This commit is contained in:
杨号敬 2024-11-27 00:06:25 +08:00
parent 8bd9b17c7f
commit 5cce41cb28
12 changed files with 582 additions and 165 deletions

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@ -1,50 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
public class Shoot : MonoBehaviour
{
public GameObject bulletPrefab; // 子弹预制体
public GameObject firePrefab;
public Transform[] bulletSpawn; // 子弹生成位置
public float bulletVelocity = 30f; // 子弹速度
void Update()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Input.GetMouseButtonDown(0))
{
if (Physics.Raycast(ray, out hitInfo))
{
//射线选择人物
if (hitInfo.collider.gameObject.name == "enemy")
{
FireWeapon(hitInfo.collider.gameObject.transform);
GoldFirePoint();
}
}
}
}
private void GoldFirePoint()
{
GameObject fireobj0 = Instantiate(firePrefab, bulletSpawn[0].position, bulletSpawn[0].rotation);
GameObject fireobj1 = Instantiate(firePrefab, bulletSpawn[1].position, bulletSpawn[1].rotation);
Destroy(fireobj0, 0.5f);
Destroy(fireobj1,0.5f);
}
private void FireWeapon(Transform transform)
{
GameObject bullet = Instantiate(bulletPrefab, bulletSpawn[0].position, bulletSpawn[0].rotation);
bullet.transform.DOMove(transform.position,0.5f);
GameObject bullet1 = Instantiate(bulletPrefab, bulletSpawn[1].position, bulletSpawn[1].rotation);
bullet1.transform.DOMove(transform.position, 0.5f);
}
}

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@ -4,24 +4,27 @@ using UnityEngine;
public class Bullet : MonoBehaviour
{
public int harm;
private void Start()
{
Destroy(this.gameObject,1f);
}
private void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.CompareTag("enemy"))
{
Enemy enemy = collision.gameObject.GetComponent<Enemy>();
enemy.EnemyHpDown(harm);
Destroy(this.gameObject);
}
if (collision.gameObject.CompareTag("ore"))
{
Destroy(this.gameObject);
Ore ore = collision.gameObject.GetComponent<Ore>();
ore.OreHpDown(harm);
Destroy(this.gameObject);
}
}
void OnParticleCollision(GameObject other)
{
if (other.tag == "enemy")
{
}
}
}

View File

@ -5,9 +5,14 @@ using UnityEngine;
public class camfollow : MonoBehaviour
{
public Transform target; // 要跟随的目标,这里通常是玩家角色
public float smoothSpeed = 0.125f; // 摄像机移动的平滑速度
public float smoothSpeed = 0.001f; // 摄像机移动的平滑速度
public Vector3 offset; // 摄像机相对于目标的偏移量
public float rotationSmoothSpeed = 50f; // 摄像机旋转的平滑速度
public float maxDistance = 10f; // 最大追踪距离s
public float minDistance = 5f; // 最小追踪距离
void LateUpdate()
{
if (target == null)
@ -17,12 +22,11 @@ public class camfollow : MonoBehaviour
// 计算目标位置
Vector3 desiredPosition = target.position + offset;
transform.position = desiredPosition;
// 使用平滑插值来移动摄像机
Vector3 smoothedPosition = Vector3.Lerp(transform.position, desiredPosition, smoothSpeed);
transform.position = smoothedPosition;
// 确保摄像机始终看向目标
transform.LookAt(target);
// 计算摄像机旋转方向,平滑旋转到目标方向
Vector3 direction = target.position - transform.position;
Quaternion targetRotation = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSmoothSpeed);
}
}

View File

@ -3,10 +3,10 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class enemy : MonoBehaviour
public class Enemy : MonoBehaviour
{
public NavMeshAgent _agent;
public float bloodvolume;
public int bloodvolume;
public Transform player;
// Start is called before the first frame update
void Start()
@ -18,11 +18,18 @@ public class enemy : MonoBehaviour
// Update is called once per frame
void Update()
{
setMoveTo(player);
if (bloodvolume <= 0)
{
//ToDo
Destroy(this.gameObject);
}
}
public void EnemyHpDown(int hp)
{
bloodvolume -= hp;
}
public void setMoveTo(Transform target)
{

View File

@ -10,19 +10,26 @@ public class playercontroller : MonoBehaviour
public float MaxSpeed = 10;
public float x;
public float y;
public float rotationSpeed = 5f;
// Start is called before the first frame update
void Start()
{
playerController=GetComponent<CharacterController>();
playerController = GetComponent<CharacterController>();
}
// Update is called once per frame
void Update()
{
x = Input.GetAxis("Horizontal");
y = Input.GetAxis("Vertical");
// 获取输入
x = Input.GetAxis("Horizontal");
y = Input.GetAxis("Vertical");
// 计算移动方向
moveDirection = new Vector3(x, 0, y);
moveDirection = transform.TransformDirection(moveDirection);
// 按住左shift加速
if (Input.GetKeyDown(KeyCode.LeftShift))
{
MaxSpeed *= 2;
@ -32,16 +39,25 @@ public class playercontroller : MonoBehaviour
MaxSpeed /= 2;
}
moveDirection *= MaxSpeed;
// 获取鼠标位置并射线检测
Vector3 mouseScreenPosition = Input.mousePosition;
Ray ray = Camera.main.ScreenPointToRay(mouseScreenPosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
Vector3 mouseWorldPosition = new Vector3(hit.point.x, hit.point.y, hit.point.z);
// 获取鼠标点击的世界位置,并计算目标方向
Vector3 mouseWorldPosition = new Vector3(hit.point.x, transform.position.y, hit.point.z);
Vector3 direction = mouseWorldPosition - transform.position;
Quaternion rotation = Quaternion.LookRotation(direction);
transform.rotation = rotation;
direction.y = 0;
// 使用Quaternion.Slerp进行平滑旋转
Quaternion targetRotation = Quaternion.LookRotation(direction);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * rotationSpeed);
}
// 移动玩家
playerController.Move(moveDirection * Time.deltaTime);
}
}

View File

@ -1,33 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.FullSerializer;
using UnityEngine;
public class playerpoint : MonoBehaviour
{
public Transform playermode;
void Start()
{
}
// Update is called once per frame
void Update()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hitInfo;
if (Input.GetMouseButtonDown(0))
{
if (Physics.Raycast(ray, out hitInfo))
{
//ÉäÏßÑ¡ÔñÈËÎï
if (hitInfo.collider.gameObject.name == "showman")
{
}
}
}
}
}

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