玩家旋转时子弹实例化角度错误
Bullet instantiation angle is wrong when the player rotates
我创建了一个具有 3 个不同实例化位置的射弹子弹效果。当玩家面向右侧时,它可以完美运行。但是,当面向左侧时,子弹实例化的角度会误入歧途。任何帮助表示赞赏。
玩家右转时的截图
玩家左转时的截图。
播放器代码。
private IEnumerator FireContinuously()
{
while (true)
{
GameObject laser02 = Instantiate(bullet01, firePoint2.position, Quaternion.Euler(new Vector3(0, 0, 10)));
laser02.GetComponent<Rigidbody2D>().velocity = laser02.transform.right * projectileSpeed * direction;
GameObject laser03 = Instantiate(bullet02, firePoint.position, Quaternion.Euler(new Vector3(0, 0, 0)));
laser03.GetComponent<Rigidbody2D>().velocity = laser03.transform.right * projectileSpeed * direction;
GameObject laser04 = Instantiate(bullet03, firePoint3.position, Quaternion.Euler(new Vector3(0, 0, 345)));
laser04.GetComponent<Rigidbody2D>().velocity = laser04.transform.right * projectileSpeed * direction;
yield return new WaitForSeconds(projectileFiringPeriod);
}
}
public void Flipsprite()
{
bool playerhashorizontalspeed = Mathf.Abs(myRigidBody.velocity.x) > 0;
if (playerhashorizontalspeed)
{
direction = Mathf.Sign(myRigidBody.velocity.x);
transform.localScale = new Vector3(direction, 1f);
}
}
无论您朝哪个方向看,您都在使用硬编码角度 10
和 345
。
然后使用例如laser02.right
总是 return 相同 Vector3
只是你否定了它。这导致方向不正确。如果你比较图像,它就是你得到的方向。
您更想要的是也否定您旋转子弹的角度。
private IEnumerator FireContinuously()
{
while (true)
{
var laser02 = Instantiate(bullet01, firePoint2.position, Quaternion.Euler(new Vector3(0, 0, 10 * direction)));
laser02.GetComponent<Rigidbody2D>().velocity = laser02.transform.right * projectileSpeed * direction;
var laser03 = Instantiate(bullet02, firePoint.position, Quaternion.Identity)
laser03.GetComponent<Rigidbody2D>().velocity = laser03.transform.right * projectileSpeed * direction;
var laser04 = Instantiate(bullet03, firePoint3.position, Quaternion.Euler(new Vector3(0, 0, 345 * direction)));
laser04.GetComponent<Rigidbody2D>().velocity = laser04.transform.right * projectileSpeed * direction;
yield return new WaitForSeconds(projectileFiringPeriod);
}
}
还有一点提示:
如果您想制作类型的预制件
[SerializeField] private RigidBody2D bullet01;
[SerializeField] private RigidBody2D bullet02;
[SerializeField] private RigidBody2D bullet03;
然后 Instantiate
将直接 return 根据 RigidBody2D
参考,您可以摆脱 GetComponent
调用:
private IEnumerator FireContinuously()
{
while (true)
{
var laser02 = Instantiate(bullet01, firePoint2.position, Quaternion.Euler(new Vector3(0, 0, 10 * direction)));
laser02.velocity = laser02.transform.right * projectileSpeed * direction;
var laser03 = Instantiate(bullet02, firePoint.position, Quaternion.Identity)
laser03.velocity = laser03.transform.right * projectileSpeed * direction;
var laser04 = Instantiate(bullet03, firePoint3.position, Quaternion.Euler(new Vector3(0, 0, 345 * direction)));
laser04.velocity = laser04.transform.right * projectileSpeed * direction;
yield return new WaitForSeconds(projectileFiringPeriod);
}
}
我创建了一个具有 3 个不同实例化位置的射弹子弹效果。当玩家面向右侧时,它可以完美运行。但是,当面向左侧时,子弹实例化的角度会误入歧途。任何帮助表示赞赏。
玩家右转时的截图
玩家左转时的截图。
播放器代码。
private IEnumerator FireContinuously()
{
while (true)
{
GameObject laser02 = Instantiate(bullet01, firePoint2.position, Quaternion.Euler(new Vector3(0, 0, 10)));
laser02.GetComponent<Rigidbody2D>().velocity = laser02.transform.right * projectileSpeed * direction;
GameObject laser03 = Instantiate(bullet02, firePoint.position, Quaternion.Euler(new Vector3(0, 0, 0)));
laser03.GetComponent<Rigidbody2D>().velocity = laser03.transform.right * projectileSpeed * direction;
GameObject laser04 = Instantiate(bullet03, firePoint3.position, Quaternion.Euler(new Vector3(0, 0, 345)));
laser04.GetComponent<Rigidbody2D>().velocity = laser04.transform.right * projectileSpeed * direction;
yield return new WaitForSeconds(projectileFiringPeriod);
}
}
public void Flipsprite()
{
bool playerhashorizontalspeed = Mathf.Abs(myRigidBody.velocity.x) > 0;
if (playerhashorizontalspeed)
{
direction = Mathf.Sign(myRigidBody.velocity.x);
transform.localScale = new Vector3(direction, 1f);
}
}
无论您朝哪个方向看,您都在使用硬编码角度 10
和 345
。
然后使用例如laser02.right
总是 return 相同 Vector3
只是你否定了它。这导致方向不正确。如果你比较图像,它就是你得到的方向。
您更想要的是也否定您旋转子弹的角度。
private IEnumerator FireContinuously()
{
while (true)
{
var laser02 = Instantiate(bullet01, firePoint2.position, Quaternion.Euler(new Vector3(0, 0, 10 * direction)));
laser02.GetComponent<Rigidbody2D>().velocity = laser02.transform.right * projectileSpeed * direction;
var laser03 = Instantiate(bullet02, firePoint.position, Quaternion.Identity)
laser03.GetComponent<Rigidbody2D>().velocity = laser03.transform.right * projectileSpeed * direction;
var laser04 = Instantiate(bullet03, firePoint3.position, Quaternion.Euler(new Vector3(0, 0, 345 * direction)));
laser04.GetComponent<Rigidbody2D>().velocity = laser04.transform.right * projectileSpeed * direction;
yield return new WaitForSeconds(projectileFiringPeriod);
}
}
还有一点提示:
如果您想制作类型的预制件
[SerializeField] private RigidBody2D bullet01;
[SerializeField] private RigidBody2D bullet02;
[SerializeField] private RigidBody2D bullet03;
然后 Instantiate
将直接 return 根据 RigidBody2D
参考,您可以摆脱 GetComponent
调用:
private IEnumerator FireContinuously()
{
while (true)
{
var laser02 = Instantiate(bullet01, firePoint2.position, Quaternion.Euler(new Vector3(0, 0, 10 * direction)));
laser02.velocity = laser02.transform.right * projectileSpeed * direction;
var laser03 = Instantiate(bullet02, firePoint.position, Quaternion.Identity)
laser03.velocity = laser03.transform.right * projectileSpeed * direction;
var laser04 = Instantiate(bullet03, firePoint3.position, Quaternion.Euler(new Vector3(0, 0, 345 * direction)));
laser04.velocity = laser04.transform.right * projectileSpeed * direction;
yield return new WaitForSeconds(projectileFiringPeriod);
}
}