一、框架视图
二、主要代码
BulletVR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class BulletVR : MonoBehaviour {
//飞机碎片
public GameObject AirPieces;
//火花特效
public GameObject spark;
void Start () {
}
void Update () {
}
/// <summary>
/// 触发事件
/// </summary>
/// <param name="coll"></param>
void OnTriggerEnter(Collider coll)
{
if (coll.transform.tag == "Enemy")
{
GameObject go= GameObject.Instantiate(AirPieces, coll.transform);
go.transform.SetParent(null);
GameManager_Player.Instance.PlayAirExplosion(); //播放飞机爆炸的音效
Destroy(coll.transform.gameObject);
//Debug.Log("打中了···");
//敌机的分数加一
GameManager_Player.Instance.cutrrent_Air += 1;
GameManager_Player.Instance.textMesh_Air.text = "摧毁敌机:"+GameManager_Player.Instance.cutrrent_Air+"架";
}
else if (coll.transform.tag== "Soldier")
{
EnemyController _enemyController = coll.transform.gameObject.GetComponent<EnemyController>();
_enemyController.UnderAttack(); //敌人被玩家击中时调用的函数
GameObject _Spark = GameObject.Instantiate(spark,coll.transform); //播放火花击中特效
_Spark.transform.position = coll.transform.position;
Destroy(_Spark,3);
}
else if (coll.transform.tag=="RePlay")
{
GameManager_Player.Instance.RestartGame(); //重新加载游戏
}
else if (coll.transform.name== "ReLoad")
{
SceneManager.LoadScene("SpaceShooter");
}
}
}
CreatAirPlane
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 创建敌机
/// </summary>
public class CreatAirPlane : MonoBehaviour {
//产生敌机的预制体
public GameObject[] planePrefabs;
//最长刷机时长
private float maxCloudDownTime = 4f;
//最短刷机时长
private float minCloudDownTime = 1f;
//当前时长
private float currentClodTime;
void Start () {
//初次刷机时长
// currentClodTime = minCloudDownTime;
currentClodTime = Random.Range(5,minCloudDownTime);
}
void Update () {
currentClodTime -= Time.deltaTime;
//当冷却时间完成后创建敌机并减少刷机的冷却时间
if (currentClodTime<=0)
{
IntantiateAirPlane();
currentClodTime = maxCloudDownTime;
if (maxCloudDownTime>minCloudDownTime)
{
maxCloudDownTime -= 0.5f;
}
}
}
/// <summary>
/// 生成敌机
/// </summary>
private void IntantiateAirPlane()
{
//创建敌机
GameObject _airPlane = Instantiate(planePrefabs[Random.Range(0,planePrefabs.Length)]);
//吧创建的飞机放在自己的下面 方便管理
_airPlane.transform.parent = this.transform;
}
}
CreateSoilder_Spawn
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//创建敌人
public class CreateSoilder_Spawn : MonoBehaviour {
//产生士兵的预制体
public GameObject[] monsterPrefabs;
//目标位置
public Transform targetPos;
public Transform[] enemyPos;
//创建时播放的声音文件
//public AudioClip clip;
//AudioSource audioSource;
//最长刷怪时长
private float maxClodDownTime=10;
//最短刷怪时长
private float minClodDownTime = 2;
//当前时长
private float currentClodDownTime;
void Start () {
//初始化下次刷怪
currentClodDownTime = Random.Range(1,minClodDownTime)*0.5f;
//获取声效的组件
// audioSource = GetComponent<AudioSource>();
}
void Update () {
//获取每一帧的执行时间
currentClodDownTime -= Time.deltaTime*1f;
//当冷却时间完成后创建怪物并减少刷怪的冷却时间
if (currentClodDownTime<=0)
{
InstantiateMoster();
currentClodDownTime = maxClodDownTime;
if (maxClodDownTime>minClodDownTime)
{
maxClodDownTime -= 0.5f;
}
}
}
/// <summary>
/// 生成怪物
/// </summary>
private void InstantiateMoster()
{
//播放怪物的声音
// audioSource.PlayOneShot(clip);
//创建怪物
GameObject _Monster = Instantiate(monsterPrefabs[Random.Range(0,monsterPrefabs.Length)]);
//GameObject _Monster = Instantiate(monsterPrefabs[Random.Range(0, monsterPrefabs.Length)], enemyPos[Random.Range(0, enemyPos.Length)].position,Quaternion.identity);
