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using UnityEngine;
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using System.Collections;
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/// MouseLook rotates the transform based on the mouse delta.
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/// Minimum and Maximum values can be used to constrain the possible rotation
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/// To make an FPS style character:
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/// - Create a capsule.
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/// - Add a rigid body to the capsule
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/// - Add the MouseLook script to the capsule.
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/// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
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/// - Add FPSWalker script to the capsule
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/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
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/// - Add a MouseLook script to the camera.
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/// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
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[AddComponentMenu("Camera-Control/Mouse Look")]
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public class MouseLook : MonoBehaviour {
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public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
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public RotationAxes axes = RotationAxes.MouseXAndY;
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public float sensitivityX = 15F;
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public float sensitivityY = 15F;
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public float minimumX = -360F;
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public float maximumX = 360F;
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public float minimumY = -60F;
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public float maximumY = 60F;
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float rotationX = 0F;
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float rotationY = 0F;
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Quaternion originalRotation;
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void Update ()
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{
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if (axes == RotationAxes.MouseXAndY)
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{
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// Read the mouse input axis
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rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationX = ClampAngle (rotationX, minimumX, maximumX);
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rotationY = ClampAngle (rotationY, minimumY, maximumY);
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Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
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Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
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transform.localRotation = originalRotation * xQuaternion * yQuaternion;
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}
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else if (axes == RotationAxes.MouseX)
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{
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rotationX += Input.GetAxis("Mouse X") * sensitivityX;
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rotationX = ClampAngle (rotationX, minimumX, maximumX);
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Quaternion xQuaternion = Quaternion.AngleAxis (rotationX, Vector3.up);
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transform.localRotation = originalRotation * xQuaternion;
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}
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else
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{
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rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
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rotationY = ClampAngle (rotationY, minimumY, maximumY);
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Quaternion yQuaternion = Quaternion.AngleAxis (rotationY, Vector3.left);
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transform.localRotation = originalRotation * yQuaternion;
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}
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}
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void Start ()
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{
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// Make the rigid body not change rotation
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if (GetComponent<Rigidbody>())
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GetComponent<Rigidbody>().freezeRotation = true;
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originalRotation = transform.localRotation;
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}
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public static float ClampAngle (float angle, float min, float max)
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{
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if (angle < -360F)
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angle += 360F;
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if (angle > 360F)
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angle -= 360F;
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return Mathf.Clamp (angle, min, max);
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}
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}
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37
meng_yao/Assets/text.cs
Normal file
37
meng_yao/Assets/text.cs
Normal file
@ -0,0 +1,37 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
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|
using UnityEngine;
|
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|
using UnityEngine.UI;
|
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|
|
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|
public class text : MonoBehaviour
|
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|
{
|
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|
public event Action TimeEnd;
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|
|
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|
private float tim=0f;
|
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|
public Image img;
|
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|
bool is_time_ing = true;
|
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|
float time_max = 0;
|
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|
public void upadte_time(float times )
|
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|
{
|
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|
tim = times;
|
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|
time_max = times;
|
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|
is_time_ing = false;
|
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|
|
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|
}
|
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|
// Update is called once per frame
|
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|
void Update()
|
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|
{
|
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|
if (tim > 0)
|
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|
{
|
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|
tim -= Time.deltaTime;
|
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|
img.fillAmount = tim/ time_max;
|
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|
}
|
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|
else if (!is_time_ing)
|
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|
{
|
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|
is_time_ing = true;
|
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|
TimeEnd.Invoke();
|
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|
}
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|
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|
}
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23
meng_yao/Assets/text_1.cs
Normal file
23
meng_yao/Assets/text_1.cs
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
using System.Collections;
|
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|
using System.Collections.Generic;
|
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|
using UnityEngine;
|
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|
|
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|
public class text_1 : MonoBehaviour
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|
{
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|
private text t1;
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|
// Start is called before the first frame update
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|
void Start()
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|
{
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|
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|
t1 = this.GetComponent<text>();
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|
t1.TimeEnd += test;
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|
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|
|
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|
t1.upadte_time(1);
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|
}
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|
|
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|
void test()
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|
{
|
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|
Debug.Log("计时器完成了!");
|
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|
}
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|
}
|
11
meng_yao/Assets/text_1.cs.meta
Normal file
11
meng_yao/Assets/text_1.cs.meta
Normal file
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Loading…
Reference in New Issue
Block a user