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我检查了 Youtube、Google 和以前的答案,但无法让我的游戏向鼠标射击。玩家旋转跟随鼠标,当他射击时它要么不准确,要么有时朝另一个方向射击。我真的不想发送大量代码,但我觉得我已经混合了来自不同教程的代码,尽管我有点组织它,但你可能最好看看它,非常抱歉,提前感谢

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

public class PlayerController : MonoBehaviour
{
    public int playerId = 0;
    public bool useController;

    public float Curserspeed = 5f;
    public Animator animator;
    public float speed;
    public GameObject crossHair;

    public GameObject bulletPrefab;

    private Vector2 moveVelocity;

    Vector3 movement;
    Vector3 aim;
    bool isAiming;
    bool endOfAiming;

    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        ProcessInputs();
        AimAndShoot();
        Animate();
        Move();

        Vector2 direction = Camera.main.ScreenToWorldPoint(Input.mousePosition) - transform.position;
        float angle = Mathf.Atan2(direction.y, direction.x) * Mathf.Rad2Deg;
        Quaternion rotation = Quaternion.AngleAxis(angle, Vector3.forward);
        transform.rotation = Quaternion.Slerp(transform.rotation, rotation, Curserspeed* Time.deltaTime);
    }

    private void ProcessInputs() {
        if (useController) {
            movement = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0.0f);
            aim = new Vector3(Input.GetAxisRaw("MoveHorizontal"), Input.GetAxisRaw("MoveVertical"), 0.0f);
            aim.Normalize();
            isAiming = Input.GetButton("Fire1");
            endOfAiming = Input.GetButtonUp("fire1");
        }
        else {
            movement = new Vector3(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"), 0.0f);
            Vector3 mouseMovement = new Vector3(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"), 0.0f);
            aim = aim + mouseMovement;
            if (aim.magnitude > 0f)
            {
                aim.Normalize();
            }
            isAiming = Input.GetButton("Fire1");
            endOfAiming = Input.GetButtonUp("Fire1");
        }

        if (movement.magnitude > 1.0f)
        {
            movement.Normalize();
        }
    }
    private void Move()
    {
        transform.position = transform.position + movement * speed * Time.deltaTime;
    }
    private void Animate()
    {

        animator.SetFloat("vmovement", Input.GetAxisRaw("Horizontal"));
        animator.SetFloat("movement", Input.GetAxisRaw("Vertical"));
        animator.SetFloat("magnitude", movement.magnitude);
    }

    private void AimAndShoot()
    {
        Vector2 shootingDirection = new Vector2(aim.x, aim.y);
        if (aim.magnitude > 0.0f)

            shootingDirection.Normalize();
            if (Input.GetButtonDown("Fire1")) {
                GameObject bullet = Instantiate(bulletPrefab, transform.position, Quaternion.identity);

                bullet.GetComponent<Rigidbody2D>().velocity = shootingDirection * 3.0f;
                bullet.transform.Rotate(0.0f, 0.0f, Mathf.Atan2(shootingDirection.y, shootingDirection.x) * Mathf.Rad2Deg);
                Destroy(bullet, 3.0f);
            }
int main()
{
    return 0;
}

`

4

1 回答 1

0

如果您的玩家正在看鼠标,而您正试图在那里射击,这似乎有点复杂......

实例化子弹后,您只需要做两件事:立即旋转它,使其面向与玩家相同的方向。(这可以通过 transform.rotation= playerobject.rotation 来完成)施加向前的力。(由于对象面向玩家所面向的位置,因此当您“发射”弹丸时瞄准,您无需瞄准,只需将其发送到其前向轨迹即可)

transform.forward将在这里工作。

于 2018-12-23T19:39:09.790 回答