA;
Vector3 pointB;
// Use this for initialization
void Start () {
val = PlayerPrefs.GetInt("CannonPowerVal");
addToList();
for (int i = 1; i < objectSpawns.Length; i++){
pointA = new Vector3(-3.8f, objectSpawns[i].transform.localPosition.y, 0);
pointB = new Vector3(3.8f, objectSpawns[i].transform.localPosition.y, 0);
}
//pointA = new Vector3(-3.8f, transform.localPosition.y, 0);
//pointB = new Vector3(3.8f, transform.localPosition.y, 0);
}
// Update is called once per frame
void Update()
{
//PingPong between 0 and 1
float time = Mathf.PingPong(Time.time * speed, 1);
//transform.position = Vector3.Lerp(pointA, pointB, time);
for (int i = 1; i < objectSpawns.Length; i++)
{
objectSpawns[i].transform.position = Vector3.Lerp(pointA, pointB, time);
}
}
public void addToList(){
objectSpawns = new GameObject[val];
int max = objectList.Length;
int counter = 8; // set first object out of screen sight
// Adds Scene Objects from objectList to objectSpawns
// Size of SceneObjects determined by CannonPowerVal
for (int i = 0; i < PlayerPrefs.GetInt("CannonPowerVal"); i++){
objectSpawns.SetValue(objectList[Random.Range(0, max)], i);
// Random x spawn(-2.8f, 2.8f)
Instantiate(objectSpawns[i], new Vector2(transform.localPosition.x + Random.Range(-2.8f,2.8f), transform.localPosition.y + counter), Quaternion.identity);
counter = counter + 5;
}
}
}
實例化對象后,您忘記將引用添加到objectSpawns
列表。
在addToList()
方法中:
GameObject object = Instantiate(objectSpawns[i],...);
objectSpawns.Add(object)
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