如何让子弹从玩家所在的方向开始
How to make Bullet initiate from the direction the player is in
我正在用 Unity 制作 2D 游戏。
在此我想添加一个子弹数量有限的子弹。
子弹朝玩家所在的方向发射,但始终从右侧发射,即使玩家面向左侧也是如此。而且我已将子弹数限制为 3.
如何在子弹出现之间设置延迟?
第一个脚本(子弹)
public class Bullet : MonoBehaviour {
private Player player;
public float speed = 1f;
public int abc = 2;
// Use this for initialization
void Start () {
player = GameObject.Find ("Player").GetComponent<Player> ();
if (player.aa.x == transform.localScale.x)
abc = 1;
}
// Update is called once per frame
public void Update () {
if (abc == 1)
rigidbody2D.velocity = new Vector3 (transform.localScale.x, 0, 1) * speed;
else
rigidbody2D.velocity = new Vector3 (transform.localScale.x, 0, 1) * speed;
}
}
第二个脚本(玩家)
public class Player : MonoBehaviour {
public float speed = 10f;
public Vector2 maxVelocity = new Vector2(3, 5);
public bool standing;
public float jetSpeed = 15f;
public float airSpeedMultiplier = .3f;
public AudioClip leftFootSound;
public AudioClip rightFootSound;
public AudioClip thudSound;
public AudioClip rocketSound;
public Vector3 aa = new Vector3(1,1,1);
private Animator animator;
private PlayerController controller;
void Start(){
controller = GetComponent<PlayerController> ();
animator = GetComponent<Animator> ();
}
void PlayLeftFootSound(){
if (leftFootSound)
AudioSource.PlayClipAtPoint (leftFootSound, transform.position);
}
void PlayRightFootSound(){
if (rightFootSound)
AudioSource.PlayClipAtPoint (rightFootSound, transform.position);
}
void PlayRocketSound(){
if (!rocketSound || GameObject.Find ("RocketSound"))
return;
GameObject go = new GameObject ("RocketSound");
AudioSource aSrc = go.AddComponent<AudioSource> ();
aSrc.clip = rocketSound;
aSrc.volume = 0.7f;
aSrc.Play ();
Destroy (go, rocketSound.length);
}
void OnCollisionEnter2D(Collision2D target){
if (!standing) {
var absVelX = Mathf.Abs(rigidbody2D.velocity.x);
var absVelY = Mathf.Abs(rigidbody2D.velocity.y);
if(absVelX <= .1f || absVelY <= .1f){
if(thudSound)
AudioSource.PlayClipAtPoint(thudSound, transform.position);
}
}
}
// Update is called once per frame
void Update () {
var forceX = 0f;
var forceY = 0f;
var absVelX = Mathf.Abs (rigidbody2D.velocity.x);
var absVelY = Mathf.Abs (rigidbody2D.velocity.y);
if (absVelY < .2f)
standing = true;
else
standing = false;
if (controller.moving.x != 0) {
if (absVelX < maxVelocity.x) {
forceX = standing ? speed * controller.moving.x : (speed * controller.moving.x * airSpeedMultiplier);
aa = transform.localScale = new Vector3 (forceX > 0 ? 1 : -1, 1, 1);
}
animator.SetInteger ("AnimState", 1);
} else {
animator.SetInteger ("AnimState", 0);
}
if (controller.moving.y > 0) {
PlayRocketSound();
if (absVelY < maxVelocity.y)
forceY = jetSpeed * controller.moving.y;
animator.SetInteger ("AnimState", 2);
} else if (absVelY > 0) {
animator.SetInteger("AnimState", 3);
}
rigidbody2D.AddForce (new Vector2 (forceX, forceY));
}
}
第三个脚本(PlayerController)
public class PlayerController : MonoBehaviour {
public Vector2 moving = new Vector2();
public int Bulletlimit = 0;
public int MaxBulletlimit = 3;
public float bulletDelay = 3f;
public bool Gun;
public Bullet bullet;
// Use this for initialization
void Start () {}
// Update is called once per frame
void Update () {
moving.x = moving.y = 0;
if (Input.GetKey ("right")) {
moving.x = 1;
} else if (Input.GetKey ("left")) {
moving.x = -1;
}
if (Input.GetKey ("up")) {
moving.y = 1;
} else if (Input.GetKey ("down")) {
moving.y = -1;
}
if (Input.GetKey ("s")) {
if(Gun){
if(Bulletlimit < MaxBulletlimit)
{
Bullet clone = Instantiate (bullet, transform.position, Quaternion.identity) as Bullet;
Bulletlimit = Bulletlimit + 1;
}
}
}
}
public void BulletCount() {
Bulletlimit = Bulletlimit - 1;
}
}
1) 有一种简单的方法可以知道将子弹放在哪里以及向哪个方向射击。在您的角色下添加一个子虚拟游戏对象,用作子弹的初始位置。把它放在你想要的地方。现在这个游戏对象相对于你的角色移动和旋转。在实例化项目符号时使用它的 transform.position
和 transform.rotation.forward
。
2) 将用户发射子弹的当前时间保存在变量中,如 private float lastShotTime;
。发射子弹时更新它的值 lastShotTime = Time.time
。然后当用户想要发射另一颗子弹时,检查自上次射击后是否已经过了足够的时间 if (Time.time > lastShotTime + fireDelay) { Shoot(); }
.
