Unity 2D UI元素的方向根据其游戏对象的方向而变化



所以我按照教程在主播放器下面添加了一个健康栏。我有一个画布,渲染模式设置为";世界空间";。我将healthbar的UI元素添加到画布中。然后我把画布做成了玩家马里奥的孩子。现在健康条跟随玩家。问题是,每当马里奥在x轴上改变方向时,他的精灵就会改变方向,但也会改变健康条,因为在马里奥的脚本中,localscale会根据玩家的方向而改变。有什么想法吗?

马里奥的剧本:

public class MarioMove : MonoBehaviour
{
private Rigidbody2D rb;
private Animator anim;
private float moveSpeed;
private float dirX;
private bool facingRight = true;
private Vector3 localScale;
private bool doubleJumped;
[SerializeField] HealthBar healthbar;
private void Start()
{
rb = GetComponent<Rigidbody2D>();
anim = GetComponent<Animator>();
localScale = transform.localScale;
moveSpeed = 5f;
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.DownArrow)) {
PlayerTakeDamage(20);
}
if (Input.GetKeyDown(KeyCode.UpArrow))
{
PlayerHeal(20);
}
dirX = Input.GetAxisRaw("Horizontal") * moveSpeed;
if (Input.GetButtonDown("Jump") && rb.velocity.y == 0)
rb.AddForce(Vector2.up * 400f);
if (Mathf.Abs(dirX) > 0 && rb.velocity.y == 0)
anim.SetBool("isRunning", true);
else
anim.SetBool("isRunning", false);
if (rb.velocity.y == 0)
{

anim.SetBool("isJumping", false);
anim.SetBool("isFalling", false);
doubleJumped = false;
}
if (rb.velocity.y > 0 && !doubleJumped)
{

if (Input.GetButtonDown("Jump")){
anim.SetBool("isDoubleJumping", true);
rb.AddForce(Vector2.up * 100f);
anim.SetBool("isJumping", false);
doubleJumped = true;
}
else anim.SetBool("isJumping", true);
}
if (rb.velocity.y > 0 && doubleJumped)
{
anim.SetBool("isDoubleJumping", true);
}
if (rb.velocity.y < 0)

{
if (Input.GetButtonDown("Jump") && !doubleJumped)
{
anim.SetBool("isDoubleJumping", true);
rb.velocity = Vector2.zero;
rb.AddForce(Vector2.up * 200f);
anim.SetBool("isFalling", false);
doubleJumped = true;
}
else {
anim.SetBool("isJumping", false);
anim.SetBool("isDoubleJumping", false);
anim.SetBool("isFalling", true);
}

}
}    
private void FixedUpdate()
{
rb.velocity = new Vector2(dirX, rb.velocity.y);
}
private void LateUpdate()
{
if (dirX > 0)
facingRight = true;
else if(dirX < 0)
facingRight = false;

if (((facingRight) && (localScale.x < 0)) || ((!facingRight) && (localScale.x > 0)))
localScale.x *= -1;
transform.localScale = localScale;
}
private void PlayerTakeDamage(int damage)
{
GameManager.gameManager.playerHealth.DamageUnit(10);
healthbar.SetHealth(GameManager.gameManager.playerHealth.Health);
}
private void PlayerHeal(int healing)
{
GameManager.gameManager.playerHealth.HealUnit(10);
healthbar.SetHealth(GameManager.gameManager.playerHealth.Health);
}

}

我通过使UI的缩放与Mario对象的缩放无关来解决问题(使Mario和u元素成为游戏对象的不同子元素,并对它们应用相互独立的不同转换(。

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