C# Unity 3D如何将武器瞄准光线投射命中
我有一种可以发射射弹的武器,我试着将武器旋转到光线投射命中的方向。我还附上了两个脚本,一个用于射击,一个用于瞄准射击脚本效果很好。 这是我的武器脚本,用于激发我的射弹:C# Unity 3D如何将武器瞄准光线投射命中,c#,unity3d,raycasting,C#,Unity3d,Raycasting,我有一种可以发射射弹的武器,我试着将武器旋转到光线投射命中的方向。我还附上了两个脚本,一个用于射击,一个用于瞄准射击脚本效果很好。 这是我的武器脚本,用于激发我的射弹: using System; using System.Collections; using System.Collections.Generic; using System.Collections.Specialized; using System.Security.Cryptography; using System.Thre
using System;
using System.Collections;
using System.Collections.Generic;
using System.Collections.Specialized;
using System.Security.Cryptography;
using System.Threading;
using UnityEngine;
using UnityEngine.AI;
using Random = UnityEngine.Random; // |source: https://community.gamedev.tv/t/solved-random-is-an-ambiguous-reference/7440/9
public class weapon_shooting : MonoBehaviour
{
//deklariere projektil |source: https://docs.unity3d.com/ScriptReference/Object.Instantiate.html
public GameObject projectilePrefab;
private float projectileSize = 0;
public Rigidbody rb;
public float projectileSpeed = 50;
public float projectileSizeRandomMin = 10;
public float projectileSizeRandomMax = 35;
void Update()
{
// Ctrl was pressed, launch a projectile
if (Input.GetButtonDown("Fire1"))
{
//random sized bullets
projectileSize = Random.Range(projectileSizeRandomMin, projectileSizeRandomMax);
projectilePrefab.transform.localScale = new Vector3(projectileSize, projectileSize, projectileSize);
// Instantiate the projectile at the position and rotation of this transform
Rigidbody clone;
clone = Instantiate(rb, transform.position, transform.rotation);
// Give the cloned object an initial velocity along the current
// object's Z axis
clone.velocity = transform.TransformDirection(Vector3.forward * projectileSpeed);
}
}
}
然后我试着从屏幕中间投射一条光线到鼠标位置,然后旋转我的武器到光线与我的世界碰撞的地方。但当我运行它时,它会向各个方向发射:=o(无错误)需要一些帮助才能解决这个问题:)
这是我的武器瞄准脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class weapon_aiming : MonoBehaviour
{
public Camera camera;
private bool ray_hit_something = false;
void Update()
{
RaycastHit hit;
Ray ray = camera.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))
{
ray_hit_something = true;
} else
{
ray_hit_something = false;
}
if (ray_hit_something == true) {
transform.LookAt(Camera.main.ViewportToScreenPoint(hit.point));
}
}
}
只需使用LookAt(hit.point)
即可,因为LookAt
需要在世界空间中找到一个位置,并且hit.point
已经在世界空间中:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class weapon_aiming : MonoBehaviour
{
public Camera camera;
private bool ray_hit_something = false;
void Update()
{
RaycastHit hit;
Ray ray = camera.ScreenPointToRay(Input.mousePosition);
ray_hit_something = Physics.Raycast(ray, out hit);
if (ray_hit_something) {
transform.LookAt(hit.point);
}
}
}
为什么要使用Camera.main.ViewportToScreenPoint
LookAt
期望在世界空间中有一个位置,hit.point
已经是世界空间中的一个位置,ViewportToScreenPoint
与世界空间无关。你有没有尝试过简单的transform.LookAt(hit.point)代码>?另外,您可以只做ray\u hit\u something=Physics.Raycast(ray,out hit)
和如果(ray_hit_something){…}
你完全正确,我只是简单地改为transform.LookAt(hit.point);它的工作原理是你是一个天使