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@ -23,6 +23,10 @@ public class Bullet : MonoBehaviour
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ore.OreHpDown(harm);
|
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DesSelf();
|
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}
|
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else
|
||||
{
|
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Destroy(this.gameObject);
|
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}
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}
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|
@ -7,29 +7,27 @@ public class Shoot : MonoBehaviour
|
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public GameObject bulletPrefab; // 子弹预制体
|
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public GameObject firePrefab;
|
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public Transform[] bulletSpawn; // 子弹生成位置
|
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|
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public float fireRange = 10000f; // 射程
|
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|
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void Update()
|
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{
|
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Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
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RaycastHit hitInfo;
|
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|
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// 如果鼠标左键点击
|
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if (Input.GetMouseButtonDown(0))
|
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{
|
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if (Physics.Raycast(ray, out hitInfo))
|
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// 射线检测
|
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if (Physics.Raycast(ray, out hitInfo, fireRange))
|
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{
|
||||
//射线选择人物
|
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if (hitInfo.collider.gameObject.name == "enemy")
|
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{
|
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FireWeapon(hitInfo.collider.gameObject.transform);
|
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GoldFirePoint();
|
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}
|
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//射线选择矿石
|
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if (hitInfo.collider.gameObject.tag == "ore")
|
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{
|
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FireWeapon(hitInfo.collider.gameObject.transform);
|
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GoldFirePoint();
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}
|
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// 获取射线击中的位置
|
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Vector3 targetPosition = hitInfo.point;
|
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|
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// 让武器指向目标位置
|
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FireWeapon(targetPosition);
|
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|
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// 或者你也可以用这个位置进行其他逻辑处理
|
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GoldFirePoint();
|
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}
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}
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}
|
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@ -40,16 +38,25 @@ public class Shoot : MonoBehaviour
|
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Destroy(fireobj0, 0.5f);
|
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Destroy(fireobj1,0.5f);
|
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}
|
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private void FireWeapon(Transform transform)
|
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void FireWeapon(Vector3 targetPosition)
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{
|
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|
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GameObject bullet = Instantiate(bulletPrefab, bulletSpawn[0].position, bulletSpawn[0].rotation);
|
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bullet.transform.DOMove(transform.position,0.5f);
|
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|
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GameObject bullet1 = Instantiate(bulletPrefab, bulletSpawn[1].position, bulletSpawn[1].rotation);
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bullet1.transform.DOMove(transform.position, 0.5f);
|
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|
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// 计算从武器到目标位置的方向
|
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Vector3 direction = targetPosition - this.transform.position;
|
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|
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|
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// 使武器朝着目标位置旋转
|
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Quaternion rotation = Quaternion.LookRotation(direction);
|
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bullet.transform.rotation = rotation;
|
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bullet1.transform.rotation = rotation;
|
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|
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bullet.transform.DOMove(targetPosition, 0.5f);
|
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bullet1.transform.DOMove(targetPosition, 0.5f);
|
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}
|
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|
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}
|
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|
Loading…
Reference in New Issue
Block a user