unity3d 中的 2d 自上而下射击游戏中的旋转控制有问题

something wrong with rotation controls in 2d top down shooter in unity3d

我试图通过绕鼠标的 y 轴旋转让我的角色面向鼠标。它旋转了一点,但不面向鼠标。相机的位置在玩家的正上方,在正交视图中我看到许多其他自上而下射击的例子,几乎和我的一模一样所以我不知道是什么问题请帮助谢谢。

using UnityEngine;
using System.Collections;

public class playermovementscript : MonoBehaviour { 

public float movementspeed = 5f; 
public float bulletspeed  = 10f;
public GameObject bullet; 
public GameObject shooter;  
public Vector3 target;  
public Camera camera;

// Use this for initialization
void Start () {  
    //refrence to main camera
    Camera camera;

}

// Update is called once per frame
void Update () {

    //call movement function in every frame
    movement (); 

    // cheek for input of f in every frame if true execute shoot function
    if (Input.GetKeyDown (KeyCode.F)) {
        shoot();
    } 

 } 




void movement(){

    // makes refrence to gameobjects rigidbody and makes its velocity varible to equal values of axis x and y
    gameObject.GetComponent<Rigidbody>().velocity = new Vector3(Input.GetAxisRaw("Horizontal")*movementspeed,0,Input.GetAxisRaw("Vertical")*movementspeed); 

// makes vector 3 type target equall to mouse position on pixial cordinates converted in to real world coordniates
    target = camera.ViewportToWorldPoint (new Vector3(Input.mousePosition.x,Input.mousePosition.y,camera.transform.position.y - transform.position.y)); 

    //target.x -= transform.position.x; 
    //target.z -= transform.position.z;
    // states the vector 3 values of target 
    Debug.Log (target);  
    // makes object local z face target and iniziates up axis
    transform.LookAt (target,Vector3.up);

}  

将尝试解释发生了什么...

target = camera.ViewportToWorldPoint (new Vector3(Input.mousePosition.x,Input.mousePosition.y,camera.transform.position.y - transform.position.y)); 

上面的代码试图将屏幕 Space 中的鼠标位置(以像素为单位测量从 (0,0) 到屏幕 width/height 的位置)转换为Viewport Space(测量相同的屏幕但使用不同的测量,它测量从(0,0)到(1,1)的位置)。

在 Unity 中

如果您仍希望使用 "ViewportToWorldPoint",则可以执行 "ScreenToViewportPoint",然后在后面加上 "ViewPortToWorldPoint"。

否则,您可以从一开始就考虑使用 "ScreenToWorldPoint"。