//旋转操作if(Input.GetKeyDown(KeyCode.RightArrow)){//当进行旋转操作时,必须保持玩家处于实体平台之上,否则旋转之后我们有可能会处于半空之中。if(OnInvisiblePlatform()){//MoveToClosestPlatform();MovePlayerDepthToClosestPlatform();}lastfacing=facingDirection;facingDirection=RotateDirectionRight();degree-=90...
///publicclassFezManager:MonoBehaviour{//玩家移动及朝向privateFezMovefezMove;publicFacingDirectionfacingDirection;publicGameObjectPlayer;//设置旋转角度privatefloatdegree=0;//实体砖块publicTransformLevel;//建筑砖块publicTransformBuilding;//隐形砖块publicGameObjectInvisiCube;privateList<Transform>InvisiList=newList<T...
Align To Direction(趋向排列):使粒子的方向(y轴)都趋向一个趋势(粒子z轴不再朝着摄像机,而是跟发射器形状而定,失去公告版功能)。观测,这个趋势是物体的z方向。圆形显示就是贴到球面上,但并不是真正的贴上,只是值是碰巧贴上的。注意趋向,不是指向 。是一个接一个的传递。 Randomize Direction(随机趋向):使...
You could move a character toward 0,0,1, but you // actually want to move the object forward no matter its rotation. // This is used when you want a character to move in the direction it's // facing, no matter its rotation. You need to convert the meaning of // this vector ...
The Scene View has a set of navigation controls to help you move around quickly and efficiently.Arrow MovementYou can use the Arrow Keys to move around the scene as though “walking” through it. The up and down arrows move the camera forward and backward in the direction it is facing. ...
Let's take a look at theInspectorand position the maze at(X 0, Y 0, Z 0)in order to keep things clean: Note: We make sure Z is set to 0 as we are working in a 2D environment. Z axis can be used to move elements away/towards the camera for added 3D effects, but in our ...
public static bool IsFacingTarget(this Transform transform, Transform targetTransform) { if (Vector3.Dot(transform.forward, (targetTransform.position - transform.position).normalized) > 0.35f) return true; return false; } 1. 2. 3. 4.
If you hold shift while clicking and dragging in the center of the Move Gizmo, the center of the Gizmo changes to a flat square. The flat square indicates that you can move the GameObject around on a plane relative to the direction the Scene view Camera is facing....
direction = Player.GetComponent<Player_Control>().VecDirection; rb = gameObject.GetComponent<Rigidbody2D>(); rb.AddForce(direction*moveSpeed); } 开发者ID:kayodeaking,项目名称:The-Game-Of-Love-1.0-,代码行数:7,代码来源:Spell.cs 示例6: Start ...
(forceToAdd,ForceMode2D.Impulse);//1,2是右上角的方向jumpTimer=0;//计时器清零isAttemptingToJump=false;//尝试跳跃关闭checkJumpMultiplier=true;turnTimer=0;canMove=true;canFlip=true;hasWallJumped=true;wallJumpTimer=wallJumpTimerSet;lastWallJumpDirection=-facingDirection;}}墙角攀爬系统墙角攀爬系统是...