using?UnityEngine;
using?System.Collections;?
public?class?controller?:?MonoBehaviour?{
????public?float?MaxSpeedObj?=?5.0f;
????public?bool?AxisIsRightLeft?=?true;//always?true?unless?you?create?it
????//private?Animator?anim;
????public?void?FilpObject?()?{
????????AxisIsRightLeft?=?!AxisIsRightLeft;
????????Vector3?objectScale?=?transform.localScale;
????????objectScale.x?*=?-1;
????????transform.localScale?=?objectScale;
????}
void?Start?()?{
????????//anim?=?GetComponent<Animator>();?
}
void?Update?()?{
????????float?dirction?=?Input.GetAxis("Horizontal");
????????//anim.SetFloat("speed",?Mathf.Abs(?MaxSpeedObj?*?dirction?));
????????if?(dirction?>?0?&&?AxisIsRightLeft?==?!true)?
????????????FilpObject();
????????else?if?(dirction?<?0?&&?AxisIsRightLeft?==?!false)
????????????FilpObject();
}
}這一段代碼中我想使物體的scale值乘上-1得到反方向應(yīng)此寫了一個(gè)方法名為filpobject,最后通過getAxis判斷鍵盤方向來判斷反方向。代碼都沒問題,鍵盤向左箭頭摁物體也隨著變化,scale值的確乘上了-1。問題是,scale值變了之后其進(jìn)行了位移!?觸發(fā)代碼后:postion沒有變???怎么就位移了?
- 2 回答
- 0 關(guān)注
- 1731 瀏覽
添加回答
舉報(bào)
0/150
提交
取消