transform:https://blog.csdn.net/weixin_42446849/article/details/81669864
//移动代码 using System.Collections; using System.Collections.Generic; using UnityEngine; public class control : MonoBehaviour { public float speed = 5f; Rigidbody2D rbody; // Start is called before the first frame update void Start() { rbody = GetComponent<Rigidbody2D>(); } // Update is called once per frame void Update() { //transform.Translate(transform.right * speed * Time.deltaTime); float movex = Input.GetAxisRaw("Horizontal"); float movey = Input.GetAxisRaw("Vertical"); Vector2 position = transform.position; position.x += movex * speed * Time.deltaTime; position.y += movey * speed * Time.deltaTime; //transform.position = position; rbody.MovePosition(position); } }
跟随人物:写脚本或者加载cinemachine的package,然后把follow改成人物
添加相机边界:给相机添加cinemachine,然后bouding到一个新加组件,在这个组件里建立polya collider 2D,把边拖到地图边界并且勾上istrigger不然会弹出人物
背景:添加composite collider 2D,把背景块合并提升性能
刚体设成静态不然会漂移
只读访问private变量:
动画帧率设置
Instantiate所有重载方法及其使用规则
Instantiate(Object original):克隆物体original,其Position和Rotation取默认值,何为默认值呢?就是预制体的position,这里的position是世界坐标,无父物体
Instantiate(Object original, Transform parent):克隆物体original,拥有父物体,其Position和Rotation取默认值,这里的position是localposition,也就是相对于父物体的坐标,父物体为坐标原点
Instantiate(Object original, Transform parent, bool instantiateInWorldSpace):
若instantiateInWorldSpace=false,代表克隆的物体的坐标是localposition,则与Instantiate(Object original, Transform parent)的结果一样。
若instantiateInWorldSpace=true,则代表克隆的物体的坐标为世界坐标
Instantiate(Object original, Vector3 position, Quaternion rotation, Transform parent):这个比较好理解了,克隆物体original,拥有父物体,其Position和Rotation由人为设置,而且这里设置的坐标是世界坐标,不是localposition
设置碰撞
纹理:
按e拾取/触发:
if (Input.GetKeyDown(KeyCode.E)) { RaycastHit2D hit = Physics2D.Raycast(rbody.position, lookDirection, 2f, LayerMask.GetMask("NPC")); if (hit.collider != null) { Debug.Log("HIT!!!!"); } }