首页 > 解决方案 > 我怎样才能让我的预制件从它的生成点完全反转(180 度)?统一二维

问题描述

所以我做了一个小侧滚轴,它使用预制件来产生子弹。我的问题是它只向一侧射击……右边。
我也需要它向左开火。我已经制作了一个变量来查看玩家是向右还是向左看。

我尝试将速度设置为 -20,并尝试将其在 Z 轴上旋转 180 度。我测试了子弹脚本是否甚至从玩家移动脚本中获取了更改,并且确实如此。

玩家移动脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
    public GameObject bullet;

    private Rigidbody2D myRigidbody;
    private float speed = 15;
    private bool facingRight;
    private bool ground = false;
    private float jump = 23;
    // Start is called before the first frame update
    void Start()
    {
        facingRight = true;
        myRigidbody = GetComponent<Rigidbody2D>();
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        float horizontal = Input.GetAxis("Horizontal");

        Movement(horizontal);
        Flip(horizontal);
        if (Input.GetKey("w"))
        {
            if (ground)
            {
                GetComponent<Rigidbody2D>().velocity = new Vector2(GetComponent<Rigidbody2D>().velocity.x, jump);
            }
        }
        if(facingRight == false)
        {
            bullet.GetComponent<bullet>().left = true;
        }
        if (facingRight == true)
        {
            bullet.GetComponent<bullet>().left = false;
        }
    }

    void OnTriggerEnter2D()
    {
        ground = true;
    }

    void OnTriggerExit2D()
    {
        ground = false;
    }

    private void Movement(float horizontal)
    {

        myRigidbody.velocity = new Vector2(horizontal * speed,myRigidbody.velocity.y);
    }

    private void Flip(float horizontal)
    {
        if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
        {
            facingRight = !facingRight;

            Vector3 theScale = transform.localScale;

            theScale.x *= -1;

            transform.localScale = theScale;
        }
    }


}

武器脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class weapon : MonoBehaviour
{
    // Start is called before the first frame update
    public bool right;
    public Transform firepointR;

    public GameObject bulletPrefab;

    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown("space"))
        {
            Debug.Log("Oh well");
            Shoot();
        }

    }

    void Shoot()
    {
            Instantiate(bulletPrefab, firepointR.position, firepointR.rotation);
    }
}

项目符号脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class bullet : MonoBehaviour
{
    public bool left;
    public float speed = 20;

    public Rigidbody2D rb;
    // Start is called before the first frame update
    void Start()
    {
        rb.velocity = transform.right * speed;
    }

    // Update is called once per frame
    void FixedUpdate()
    {
        Debug.Log(speed);

        if (left == false)
        {
            transform.Rotate(0, 0, 180);
        }
    }
}

正如我之前所说,我需要我的子弹(预制件)向相反的方向前进,但无论我现在做什么,它总是会正确。

标签: c#unity3dgame-development

解决方案


扩展我的评论:

你试过反转速度吗?

rb.velocity = -(transform.right * speed);

注意:在某些情况下,使用负浮点数不会返回与正数相反的结果。但是,在此示例中,它可以正常工作。

我想这也会起作用(并且可能是正确的做法):

rb.velocity = transform.left * speed;

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