(已解决) 我如何为我的2D游戏制作一个用于投掷物品(使用拖拽)的系统?

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英文:

(SOLVED) How do I make a throwing (using drag) system for items in my 2D game?

问题

I've looked near and far but I can't find a definitive answer to how I can do this. I'm using image GameObjects with dynamic Rigidbodies and 2D colliders. The dragging function works well but I can't get the items to fly off into the distance whenever you swipe the item. Here is my drag-and-drop code:

  [SerializeField] private Canvas canvas;
  private RectTransform rectTransform;
  private Rigidbody2D rigidbody;


  private void Awake() {
    rectTransform = GetComponent<RectTransform>();
    rigidbody = GetComponent<Rigidbody2D>();
  }

  public void OnBeginDrag(PointerEventData eventData) {
    rigidbody.gravityScale = 0;
  }

  public void OnDrag(PointerEventData eventData) {
    rectTransform.anchoredPosition += eventData.delta / canvas.scaleFactor;

  }

  public void OnEndDrag(PointerEventData eventData) {
    rigidbody.gravityScale = 50;
  }

(sorry for the indent)

I tried this over and over with springs and stuff, and I thought it would throw the item across the screen when you swiped, but it either gives me irrelevant errors or makes no change. Please help!

英文:

I've looked near and far but I can't find a definitive answer to how I can do this. I'm using image GameObjects with dynamic Rigidbodies and 2D colliders. The dragging function works well but I can't get the items to fly off into the distance whenever you swipe the item. Here is my drag-and-drop code:

  [SerializeField] private Canvas canvas;
  private RectTransform rectTransform;
  private Rigidbody2D rigidbody;


  private void Awake() {
    rectTransform = GetComponent&lt;RectTransform&gt;();
    rigidbody = GetComponent&lt;Rigidbody2D&gt;();
  }

  public void OnBeginDrag(PointerEventData eventData) {
    rigidbody.gravityScale = 0;
  }

  public void OnDrag(PointerEventData eventData) {
    rectTransform.anchoredPosition += eventData.delta / canvas.scaleFactor;

  }

  public void OnEndDrag(PointerEventData eventData) {
    rigidbody.gravityScale = 50;
  }

(sorry for the indent)

I tried this over and over with springs and stuff, and I thought it would throw the item across the screen when you swiped, but it either gives me irrelevant errors or makes no change. Please help!

答案1

得分: 1

已解决!以下是我的完整脚本。我会注释我所做的任何更改。

[SerializeField] private Canvas canvas;
private RectTransform rectTransform;
private Rigidbody2D rigidbody2d;
private SpringJoint2D _spring; // 只是对弹簧的引用

private void Awake() {
  rectTransform = GetComponent<RectTransform>();
  rigidbody2d = GetComponent<Rigidbody2D>();

  _spring = GetComponent<SpringJoint2D>(); // 将弹簧设置为引用的弹簧 
  //我放在我的游戏对象上
  _spring.connectedAnchor = rectTransform.position; // 将弹簧的连接点设置为我的物体位置
}

public void OnBeginDrag(PointerEventData eventData) {
   rigidbody2d.gravityScale = 0;

   _spring.enabled = true; // 启用弹簧(跟踪移动)
}

public void OnDrag(PointerEventData eventData) {

   if(_spring.enabled == true) { // 如果弹簧启用...
     Vector2 mousePos = Input.mousePosition; // ... 获取鼠标在世界坐标中的位置 ... 
     _spring.connectedAnchor = mousePos; // .... 并将弹簧的连接点设置为mousePos变量。
   }

 }

 public void OnEndDrag(PointerEventData eventData) {
   rigidbody2d.gravityScale = 50;
   _spring.enabled = false; // 禁用弹簧。
}

这是我的弹簧设置:
启用碰撞为false。
没有连接的刚体。
不自动配置连接锚点。
锚点是0,0。
(不用担心连接的锚点。这不重要。)
自动配置距离为false。
距离是0.005(最小值)。
阻尼是0。
频率是2。
BF是无穷大。

就是这样!

英文:

SOLVED! Here's my full script. I'll comment anything that I've changed.

[SerializeField] private Canvas canvas;
private RectTransform rectTransform;
private Rigidbody2D rigidbody2d;
private SpringJoint2D _spring; // Just a reference to a spring

private void Awake() {
  rectTransform = GetComponent&lt;RectTransform&gt;();
  rigidbody2d = GetComponent&lt;Rigidbody2D&gt;();

  _spring = GetComponent&lt;SpringJoint2D&gt;(); // Set the spring to the spring 
  //I put on my GameObject
  _spring.connectedAnchor = rectTransform.position; // Set the spring&#39;s 
  //connected anchor to my object&#39;s position
}

public void OnBeginDrag(PointerEventData eventData) {
   rigidbody2d.gravityScale = 0;

   _spring.enabled = true; // Enable the spring (to track movement)
}

public void OnDrag(PointerEventData eventData) {

   if(_spring.enabled == true) { // If the spring is on...
     Vector2 mousePos = Input.mousePosition; // ... Get the mouse position 
     in world coordinates ... 
     _spring.connectedAnchor = mousePos; // .... and set the spring&#39;s 
     connected anchor to the mousePos variable.
   }

 }

 public void OnEndDrag(PointerEventData eventData) {
   rigidbody2d.gravityScale = 50;
   _spring.enabled = false; // Disable the spring.
 }

Here are my spring settings:
Enable collision is false.
No connected Rigidbodies.
Don't auto-config connected anchor.
anchor is 0, 0.
(Don't worry about the connected anchor. It doesn't matter.)
Auto-config distance is false.
distance is 0.005 (minimum).
Damping is 0.
Frequency is 2.
BF is infinity.

And that's all!

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  • 本文由 发表于 2023年6月9日 04:33:05
  • 转载请务必保留本文链接:https://go.coder-hub.com/76435503.html
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