团结:击退我的球员

本文关键字:我的 团结 | 更新日期: 2023-09-27 18:27:15

我把这个脚本附加到一个对象上,如果我的玩家遇到那个对象,它就会被击退。我有六个方向,它将被击退。这张图片将向你展示我的球员可能会被击倒的不同方向。我的问题是:X=0,Y=1(上行)和X=0,Y=-1(下行)不起作用,但其他速度都起作用。我如何还包括X=0,Y=1和X=0,Y=-1的方向。谢谢,这是我的代码:

public class Knockback: MonoBehaviour
{
    public float xForceToAdd;
    public float yForceToAdd;
    // Use this for initialization
    void Start()
    {
    }
    // Update is called once per frame
    void Update()
    {
    }
    void OnTriggerEnter2D(Collider2D other)
    {
        if (other.gameObject.tag == "Player")
        {
            //Store the vector 2 of the location where the initial hit happened;
            Vector2 initialHitPoint = new Vector2(other.gameObject.transform.position.x, other.gameObject.transform.position.y);
            float xForce = 0;
            float yForce = 0;
            //Grab our collided with objects rigibody
            Rigidbody2D rigidForForce = other.gameObject.GetComponent < Rigidbody2D > ();
            //Determine left right center of X hit
            if (initialHitPoint.x > (this.transform.position.x + (this.transform.localScale.x / 3)))
            {
                xForce = 1;
            }
            else if (initialHitPoint.x < (this.transform.position.x - (this.transform.localScale.x / 3)))
            {
                xForce = -1;
            }
            else
            {
                xForce = 0;
            }
            if (initialHitPoint.y > (this.transform.position.y + (this.transform.localScale.y / 3)))
            {
                yForce = 1;
            }
            else if (initialHitPoint.y < (this.transform.position.y - (this.transform.localScale.y / 3)))
            {
                yForce = -1;
            }
            else
            {
                yForce = 0;
            }
            rigidForForce.velocity = new Vector2(xForce * xForceToAdd, yForce * yForceToAdd);
        }
    }
}

团结:击退我的球员

很可能,它没有看到y部分的if语句。对第一个语句之后的所有if语句使用else if。试试这个:

 void OnTriggerEnter2D(Collider2D other)
{
    if (other.gameObject.tag == "Player")
    {
        //Store the vector 2 of the location where the initial hit happened;
        Vector2 initialHitPoint = new Vector2(other.gameObject.transform.position.x, other.gameObject.transform.position.y);
        float xForce = 0;
        float yForce = 0;
        //Grab our collided with objects rigibody
        Rigidbody2D rigidForForce = other.gameObject.GetComponent < Rigidbody2D > ();
        //Determine left right center of X hit
        if (initialHitPoint.x > (this.transform.position.x + (this.transform.localScale.x / 3))
                && initialHitPoint.y > (this.transform.position.y + (this.transform.localScale.y / 3)))
        {
            xForce = 1;
            yForce = 1;
        }
        else if (initialHitPoint.x > (this.transform.position.x + (this.transform.localScale.x / 3))
                && initialHitPoint.y < (this.transform.position.y - (this.transform.localScale.y / 3)))
        {
            xForce = 1;
            yForce = -1;
        }
        else if (initialHitPoint.x < (this.transform.position.x + (this.transform.localScale.x / 3))
                && initialHitPoint.y > (this.transform.position.y - (this.transform.localScale.y / 3)))
        {
            xForce = -1;
            yForce = 1;
        }
        else if (initialHitPoint.x < (this.transform.position.x + (this.transform.localScale.x / 3))
                && initialHitPoint.y < (this.transform.position.y - (this.transform.localScale.y / 3)))
        {
            xForce = -1;
            yForce = -1;
        }
        else if (initialHitPoint.x > (this.transform.position.x + (this.transform.localScale.x / 3))
                && initialHitPoint.y == (this.transform.position.y - (this.transform.localScale.y / 3)))
        {
            xForce = 1;
            yForce = 0;
        }
        else if (initialHitPoint.x < (this.transform.position.x + (this.transform.localScale.x / 3))
                && initialHitPoint.y == (this.transform.position.y - (this.transform.localScale.y / 3)))
        {
            xForce = -1;
            yForce = 0;
        }
        else if (initialHitPoint.x == (this.transform.position.x + (this.transform.localScale.x / 3))
                && initialHitPoint.y < (this.transform.position.y - (this.transform.localScale.y / 3)))
        {
            xForce = 0;
            yForce = -1;
        }
        else if (initialHitPoint.x == (this.transform.position.x + (this.transform.localScale.x / 3))
                && initialHitPoint.y > (this.transform.position.y - (this.transform.localScale.y / 3)))
        {
            xForce = 0;
            yForce = 1;
        }
        else
        {
            xForce = 0;
            yForce = 0;
        }
        rigidForForce.velocity = new Vector2(xForce * xForceToAdd, yForce * yForceToAdd);
    }
}