【发布时间】:2017-11-07 19:49:46
【问题描述】:
这已经被问了大约 100 万次,但我找不到解决问题的方法,反而让我很烦恼。
非常感谢您的帮助,因为我不确定出了什么问题以及如何解决它。
脚本 1:
public class Something : MonoBehaviour {
[SerializeField]
private Rigidbody cannonballInstance;
public ProjectileController projectile;
public Transform firePoint;
[SerializeField]
[Range(10f, 80f)]
private float angle = 45f;
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Physics.Raycast(ray, out hitInfo))
{
FireCannonAtPoint(hitInfo.point);
}
}
}
private void FireCannonAtPoint(Vector3 point)
{
var velocity = BallisticVelocity(point, angle);
Debug.Log("Firing at " + point + " velocity " + velocity);
ProjectileController newProjectile = Instantiate(cannonballInstance, transform.position, transform.rotation) as ProjectileController;
//cannonballInstance.transform.position = transform.position;
//cannonballInstance.velocity = velocity;
}
private Vector3 BallisticVelocity(Vector3 destination, float angle)
{
Vector3 dir = destination - transform.position; // get Target Direction
float height = dir.y; // get height difference
dir.y = 0; // retain only the horizontal difference
float dist = dir.magnitude; // get horizontal direction
float a = angle * Mathf.Deg2Rad; // Convert angle to radians
dir.y = dist * Mathf.Tan(a); // set dir to the elevation angle.
dist += height / Mathf.Tan(a); // Correction for small height differences
// Calculate the velocity magnitude
float velocity = Mathf.Sqrt(dist * Physics.gravity.magnitude / Mathf.Sin(2 * a));
return velocity * dir.normalized; // Return a normalized vector.
}
在实例化时从 previos 调用以下内容,导致错误是由于我尝试创建的类型还是什么? 脚本 2:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProjectileController : MonoBehaviour {
public float speed;
private Vector3 oldVelocity;
private Rigidbody rigidbodyTemp;
private int bounceLimit = 3;
// Use this for initialization
void Start () {
rigidbodyTemp = GetComponent<Rigidbody>();
rigidbodyTemp.isKinematic = false;
rigidbodyTemp.freezeRotation = true;
rigidbodyTemp.detectCollisions = true;
}
// Update is called once per frame
void FixedUpdate () {
rigidbodyTemp.AddForce(transform.forward * speed);
oldVelocity = rigidbodyTemp.velocity;
}
private void OnCollisionEnter(Collision collision)
{
bounceLimit -= 1;
if (collision.gameObject.tag == "Bulllet") // Check if hit another bullet
{
Destroy(this.gameObject);
}
else if (collision.gameObject.tag == "Crate") // Check if a Crate has been hit, will hold power ups
{
Destroy(this.gameObject);
Destroy(collision.gameObject);
PickUUpBounce.isActive = true;
}
else if (collision.gameObject.tag == "Player") // Check if hit a player
{
Destroy(this.gameObject);
}
else if (collision.gameObject.tag == "Enemy") // Check if enemy is hit
{
Destroy(this.gameObject);
Destroy(collision.gameObject);
}
else if (bounceLimit == 0) // check if bounce limit is reached
{
Destroy(this.gameObject);
}
else // bounce
{
Vector3 reflectedVelocity;
Quaternion rotation;
ContactPoint contact = collision.contacts[0]; // stores contact point for reflected velocity
reflectedVelocity = Vector3.Reflect(oldVelocity, contact.normal); // reflected velocity equals a reflection of the old velocity around the contact point
rigidbodyTemp.velocity = reflectedVelocity; // Change rigidbody velocity
rotation = Quaternion.FromToRotation(oldVelocity, reflectedVelocity); // old directyion -> new direction
transform.rotation = rotation * transform.rotation; // front face always facing the front
}
}
}
【问题讨论】:
-
你至少需要知道错误发生在哪一行。顺便说一句,您的
Bullet拼写错误(您的有 3 个 L) -
Instantiate 的签名是什么样的?它是在第一个位置寻找刚体吗?此外,它似乎返回一个刚体,如果是这样,是否有刚体到 ProjectileController 的转换(因为你正试图通过'as'转换它)?它可能不知道如何进行这种转换。
-
@ChrisDunaway 第 49 行,或者该行包含 ' ProjectileController newProjectile = Instantiate(cannonballInstance, transform.position, transform.rotation) as ProjectileController; ' 忽略拼写现在只是一个原型
标签: c# unity3d rigid-bodies