自上而下的射手子弹根本不准确



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。玩家旋转以跟随鼠标,当他射击时,它要么不准确,要么有时会向另一个方向射击。我真的不想发送大量代码,但觉得因为我混合了来自不同教程的代码,尽管我有点组织它,但最好让你看到它,所以很抱歉,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;
}

'

如果你的玩家正在看鼠标,而你正试图在那里射击,这似乎有点复杂......

实例

化项目符号后,您只需要执行两件事: 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) 施加向前的力。 (由于物体朝向玩家面对的位置,因此当您"发射"弹丸时瞄准,因此您无需瞄准,只需将其向前移动即可)

transform.forward将在这里工作。

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