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團結Mathf.Clamp問題我用這個代碼:移動
void Update() {
if (SystemInfo.deviceType == DeviceType.Desktop)
{
float xMovement = Input.GetAxis("Horizontal");
this.rb.velocity = new Vector2(xMovement, 0) * this.speed;
} else if (SystemInfo.deviceType == DeviceType.Handheld)
{
if (Input.touchCount > 0)
{
Touch touch = Input.GetTouch(0);
if (touch.position.x > this.westTouchBound && touch.position.x < this.eastTouchBound)
{
} else
{
this.speed = this.ballRigidBody.velocity.magnitude * 2.0f;
Vector3 location = this.gameCamera.ScreenToWorldPoint(touch.position);
Vector3 delta = location - this.transform.position;
Vector2 course = new Vector2(delta.x, 0.0f);
course.Normalize();
this.rb.velocity = course * speed;
}
} else
{
this.rb.velocity = new Vector2(0, 0);
}
}
float eastMax = this.gameController.screenWidth/2.0f - this.gameController.wallThickness - this.gameController.barWidth/2.0f;
float westMax = -eastMax;
float actualX = Mathf.Clamp(this.transform.position.x, westMax, eastMax);
this.transform.position = new Vector3(actualX, this.transform.position.y, this.transform.position.z);
}
在Mac上它工作得很好,但在iOS或Android酒吧只是反彈的邊界,並且回來後,它看起來太可怕了。我研究了日誌,看起來問題出在物理學上,看起來PC似乎以某種不同於移動的方式對待它。我嘗試了很多東西,將代碼移動到FixedUpdate,LateUpdate,嘗試更改控件,甚至嘗試分配剛體位置,但它仍然無法工作。
這是行不通的。我認爲一個問題在物理學的某個地方。 – starwars25