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试图做一个壁架问题:transform.position 总是返回到 vector(0, 0)

如何解决试图做一个壁架问题:transform.position 总是返回到 vector(0, 0)

我正在尝试制作一种让玩家攀爬壁架的方法我有两个光线投射,一个用于壁架,一个用于墙壁检测。我的壁架是假的,然后爬壁架。 问题来了: 当 Wall 检查为真且壁架检查为 true 时,将玩家 transform.position 设置为靠近壁架。然后之后 transform.position 位于壁架上方。但是出于某种原因,每当我尝试在壁架附近调用 Set player transform.position 时,它只会传送回认向量值 0,0。

    [Header("Ledge check")]
    private bool canclimbLedge = false;
    private bool ledgeDetected;

    private Vector2 workspace;

    //NEW SHIT
    private Vector2 detectedPos;
    private Vector2 cornerPos;
    private Vector2 startPos;
    private Vector2 stopPos;
    [Header("Ledge climb State")]
    public Vector2 startOffset;
    public Vector2 stopOffset;

private void FixedUpdate()
{        if (coll.isTouchingWall && !coll.isTouchingRightLedge || !coll.isTouchingLeftLedge)
        {
            SetDetectedPosition(transform.position);
        }
}

void Update()
    {
        DetermineCornerPosition();

        if (coll.onWall && !coll.isTouchingRightLedge)
        CheckLedgeclimb();
        if(canclimbLedge && coll.onGround)
        FinishLedgeclimb();

        if (dir.x < 0)
        {
            if (groundTouch == true && !wallGrab)
               // dustParticle.Play();

            if (wallGrab != true)
            {
                side = -1;
                //anim.Flip(side);

            }

        }

        if (dir.x > 0)
        {
            if (groundTouch == true && !wallGrab)
                // dustParticle.Play();

                if (wallGrab != true)
                {
                    side = 1;
                    // anim.Flip(side);
                }
        }
    }

public void SetDetectedPosition(Vector2 pos) => detectedPos = pos;
    public Vector2 DetermineCornerPosition()
    {
        RaycastHit2D xHit = Physics2D.Raycast(coll.wallCheck.position,Vector2.right * side,coll.wallCheckdistance,coll.groundLayer);
        float xdist = xHit.distance;
        workspace.Set((xdist * side) * side,0.015f);
        RaycastHit2D yHit = Physics2D.Raycast(coll.ledgeCheck.position + (Vector3)(workspace),Vector2.down,coll.ledgeCheck.position.y - coll.wallCheck.position.y + 0.015f,coll.groundLayer);
        float ydist = yHit.distance;

        //Upper Corner Position of ledge
        workspace.Set(coll.wallCheck.position.x + (xdist * side),coll.ledgeCheck.position.y - ydist);
        return workspace;
    }
    private void CheckLedgeclimb()
    {

        if (coll.isTouchingWall && !coll.isTouchingRightLedge && !ledgeDetected)
        {
            ledgeDetected = true;
            //Freeze player in the detectedPos
            rb.veLocity = Vector2.zero;
            rb.gravityScale = 0f;
            transform.position = detectedPos;
            cornerPos = DetermineCornerPosition();
        }

        if(ledgeDetected && !canclimbLedge)
        {
            canclimbLedge = true;
            startPos.Set(cornerPos.x - (side * startOffset.x),cornerPos.y - startOffset.y);
            stopPos.Set(cornerPos.x + (side * stopOffset.x),cornerPos.y + stopOffset.y);
        }

        Debug.Log(startPos);
        canMove = false;
        transform.position = startPos;
        canclimbLedge = true;
    }

    public void FinishLedgeclimb()
    {
     //Call the last part of climbing the ledge
    }

在碰撞脚本中:

void FixedUpdate()
{
    isTouchingWall = Physics2D.Raycast(wallCheck.position,transform.right,wallCheckdistance,groundLayer);

    isTouchingRightLedge = isTouchingWall = Physics2D.Raycast(ledgeCheck.position,groundLayer);
}

任何帮助将不胜感激,如果您有任何其他解决方案来制作壁架登山者,我会全力以赴。

解决方法

我重新评估了脚本的目的。 问题是 Raycast 并没有真正正常工作 如果玩家面向左侧,我没有让光线投射向一个方向发射,而是让它跟随变化 180 度。

在我的游戏中,我不希望玩家能够挂在壁架上,因此删除了 transform.position。 变化:

碰撞脚本:

 isTouchingWall = Physics2D.Raycast(wallCheck.position,transform.right * move.side,wallCheckDistance,groundLayer);

        isTouchingLedge = Physics2D.Raycast(ledgeCheck.position,groundLayer);

ClimbLedge 功能:

 private void CheckLedgeClimb()
    {

        if (coll.isTouchingWall && !coll.isTouchingLedge && !ledgeDetected)
        {
            //Reference point to startPos and stopPos
            ledgeDetected = true;
            //Freeze player in the detectedPos
            rb.velocity = Vector2.zero;
            rb.gravityScale = 0f;
            transform.position = detectedPos;
            cornerPos = DetermineCornerPosition();
            Debug.Log("cornerPos Vector Value: " + cornerPos);
            canClimbLedge = false;
        }

        if(ledgeDetected && !canClimbLedge)
        {

            //This part is only necessary if you want the player to hang from a ledge.
            /*startPos.Set(cornerPos.x - (side * startOffset.x),cornerPos.y - startOffset.y);
            stopPos.Set(cornerPos.x + (side * stopOffset.x),cornerPos.y + stopOffset.y);

            Debug.Log("startPos when ledgeDetected + !canClimbLedge:" + startPos);
            canMove = false;
            transform.position = startPos;
            rb.velocity = Vector2.zero;
            rb.gravityScale = 0f;*/

            stopPos.Set(cornerPos.x + (side * stopOffset.x),cornerPos.y + stopOffset.y);
            rb.velocity = Vector2.zero;
            rb.gravityScale = 0f;
            canMove = false;
            canClimbLedge = true;
        }
    }

    public void FinishLedgeClimb()
    {
       if (canClimbLedge)
        {
            transform.position = stopPos;
            canClimbLedge = false;
            canMove = true;
            ledgeDetected = false;
            Debug.Log("transform.position = stopPos");

            //anim.SetBool("canClimbLedge",canClimbLedge);
        } 
    }

这是有效的,但玩家 transform.position 到 stopPos 的时间有时会延迟。

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