试图做一个壁架。问题:transform.position 总是返回vector(0, 0)
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【中文标题】试图做一个壁架。问题:transform.position 总是返回vector(0, 0)【英文标题】:Trying to making a ledge. The problem: transform.position always returns to vector( 0, 0) 【发布时间】:2021-05-17 23:03:44 【问题描述】:我正在尝试制作一种可以让玩家攀爬壁架的方法。我有两个光线投射,一个用于 Ledge,一个用于墙壁检测。我的窗台是假的,然后爬上窗台。 问题来了: 当 Wall check 为 true 并且 ledge Check 为 true 时,将 player transform.position 设置为靠近 ledge。然后将 transform.position 置于壁架之上。但由于某种原因,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, transform.right, wallCheckDistance, groundLayer);
任何帮助都将不胜感激,如果您有任何其他解决方案来制作壁架攀爬器,我会全力以赴。
【问题讨论】:
在CheckLedgeClimb()
你总是设置transform.position = startPos;
这可能是问题吗?
【参考方案1】:
我重新评估了脚本的目的。 问题是 Raycast 并没有真正正常工作 如果玩家面朝左,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,我不希望玩家能够悬挂在壁架上,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, transform.right * move.side, wallCheckDistance, 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);
这是可行的,但玩家将 transform.position 转换为 stopPos 的时间有时会延迟。
【讨论】:
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