我试图做一个简单的游戏,当用户触摸屏幕时,我拍摄一个投射物,我首先生成8个投射物(精灵),当用户触摸屏幕时,我希望顶部的投射物沿着触摸方向飞行。我能够做到这一点;然而,每次我拍摄时,投射物都会朝着错误的方向移动,下面的图片将说明这个问题。
下面是处理此问题的代码段
if (Input.GetMouseButtonDown(0))
{
Vector3 position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0);
position = Camera.main.ScreenToWorldPoint(position);
GameObject target;
target = new GameObject();
target.transform.position = position;
Arrow comp = currentArrows[0].GetComponent<Arrow>();
comp.setTarget(target.transform);
comp.GetComponent<Arrow>().arrowSpeed = 12;
comp.GetComponent<Arrow>().shoot = true;
currentArrows.RemoveAt(0);
Destroy(target);
}
我知道我在这里得到的是鼠标输入,而不是手机触摸,这对我来说很好,稍后我会将其转换为触摸输入。
箭反恐精英
public bool shoot = false;
public float arrowSpeed = 0.0f;
public Vector3 myDir;
public float speed = 30.0f;
private Transform target;
void Start () {
}
void Update () {
if(shoot)
{
transform.position += transform.right * arrowSpeed * Time.deltaTime;
}
}
public void setTarget(Transform targetTransform)
{
this.target = targetTransform;
Vector3 vectorToTarget = target.position - transform.position;
float angle = Mathf.Atan2(vectorToTarget.y, vectorToTarget.x) * Mathf.Rad2Deg;
Quaternion q = Quaternion.AngleAxis(angle, Vector3.forward);
transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.deltaTime * speed);
}
private void OnBecameInvisible()
{
print("Disappeared");
Destroy(gameObject);
Gameplay.instance.isShooting = false;
}