如何解决脚本将对象移动到错误的位置
我有一个脚本来替换其损坏的预制件上的对象,并将它们称为位置和旋转(随机)。它可以完美地与单个对象一起使用,但是如果我使用此脚本添加另一个对象,它将在第一个对象的位置生成“ whackedPrefab”。
代码:
using System.Collections.Generic;
using UnityEngine;
public class whackReplacer : MonoBehavIoUr
{
public GameObject whackPrefab;
private float[] rotateVectors = { 0f,90f,180f};
private float randomVector;
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Destroyer"){
Debug.Log("I collided with: "+collision.gameObject.name);
Instantiate(whackPrefab);
whackPrefab.transform.position = new Vector3(this.gameObject.transform.position.x,this.gameObject.transform.position.y,this.gameObject.transform.position.z);
randomVector = rotateVectors[Random.Range(0,rotateVectors.Length)];
whackPrefab.transform.rotation = new Quaternion(0f,this.gameObject.transform.rotation.x,randomVector+this.gameObject.transform.rotation.y,this.gameObject.transform.rotation.z);
Destroy(gameObject);
}
}
}
解决方法
使用Instantiate(对象原始,Vector3位置,四元数旋转)轻松修复;
这是解决方案:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class whackReplacer : MonoBehaviour
{
public GameObject whackPrefab;
private float[] rotateVectors = { 0f,90f,180f};
private float randomVector;
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.tag == "Destroyer"){
Debug.Log("I collided with: "+collision.gameObject.name);
randomVector = rotateVectors[Random.Range(0,rotateVectors.Length)];
Instantiate(whackPrefab,new Vector3(this.gameObject.transform.position.x,this.gameObject.transform.position.y,this.gameObject.transform.position.z),new Quaternion(0f,this.gameObject.transform.rotation.x,randomVector+this.gameObject.transform.rotation.y,this.gameObject.transform.rotation.z));
Destroy(gameObject);
}
}
}
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