Unity - 手臂旋转和翻转问题,body 翻转和射击 - 2d 射手

Unity - problem with arms rotation and flip, body flip and shotting - 2d shooter

我刚开始玩一款小型射击游戏,但我的性格有问题。手臂必须旋转 360º,但 body 只能向右或向左旋转(取决于鼠标旋转手臂的位置)。

到目前为止,我得到的是您在下面的视频中看到的内容,但在教程的帮助下,我遇到了两个大问题。

我试过的这个方法对这个问题不是最好的吗?

感谢您的帮助。

游戏link:https://vimeo.com/310853740

这是我的手臂旋转脚本:

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

public class ArmRotation : MonoBehaviour
{
    SpriteRenderer spriteRend;

    void Awake()
    {
        spriteRend = GetComponent<SpriteRenderer>();
    }

    void Update()
    {
        AimArmAtMouse();
    }

    void AimArmAtMouse()
    {
        Vector2 mousePosition = (Vector2)Camera.main.ScreenToWorldPoint(Input.mousePosition);  
        Vector2 armToMouse = mousePosition - (Vector2)transform.position;
        float rotationZ = Vector2.SignedAngle(transform.right, armToMouse);  
        transform.Rotate(0f, 0f, rotationZ);  
        FlipArm(Vector2.SignedAngle(transform.right, Vector2.right));
    }

    void FlipArm(float rotation)
    {
        if (rotation < -90f || rotation > 90f)
        {
            spriteRend.flipY = true;
        }
        else
        {
            spriteRend.flipY = false;
        }
    }
}

这是因为你在翻转精灵时没有翻转火点。 我重新编写了您的脚本以包含对火点的引用。我还添加了一个 'FlipFirePoint' 函数,该函数由您的 'FlipArm' 函数调用。它应该可以解决您的对齐问题。

using UnityEngine;

public class ArmRotation : MonoBehaviour
{
SpriteRenderer spriteRend;
public Transform firePoint;

void Awake()
{
    spriteRend = GetComponent<SpriteRenderer>();
}

void Update()
{
    AimArmAtMouse();
}

void AimArmAtMouse()
{
    Vector2 mousePosition = (Vector2)Camera.main.ScreenToWorldPoint(Input.mousePosition);
    Vector2 armToMouse = mousePosition - (Vector2)transform.position;
    float rotationZ = Vector2.SignedAngle(transform.right, armToMouse);
    transform.Rotate(0f, 0f, rotationZ);
    FlipArm(Vector2.SignedAngle(transform.right, Vector2.right));
}

void FlipArm(float rotation)
{
    if (rotation < -90f || rotation > 90f)
    {
        spriteRend.flipY = true;
        FlipFirePoint(true);
    }
    else
    {
        spriteRend.flipY = false;
        FlipFirePoint(false);
    }
}

void FlipFirePoint(bool flip)
{
    var pos = firePoint.localPosition;
    pos.x = Mathf.Abs(pos.x) * (flip ? -1 : 1);
    firePoint.localPosition = pos;
}

}

@Sean,我将 main_body 从手臂中分离出来,并为 body 旋转制作了一个新脚本,但现在它发生在我身上:

My test char

代码:

void Update()
{
    Flip();
}

void Flip() 
{
    Vector3 theScale = transform.localScale;
    Vector3 pos = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0);
    float WorldXPos = Camera.main.ScreenToWorldPoint(pos).x; 

    if (WorldXPos > gameObject.transform.position.x)
    {
        theScale.x = 1;
        transform.localScale = theScale;
    }
    else
    {
        theScale.x = -1;
        transform.localScale = theScale;
    }
}}

快到了,但我还不需要