//把创建的怪物放到自己下面 方便管理
// _Monster.transform.parent = this.transform;
Transform _transform= enemyPos[Random.Range(0, enemyPos.Length)];
_Monster.transform.parent = _transform;
//通过随机放置怪物在传送门的位置
_Monster.transform.position = _transform.position + new Vector3(UnityEngine.Random.Range(-5,5),1.5f,UnityEngine.Random.Range(-2.5f,2.5f));
// Debug.Log("敌人位置" + _Monster.transform.position);
_Monster.GetComponent<EnemyController>().targetTransform = targetPos;
}
}
EnemyController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
/// <summary>
/// 敌人控制器
/// </summary>
public class EnemyController : MonoBehaviour
{
//目标位置
[HideInInspector]
public Transform targetTransform;
//敌人总血量
int HP = 2;
//寻路组件
NavMeshAgent navMeshAgent;
//动画
Animator animator;
//AnimatorStateInfo stateInfo;
AnimatorClipInfo[] stateInfo;
//子弹预制体
public GameObject Bullet_S;
//枪口的位置
public GameObject GunPoint;
//动画信息
AnimatorStateInfo animatorInfo;
AudioSource audioSource;
//播放士兵跑步的声音
public AudioClip runClip;
//播放士兵受伤的声音
public AudioClip hitClip;
//播放士兵跑步的声音
public AudioClip deathClip;
//随机攻击的距离
public float remainingDis;
//随机停止的距离
public float stopDis;
void Start()
{
//初始化
//获取寻路组件
navMeshAgent = GetComponent<NavMeshAgent>();
//设置目的地
navMeshAgent.SetDestination(targetTransform.transform.position);
//设置随机停止距离
navMeshAgent.stoppingDistance = Random.Range(1f, 5f);
animator = GetComponent<Animator>();
//获取声效的组件
audioSource = GetComponent<AudioSource>();
//播放跑步的声音
audioSource.loop = true;
audioSource.PlayOneShot(runClip);
remainingDis = Random.Range(6,20);
}
void Update()
{
//死亡直接返回
if (HP <= 0)
{
return;
}
////获取当前动画信息
//AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0);
////判断当前的动画状态是什么,并进行对应的处理
//if (stateInfo.fullPathHash == Animator.StringToHash("Base Layer.Run_Rifle_2N") && !animator.IsInTransition(0))
//{
// animator.SetBool("Run", false);
// //玩家有移动重新检测,目前不会移动
// if (Vector3.Distance(targetTransform.transform.position, navMeshAgent.destination) > 1)
// {
// navMeshAgent.SetDestination(targetTransform.transform.position);
// }
// //进入攻击距离跳转到攻击动画,否则继续跑动
// if (navMeshAgent.remainingDistance < 10)
// {
// animator.SetBool("Attack", true);
// navMeshAgent.isStopped = true;
// }
// else
// {
// animator.SetBool("Run", true);
// navMeshAgent.isStopped = false;
// }
//}
//if (stateInfo.fullPathHash == Animator.StringToHash("Base Layer.Idle_Shoot") && !animator.IsInTransition(0))
//{
// animator.SetBool("Attack", false);
// //玩家有移动重新检测,目前不会移动
// if (Vector3.Distance(targetTransform.transform.position, navMeshAgent.destination) > 1)
// {
// navMeshAgent.SetDestination(targetTransform.transform.position);
// }
// //进入攻击距离跳转到攻击动画,否则继续跑动
// //if (navMeshAgent.remainingDistance < 10)
// //{
// // animator.SetBool("Attack", true);
// // // navMeshAgent.Stop();
// // navMeshAgent.isStopped = true;
// //}
// //else
// //{
// // animator.SetBool("Run", true);
// // navMeshAgent.isStopped = false;
// //}
//}
//if (stateInfo.fullPathHash == Animator.StringToHash("Base Layer.Hit_Left") && !animator.IsInTransition(0))
//{
// animator.SetBool("Attack", false);
// animator.SetBool("Run", false);
// //玩家有移动重新检测,目前不会移动
// if (Vector3.Distance(targetTransform.transform.position, navMeshAgent.destination) > 1)
// {
// navMeshAgent.SetDestination(targetTransform.transform.position);
