[英]How to fix Bullet Rotation in Unity? (2D)
所以我的腳本有問題,它的作用基本上是根據鼠標瞄准的位置旋轉播放器圖形。 這工作正常且符合預期,但我的問題是,當我想朝相反方向射擊時,即向左方向射擊時,它會射擊玩家而不是瞄准的地方。
我決定錄制一個小視頻來展示這個問題。
這是旋轉和武器腳本的代碼。
旋轉
public class Rotating : MonoBehaviour
{
public PlayerController player;
public float x;
public Vector3 flipArm;
void Start()
{
x = transform.localScale.x;
flipArm = transform.localScale;
player = GetComponentInParent<PlayerController>();
}
void Update()
{
Vector3 difference = Camera.main.ScreenToWorldPoint(Input.mousePosition ) - transform.position;
difference.Normalize();
float rotZ = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;
transform.rotation = Quaternion.Euler(0f, 0f, rotZ + 0);
if(difference.x >= 0)
{
transform.rotation = Quaternion.Euler(0f, 0f, rotZ);
player.armRight = true;
}
else
{
transform.rotation = Quaternion.Euler(0f, 0f, rotZ+180);
player.armRight = false;
}
}
}
武器
public class Weapon : MonoBehaviour
{
public float shootDelay = 0;
public float damage = 1;
public LayerMask whatToHit;
public Transform firePoint;
public GameObject bullet;
// Start is called before the first frame update
void Start()
{
firePoint = transform.Find("FirePoint");
}
// Update is called once per frame
void Update()
{
shootDelay += Time.deltaTime;
if(shootDelay >= 0.1f)
{
if(Input.GetMouseButton(0))
{
shootDelay = 0;
Shot();
}
}
}
public void Shot()
{
Vector2 mousepos = new Vector2(Camera.main.ScreenToWorldPoint(Input.mousePosition).x, Camera.main.ScreenToWorldPoint(Input.mousePosition).y);
Vector2 firepointpos = new Vector2(firePoint.position.x, firePoint.position.y);
Instantiate(bullet, firepointpos, transform.rotation);
Debug.DrawLine(firepointpos, (mousepos - firepointpos) * 100, Color.cyan);
}
}
嘗試這個:
transform.rotation = Quaternion.LookRotation ( end - start );
另外不要忘記檢查玩家面對的位置,因為您不想從后面射擊。 使用上述歐拉角,y 分量的一側為 90 度,另一側為 270 度。
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