我正在用 Unity 制作 2D 游戏。
在此我想添加一个子弹数量有限的子弹。
子弹朝玩家所在的方向发射,但始终从右侧发射,即使玩家面向左侧也是如此。而且我已将子弹数限制为 3.
如何在子弹出现之间设置延迟?
第一个脚本(子弹)
public class Bullet : MonoBehaviour {
private Player player;
public float speed = 1f;
public int abc = 2;
// Use this for initialization
void Start () {
player = GameObject.Find ("Player").GetComponent<Player> ();
if (player.aa.x == transform.localScale.x)
abc = 1;
}
// Update is called once per frame
public void Update () {
if (abc == 1)
rigidbody2D.velocity = new Vector3 (transform.localScale.x, 0, 1) * speed;
else
rigidbody2D.velocity = new Vector3 (transform.localScale.x, 0, 1) * speed;
}
}
第二个脚本(玩家)
public class Player : MonoBehaviour {
public float speed = 10f;
public Vector2 maxVelocity = new Vector2(3, 5);
public bool standing;
public float jetSpeed = 15f;
public float airSpeedMultiplier = .3f;
public AudioClip leftFootSound;
public AudioClip rightFootSound;
public AudioClip thudSound;
public AudioClip rocketSound;
public Vector3 aa = new Vector3(1,1,1);
private Animator animator;
private PlayerController controller;
void Start(){
controller = GetComponent<PlayerController> ();
animator = GetComponent<Animator> ();
}
void PlayLeftFootSound(){
if (leftFootSound)
AudioSource.PlayClipAtPoint (leftFootSound, transform.position);
}
void PlayRightFootSound(){
if (rightFootSound)
AudioSource.PlayClipAtPoint (rightFootSound, transform.position);
}
void PlayRocketSound(){
if (!rocketSound || GameObject.Find ("RocketSound"))
return;
GameObject go = new GameObject ("RocketSound");
AudioSource aSrc = go.AddComponent<AudioSource> ();
aSrc.clip = rocketSound;
aSrc.volume = 0.7f;
aSrc.Play ();
Destroy (go, rocketSound.length);
}
void OnCollisionEnter2D(Collision2D target){
if (!standing) {
var absVelX = Mathf.Abs(rigidbody2D.velocity.x);
var absVelY = Mathf.Abs(rigidbody2D.velocity.y);
if(absVelX <= .1f || absVelY <= .1f){
if(thudSound)
AudioSource.PlayClipAtPoint(thudSound, transform.position);
}
}
}
// Update is called once per frame
void Update () {
var forceX = 0f;
var forceY = 0f;
var absVelX = Mathf.Abs (rigidbody2D.velocity.x);
var absVelY = Mathf.Abs (rigidbody2D.velocity.y);
if (absVelY < .2f)
standing = true;
else
standing = false;
if (controller.moving.x != 0) {
if (absVelX < maxVelocity.x) {
forceX = standing ? speed * controller.moving.x : (speed * controller.moving.x * airSpeedMultiplier);
aa = transform.localScale = new Vector3 (forceX > 0 ? 1 : -1, 1, 1);
}
animator.SetInteger ("AnimState", 1);
} else {
animator.SetInteger ("AnimState", 0);
}
if (controller.moving.y > 0) {
PlayRocketSound();
if (absVelY < maxVelocity.y)
forceY = jetSpeed * controller.moving.y;
animator.SetInteger ("AnimState", 2);
} else if (absVelY > 0) {
animator.SetInteger("AnimState", 3);
}
rigidbody2D.AddForce (new Vector2 (forceX, forceY));
}
}
第三个脚本(PlayerController)
public class PlayerController : MonoBehaviour {
public Vector2 moving = new Vector2();
public int Bulletlimit = 0;
public int MaxBulletlimit = 3;
public float bulletDelay = 3f;
public bool Gun;
public Bullet bullet;
// Use this for initialization
void Start () {}
// Update is called once per frame
void Update () {
moving.x = moving.y = 0;
if (Input.GetKey ("right")) {
moving.x = 1;
} else if (Input.GetKey ("left")) {
moving.x = -1;
}
if (Input.GetKey ("up")) {
moving.y = 1;
} else if (Input.GetKey ("down")) {
moving.y = -1;
}
if (Input.GetKey ("s")) {
if(Gun){
if(Bulletlimit < MaxBulletlimit)
{
Bullet clone = Instantiate (bullet, transform.position, Quaternion.identity) as Bullet;
Bulletlimit = Bulletlimit + 1;
}
}
}
}
public void BulletCount() {
Bulletlimit = Bulletlimit - 1;
}
}
1) 有一种简单的方法可以知道将子弹放在哪里以及向哪个方向射击。在您的角色下添加一个子虚拟游戏对象,用作子弹的初始位置。把它放在你想要的地方。现在这个游戏对象相对于你的角色移动和旋转。在实例化项目符号时使用它的 transform.position
和 transform.rotation.forward
。
2) 将用户发射子弹的当前时间保存在变量中,如 private float lastShotTime;
。发射子弹时更新它的值 lastShotTime = Time.time
。然后当用户想要发射另一颗子弹时,检查自上次射击后是否已经过了足够的时间 if (Time.time > lastShotTime + fireDelay) { Shoot(); }
.