C# 如何使子弹从玩家所在的方向发起
我正在统一制作2D游戏 在这篇文章中,我想添加一个有限次数的子弹 子弹射向球员所在的方向,但始终从右侧发射,即使球员面向左侧。我把子弹数限制在3颗 我如何在子弹出现之间设置延迟 第一稿(项目符号)C# 如何使子弹从玩家所在的方向发起,c#,unity3d,2d,C#,Unity3d,2d,我正在统一制作2D游戏 在这篇文章中,我想添加一个有限次数的子弹 子弹射向球员所在的方向,但始终从右侧发射,即使球员面向左侧。我把子弹数限制在3颗 我如何在子弹出现之间设置延迟 第一稿(项目符号) 公共类项目符号:单一行为{ 私人玩家; 公共浮子速度=1f; 公共int abc=2; //用于初始化 无效开始(){ player=GameObject.Find(“player”).GetComponent(); if(player.aa.x==transform.localScale.x) ab
公共类项目符号:单一行为{
私人玩家;
公共浮子速度=1f;
公共int abc=2;
//用于初始化
无效开始(){
player=GameObject.Find(“player”).GetComponent();
if(player.aa.x==transform.localScale.x)
abc=1;
}
//每帧调用一次更新
公共无效更新(){
如果(abc==1)
rigidbody2D.velocity=新矢量3(transform.localScale.x,0,1)*速度;
其他的
rigidbody2D.velocity=新矢量3(transform.localScale.x,0,1)*速度;
}
}
第二脚本(玩家)
公共类玩家:单行为{
公共浮子速度=10f;
公共向量2 maxVelocity=新向量2(3,5);
公众利益;
公共浮子喷射速度=15f;
公共浮子空速倍增管=.3f;
公共音频剪辑leftFootSound;
公共音频剪辑rightFootSound;
公共音频剪辑重击声;
公共音频剪辑rocketSound;
公共向量3 aa=新向量3(1,1,1);
私人动画师;
专用播放控制器;
void Start(){
controller=GetComponent();
animator=GetComponent();
}
void PlayLeftFootSound(){
if(左足音)
AudioSource.PlayClipAtPoint(leftFootSound,transform.position);
}
void PlayRightFootSound(){
if(右脚声)
AudioSource.PlayClipAtPoint(右脚声音、变换、位置);
}
void PlayRocketSound(){
如果(!rocketSound | | GameObject.Find(“rocketSound”))
回来
GameObject go=新游戏对象(“RocketSound”);
AudioSource aSrc=go.AddComponent();
aSrc.clip=rocketSound;
aSrc.体积=0.7f;
Play();
破坏(前进,火箭声,长度);
}
无效OnCollisionInter2D(碰撞2D目标){
如果(!站着){
var absVelX=Mathf.Abs(刚体2d.velocity.x);
var Absvly=Mathf.Abs(刚体2d.velocity.y);
if(absVelX 0){
PlayRocketSound();
if(绝对<最大速度y)
forceY=jetSpeed*controller.moving.y;
animator.SetInteger(“AnimState”,2);
}否则如果(绝对值>0){
animator.SetInteger(“AnimState”,3);
}
刚体2d.AddForce(新向量2(forceX,forceY));
}
}
第三脚本(PlayerController)
公共类PlayerController:MonoBehavior{
公共向量2移动=新向量2();
公共限额=0;
公共int MaxBulletlimit=3;
公共交通延误=3f;
公共枪械;
公众子弹;
//用于初始化
void Start(){}
//每帧调用一次更新
无效更新(){
移动。x=移动。y=0;
if(Input.GetKey(“right”)){
移动,x=1;
}else if(Input.GetKey(“左”)){
移动。x=-1;
}
if(Input.GetKey(“up”)){
移动,y=1;
}else if(Input.GetKey(“down”)){
移动。y=-1;
}
if(Input.GetKey(“s”)){
如果(枪){
if(Bulletlimit
1)有一种简单的方法可以知道子弹的位置和射击方向。在角色下方添加一个子虚拟游戏对象,作为子弹的初始位置。将其放置在您想要的位置。现在此游戏对象相对于角色移动和旋转。使用它的变换。位置和实例化项目符号时,transform.rotation.forward
2) 保持用户在变量中发射子弹时的当前时间,如private float lastShotTime;
。在发射子弹时更新其值lastShotTime=time.time
。然后当用户想要发射另一颗子弹时,检查自上次发射以来是否经过了足够的时间如果(time.time>lastShotTime+fireDelay){shot();}
我正确地得到了bullet delay,但是得到了一个参数异常,即get_time只能从主线程调用,在位置1中,我无法找到玩家面对的当前面,并通过将time.time放在函数中来移除异常,但不知道为什么需要这样做.
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;
}
}
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));
}
}
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;
}
}