子对象相对于父对象的旋转

Child object rotation relative to parent

我一直在尝试让玩家的枪靶与玩家一起旋转。我的球员一直向右侧射门,即使他面向左侧。 我创建了一个名为 Firepoint 的目标,它被设置为玩家的子对象。我希望它随着角色改变方向而改变。 任何帮助表示赞赏。

这是播放器的代码。

 public void Move()
{
    float controlThrow = CrossPlatformInputManager.GetAxis("Horizontal"); 
    Vector2 playerVelocity = new Vector2(controlThrow * runSpeed, myRigidBody.velocity.y);
    myRigidBody.velocity = playerVelocity;

    bool playerHasHorizontalSpeed = Mathf.Abs(myRigidBody.velocity.x) > Mathf.Epsilon; 

    myAnimator.SetBool("Walking", playerHasHorizontalSpeed);
}

 public void Flipsprite()
{

    bool playerhashorizontalspeed = Mathf.Abs(myRigidBody.velocity.x) > Mathf.Epsilon;

    if (playerhashorizontalspeed)
    {
        transform.localScale = new Vector2(Mathf.Sign(myRigidBody.velocity.x), 1f);
        transform.rotation = new Vector2(Mathf.Sign(firePoint.transform.localScale.x), 1f);

    }


}

这里的问题是旋转不受缩放影响。只有相对比例和位置。

还有你为什么使用 > Mathf.Epsilon 而不是简单的 > 0。据我了解,您只需要检查它是否不为 0 ...使用 Mathf.Epsilon 的差别很小,实际上并不重要。

public void Move()
{
    float controlThrow = CrossPlatformInputManager.GetAxis("Horizontal"); 
    Vector2 playerVelocity = new Vector2(controlThrow * runSpeed, myRigidBody.velocity.y);
    myRigidBody.velocity = playerVelocity;

    bool playerHasHorizontalSpeed = Mathf.Abs(myRigidBody.velocity.x) > 0; 

    myAnimator.SetBool("Walking", playerHasHorizontalSpeed);
}

// store the last direction
int direction;

public void Flipsprite()
{
    bool playerhashorizontalspeed = Mathf.Abs(myRigidBody.velocity.x) > 0;

    if (playerhashorizontalspeed)
    {
        // update the direction
        direction = Mathf.Sign(myRigidBody.velocity.x);
        transform.localScale = new Vector2(direction, 1f);
    }
}

然后当你拍摄时,方向也乘以 direction

private IEnumerator FireContinuously() 
{ 
    while (true) 
    { 
        GameObject laser = Instantiate(bullet, firePoint.position, firePoint.rotation); 
        laser.GetComponent<Rigidbody2D>().velocity = new Vector2(projectileSpeed * direction, 0); 
        yield return new WaitForSeconds(projectileFiringPeriod); 
    } 
}  

一个小提示:

如果你制作

的类型
public RigidBody2D bullet 

再拖入对应的prefab,不用GetComponent直接用

var laser = Instantiate(bullet, firePoint.position, firePoint.rotation);
laser.velocity = ...