我正在尝试使敌人的对象面对强制转换的结尾。当正确检测到时,我拥有的代码将射线锁定在播放器上。我的问题是我的敌人精灵是Rigidbody2D的孙子,我正在使用eulerAngles更改精灵方向。这是我的代码:
using UnityEngine;
public class PlayerDetection : MonoBehaviour
{
public Transform origin,end,player;
public float radarSpd;
public bool playerDetected;
public static bool playerIsDetected;
private int playerLayer = 1 << 8;
private Rigidbody2D enemyRb;
private Vector3 facePlayer;
private void Start()
{
enemyRb = getcomponentInParent<Rigidbody2D>();
playerIsDetected = false;
}
private void Update()
{
PlayerDetector();
if (playerDetected == false)
{
Radar();
}
else { PlayerIsDetected(); }
}
void PlayerDetector()
{
Debug.DrawLine(origin.position,end.position,Color.red);
playerDetected = Physics2D.Linecast(origin.position,playerLayer);
}
void Radar()
{
end.RotateAround(origin.position,Vector3.forward,radarSpd * Time.deltaTime);
}
void PlayersPosition()
{
facePlayer = player.position - enemyRb.transform.getchild(0).getchild(0).position;
float enemyRot = Mathf.Atan2(facePlayer.y,facePlayer.x) * Mathf.Rad2Deg;
enemyRb.transform.getchild(0).getchild(0).eulerAngles = new Vector3(0,enemyRot);
}
void PlayerIsDetected()
{
if(playerDetected == true)
{
playerIsDetected = true;
end.position = player.position;
PlayersPosition();
}
}
}
我需要帮助的这段代码的重点是:
void PlayersPosition()
{
facePlayer = player.position - enemyRb.transform.getchild(0).getchild(0).position;
float enemyRot = Mathf.Atan2(facePlayer.y,facePlayer.x) * Mathf.Rad2Deg;
enemyRb.transform.getchild(0).getchild(0).eulerAngles = new Vector3(0,enemyRot);
}
当玩家在屏幕上移动时,敌人根本不会面对玩家,似乎也不会旋转太多。
我尝试应用了rotationSpeed变量,然后将其乘以敌人Rot再乘以Time.deltaTime,但也无济于事。
enemyRb.transform.getchild(0).getchild(0).eulerAngles = new Vector3(0,enemyRot * rotSpd * Time.deltaTime);
我已经坚持了一个星期,确实需要一些帮助来解决此问题!那么如何通过使用eulerAngles实现所需的轮换?