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,它只会传送回默认向量值 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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