Unity LookAt 2d 等效 [英] Unity LookAt 2d Equivalent

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本文介绍了Unity LookAt 2d 等效的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在 Unity 3D 中在 2D 透视图中自上而下地创建一个坦克战斗 2D 游戏.我的轴是 X 和 Y(默认),我正在尝试制造一个寻的导弹

I'm creating a tank fighting 2D game top-down in Unity 3D in the 2D perspective active. My axises are X and Y (defaulted) and I'm trying to create a homing missile

我的导弹代码是:

var enemyName   :String;    // which enemy does this shot seeks
private var target  :GameObject;
var speed       :float  = 100;
private var timeToTarget:float; 

function Start () {

    timeToTarget = Mathf.Abs(speed);

    if (timeToTarget<=0)
    {
        timeToTarget=150;
    }
    target = GameObject.Find(enemyName);
    Destroy(this.gameObject, timeToDie);
    myTransform = transform;
}

function Update () 
{

    rorate2target();
    follow();
}

function follow() //works fine
{
    transform.Translate(0,0,speed*Time.deltaTime);

}

function rorate2target()
{
    /*
        var rot : Quaternion = Quaternion.LookRotation( target.position - transform.position, -Vector3.forward );
        transform.rotation = rot;
    */
    var rot : Quaternion = Quaternion.LookRotation( target.position -    myTransform.position, -Vector3.forward );
    myTransform.rotation = rot; 
}

我尝试了两种选择,// 中的 1 和没有的.我试过 LookAt 让它通过 Z 轴旋转以及诸如

I tried both options, the 1 in the // and the one without. I tried LookAt that makes it rotate through the Z axis as well as stuff like

Quaternion rotation = Quaternion.LookRotation
            (Target.transform.position - transform.position, transform.TransformDirection(Vector3.up));
        transform.rotation = new Quaternion(0, 0, rotation.z, rotation.w);

没有任何帮助.我想让导弹做的是看"它飞行的方向.

None helped. What I want the missile to do is to "look" at the direction of its flight.

推荐答案

我在我的游戏中进行这种类型的转换,使 2d 对象指向另一个对象.这与 x 轴成 0 度(向右)对齐.hitinfo 只是一个 RayCastHit2D,可以替换为您在代码中的目标位置.('Teh' 是故意的 :) )

I do this type of conversion in my games to make a 2d object point towards another object. This aligns by the x axis at 0 degrees (to the right). hitinfo is just a a RayCastHit2D and could be swapped out for your target's position you have in your code. ('Teh' is intentional :) )

currentProjectile.transform.rotation = Quaternion.Euler(0f, -90f, 0f) * Quaternion.AngleAxis(GetTehAngle(this.transform.position, hitinfo.point), Vector3.right);

private float GetTehAngle(Vector3 infrom, Vector3 into)
{
    Vector2 from = Vector2.right;
    Vector3 to = into - infrom;

    float ang = Vector2.Angle(from, to);
    Vector3 cross = Vector3.Cross(from, to);

    if (cross.z > 0)
        ang = 360 - ang;

    ang *= -1f;

    return ang;
}

这篇关于Unity LookAt 2d 等效的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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