Week 16
碰為一所定固定面
期末進度更新
將每次進入新場景時重新定位,避免位移疊加產生過度錯位
Coding
// Update is called once per frame
void Update()
{
RaycastHit hit;
if (Physics.Raycast(transform.position, (rayDir.transform.position-transform.position) *1000, out hit))
{
// Debug.DrawRay(transform.position,(rayDir.transform.position-transform.position) *1000, Color.yellow);
Debug.Log("Did Hit");
startGame=true;
background.SetActive(true);
myUI.SetActive(false);
}
if(startGame)
{
Vector3 now = transform.position;
float angle = transform.rotation.eulerAngles.z;
transform.TransformPoint(Vector3.zero);
car.transform.position = new Vector3(now.x*87, now.y*27, 0);
car.transform.rotation = Quaternion.Euler(0, 0, angle);
// print(angle);
}
void Update()
{
RaycastHit hit;
if (Physics.Raycast(transform.position, (rayDir.transform.position-transform.position) *1000, out hit))
{
// Debug.DrawRay(transform.position,(rayDir.transform.position-transform.position) *1000, Color.yellow);
Debug.Log("Did Hit");
startGame=true;
background.SetActive(true);
myUI.SetActive(false);
}
if(startGame)
{
Vector3 now = transform.position;
float angle = transform.rotation.eulerAngles.z;
transform.TransformPoint(Vector3.zero);
car.transform.position = new Vector3(now.x*87, now.y*27, 0);
car.transform.rotation = Quaternion.Euler(0, 0, angle);
// print(angle);
}
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