[英]Shoot bullet to direction of last player position
我正在嘗試為正在將激光子彈射擊到玩家最后位置的無人機編碼。 子彈也應該旋轉到玩家位置。
我有以下腳本,但是由於某種原因它無法拍攝。
using System.Collections.Generic;
using UnityEngine;
public class DroneShoot: MonoBehaviour
{
public Transform bulletspawn;
public Rigidbody2D bulletPrefab;
public float bulletSpeed = 750;
public float bulletDelay;
private Transform player;
private Rigidbody2D clone;
// Use this for initialization
void Start()
{
player = GameObject.FindGameObjectWithTag("spieler").GetComponent<Transform>();
StartCoroutine(Attack());
}
IEnumerator Attack()
{
yield return new WaitForSeconds(bulletDelay);
if (Vector3.Distance(player.transform.position, bulletspawn.transform.position) < 20)
{
Quaternion rotation = Quaternion.LookRotation(player.transform.position, bulletspawn.transform.position);
bulletspawn.rotation = rotation;
clone = Instantiate(bulletPrefab, bulletspawn.position, bulletspawn.rotation);
clone.AddForce(bulletspawn.transform.right * bulletSpeed);
StartCoroutine(Attack());
}
}
}
看起來它只會在第一次啟動時嘗試再次啟動,因為StartCoroutine在距離檢查中。
我認為它應該永遠嘗試射擊。
IEnumerator Attack()
{
while(true){
yield return new WaitForSeconds(shootDelay);
if (Vector3.Distance(player.transform.position, bulletspawn.transform.position) < 20)
{
Quaternion rotation = Quaternion.LookRotation(player.transform.position);
bulletspawn.rotation = rotation;
clone = Instantiate(bulletPrefab, bulletspawn.position, bulletspawn.rotation);
clone.AddForce(bulletspawn.transform.right * bulletSpeed);
}
}
}
我有解決辦法。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DroneShoot: MonoBehaviour
{
public Transform bulletspawn;
public Rigidbody2D bulletPrefab;
public float bulletSpeed = 750;
public float bulletDelay;
private Transform player;
private Rigidbody2D clone;
// Use this for initialization
void Start()
{
player = GameObject.FindGameObjectWithTag("spieler").GetComponent<Transform>();
StartCoroutine(Attack());
}
IEnumerator Attack()
{
yield return new WaitForSeconds(bulletDelay);
if (Vector3.Distance(player.transform.position, bulletspawn.transform.position) < 20)
{
Vector3 difference = player.position - bulletspawn.position;
float rotationZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;
bulletspawn.rotation = Quaternion.Euler(0.0f, 0.0f, rotationZ);
clone = Instantiate(bulletPrefab, bulletspawn.position, bulletspawn.rotation);
clone.AddForce(bulletspawn.transform.right * bulletSpeed);
StartCoroutine(Attack());
}
}
}
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