根据前进旋转位置

问题描述 投票:1回答:1

我目前正在制作一个跟随玩家的攀爬探测系统并检测玩家可以攀爬的最近点。我有一个根据玩家位置投射光线的游戏对象。光线随播放器移动但不会旋转。如何让它们与播放器一起旋转?

Screenshot

这是绘制光线的代码

void Update()
{
    //Debug.DrawRay();
    raySpace = surfaceWidth / definition;
    raySpaceDividedByTwo = raySpace / 2;
    surfaceWidthDividedByTwo = surfaceWidth / 2;

    for (int i = 0; i < definition; i++)
    {
        for (int y = 0; y < definition; y++)
        {
            raycastCoordinates = new Vector3(
                (this.transform.position.x + (i * raySpace) + raySpaceDividedByTwo) - surfaceWidthDividedByTwo,
                 this.transform.position.y,
                (this.transform.position.z + (y * raySpace) + raySpaceDividedByTwo) - surfaceWidthDividedByTwo);

            //offset = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offset;
            //raycastCoordinates = Quaternion.AngleAxis(this.transform.rotation.y, Vector3.up) * raycastCoordinates;

            raycastUpHitsList.Add(Physics.RaycastAll(raycastCoordinates, Vector3.up, detectionHeight, LayerMask.GetMask("Water")));
            Debug.DrawRay(raycastCoordinates, Vector3.up * detectionHeight, Color.green, 0.1f);
        }
    }
}
unity3d rotation raycasting
1个回答
0
投票

这应该工作:

void Update()
{
    //Debug.DrawRay();
    raySpace = surfaceWidth / definition;
    raySpaceDividedByTwo = raySpace / 2;
    surfaceWidthDividedByTwo = surfaceWidth / 2;

    for (int i = 0; i < definition; i++)
    {
        for (int y = 0; y < definition; y++)
        {
            raycastCoordinates = new Vector3(
                (this.transform.position.x + (i * raySpace) + raySpaceDividedByTwo) - surfaceWidthDividedByTwo,
                 this.transform.position.y,
                (this.transform.position.z + (y * raySpace) + raySpaceDividedByTwo) - surfaceWidthDividedByTwo) * transform.forward;//if this doesn't work, try transform.right instead

            //offset = Quaternion.AngleAxis(Input.GetAxis("Mouse X") * turnSpeed, Vector3.up) * offset;
            //raycastCoordinates = Quaternion.AngleAxis(this.transform.rotation.y, Vector3.up) * raycastCoordinates;

            raycastUpHitsList.Add(Physics.RaycastAll(raycastCoordinates, Vector3.up, detectionHeight, LayerMask.GetMask("Water")));
            Debug.DrawRay(raycastCoordinates, Vector3.up * detectionHeight, Color.green, 0.1f);
        }
    }
}
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