Unity3d 围绕另一个游戏对象旋转游戏对象
我在一个大圆圈里有19个圆圈 我需要写这个算法 “如果单击中心圆(周围的圆围绕中心圆旋转)” 不仅仅是旋转(围绕周围的圆-该圆应等于/指定给它的下一个圆) 检查此图像: 我写了一行复杂的代码,但没有成功Unity3d 围绕另一个游戏对象旋转游戏对象,unity3d,rotation,2d,Unity3d,Rotation,2d,我在一个大圆圈里有19个圆圈 我需要写这个算法 “如果单击中心圆(周围的圆围绕中心圆旋转)” 不仅仅是旋转(围绕周围的圆-该圆应等于/指定给它的下一个圆) 检查此图像: 我写了一行复杂的代码,但没有成功 void OnMouseDown() { if (gameObject.tag == "dynball") { if (isNotBanned(int.Parse(gameObject.name))) { change();
void OnMouseDown()
{
if (gameObject.tag == "dynball")
{
if (isNotBanned(int.Parse(gameObject.name)))
{
change();
}
}
}
void change()
{
if (int.Parse(gameObject.name) == 4 || int.Parse(gameObject.name) == 5)
{
tmp = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 4];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 4] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 3];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 3] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 1];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 1] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 5];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 5] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 4];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 4] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 1];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 1] = tmp;
}
if (int.Parse(gameObject.name) == 8 || int.Parse(gameObject.name) == 9 || int.Parse(gameObject.name) == 10)
{
tmp = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 5];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 5] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 4];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 4] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 1];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 1] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 5];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 5] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 4];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 4] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 1];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 1] = tmp;
}
if (int.Parse(gameObject.name) == 13 || int.Parse(gameObject.name) == 14)
{
tmp = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 5];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 5] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 4];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 3] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 1];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 1] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 4];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 4] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 3];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) + 3] = GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 1];
GameObject.FindGameObjectsWithTag("dynball")[int.Parse(gameObject.name) - 1] = tmp;
}
Debug.Log("I am here");
}
使用transform.rotateAround或quaternion.slerp缓存变量,伙计,有太多方法调用
FindGameObjectsWithTag(…)
和int.Parse(…)
,我很惊讶这不会使Unity崩溃
GameObject[] dynballs;
int gName;
void Start()
{
gName = int.Parse(gameObject.name);
}
void OnMouseDown()
{
if (gameObject.tag == "dynball")
{
if (isNotBanned(int.Parse(gameObject.name)))
{
change();
}
}
}
void change()
{
dynballs = GameObject.FindGameObjectsWithTag("dynball");
if (int.Parse(gameObject.name) == 4 || int.Parse(gameObject.name) == 5)
{
tmp = dynballs[gName - 4];
dynballs[gName - 4] = dynballs[gName - 3];
dynballs[gName - 3] = dynballs[gName + 1];
dynballs[gName + 1] = dynballs[gName + 5];
dynballs[gName + 5] = dynballs[gName + 4];
dynballs[gName + 4] = dynballs[gName - 1];
dynballs[gName - 1] = tmp;
}
if (int.Parse(gameObject.name) == 8 || int.Parse(gameObject.name) == 9 || int.Parse(gameObject.name) == 10)
{
tmp = dynballs[int.Parse(gameObject.name) - 5];
dynballs[gName - 5] = dynballs[gName - 4];
dynballs[gName - 4] = dynballs[gName + 1];
dynballs[gName + 1] = dynballs[gName + 5];
dynballs[gName + 5] = dynballs[gName + 4];
dynballs[gName + 4] = dynballs[gName - 1];
dynballs[gName - 1] = tmp;
}
if (int.Parse(gameObject.name) == 13 || int.Parse(gameObject.name) == 14)
{
tmp = dynballs[gName - 5];
dynballs[gName - 5] = dynballs[gName - 4];
dynballs[gName - 3] = dynballs[gName + 1];
dynballs[gName + 1] = dynballs[gName + 4];
dynballs[gName + 4] = dynballs[gName + 3];
dynballs[gName + 3] = dynballs[gName - 1];
dynballs[gName - 1] = tmp;
}
Debug.Log("I am here");
}
但不管怎样,iv'e回答了一个类似的问题,你可能会发现答案很有用,这很简单,我不需要旋转,只需要将周围的圆向右或向左移动检查此图像,然后使用变换+偏移(在每个方向上你想要或使用角度)对于玩家来说,内环的位置会发生变化,但在我的游戏逻辑中,我必须将每个圆圈分配给它后面的一个圆圈