// }
// //进入攻击距离跳转到攻击动画,否则继续跑动
// if (navMeshAgent.remainingDistance < 10)
// {
// animator.SetBool("Attack", true);
// // navMeshAgent.Stop();
// navMeshAgent.isStopped = true;
// }
// else
// {
// animator.SetBool("Run", true);
// }
//}
//玩家有移动 重新检测
if (Vector3.Distance(targetTransform.transform.position, navMeshAgent.destination) > 10)
{
navMeshAgent.SetDestination(targetTransform.transform.position);
animator.SetBool("Run", true);
}
//进入攻击距离跳转到攻击动画,否则继续跑动
if (navMeshAgent.remainingDistance < remainingDis)
{
animator.SetBool("Attack", true);
animator.SetBool("Run", false);
navMeshAgent.isStopped = true;
}
else
{
animator.SetBool("Run", true);
navMeshAgent.isStopped = false;
}
//朝向目标
transform.LookAt(targetTransform);
}
/// <summary>
/// 推迟延迟设置寻路
/// </summary>
/// <returns></returns>
IEnumerator DelaySetBool() {
// Debug.Log("延迟了几秒::"+animatorInfo.normalizedTime);
yield return new WaitForSeconds(animatorInfo.normalizedTime);
if (navMeshAgent != null)
{
navMeshAgent.isStopped = false; //寻路停止
}
}
//敌人当被枪击中时
public void UnderAttack()
{
//扣血并且判断是否挂掉 如果死亡 直接跳转死亡动画 否则跳转受伤动画
HP--;
if (HP <= 0)
{
animator.Play("Death");
audioSource.loop = false;
audioSource.PlayOneShot(deathClip);
Destroy(GetComponent<Collider>());
Destroy(GetComponent<NavMeshAgent>());
Destroy(gameObject,3);
//把分数传送回去
GameManager_Player.Instance.current_Enemy += 1;
GameManager_Player.Instance.textMesh_Enemy.text = "消灭敌人:"+GameManager_Player.Instance.current_Enemy+"个";
}
else
{
animator.Play("Hit_Left"); //播放敌人受伤动画
audioSource.loop = false;
audioSource.PlayOneShot(hitClip);
// animator.SetBool("Hit", true);
navMeshAgent.isStopped = true; //寻路停止
animatorInfo = animator.GetCurrentAnimatorStateInfo(0);
StartCoroutine(DelaySetBool());
}
}
//怪物攻击 动画事件中去调用
public void Attack()
{
}
/// <summary>
/// 攻击玩家
/// </summary>
public void AttackPlayer()
{
GameObject go = Instantiate(Bullet_S, Vector3.zero, Quaternion.identity);//实例化子弹
go.transform.SetParent(GunPoint.transform);
go.transform.localPosition = Vector3.zero;
go.transform.localEulerAngles = Vector3.zero;
go.GetComponent<Rigidbody>().AddForce(go.transform.forward * 10, ForceMode.Impulse); //设置设计速度
Destroy(go, 1f);
// Debug.Log("是否执行了实例化子弹");
//减少玩家的血量
GameManager_Player.Instance.UnderAttack(); //单例调用的方法
}
}
GameManager_Gun
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//单例模式
public class GameManager_Gun : MonoBehaviour {
public static GameManager_Gun Instance;
private AudioSource audioSource;
public GameObject audioManager;
void Awake() {
Instance = this;
}
void Start () {
audioSource = audioManager.GetComponent<AudioSource>();
}
void Update () {
}
/// <summary>
/// 播放飞机爆炸特效
/// </summary>
public void PlayAirExplosion() {
audioSource.Play();
}
}
GameManager_Player
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// 管理类
/// </summary>
public class GameManager_Player : MonoBehaviour {
//单例模式
public static GameManager_Player Instance;
//当前玩家血量
public int CurrentHP = 1000;
//显示玩家生命值
public TextMesh textMesh_Hp;
//当前敌机的数量
public int cutrrent_Air = 0;
//销毁敌机的数量
public TextMesh textMesh_Air;
//当前销货敌人的数量
public int current_Enemy=0;
//销毁敌人的数量
public TextMesh textMesh_Enemy;
//怪物传送门
public GameObject SpawnEnemy;
//敌机传送门
public GameObject SpawmAirPlane;
//重新开始
public GameObject rePlay;
//声音管理
private AudioSource audioSource;
//获取声音对象
public GameObject audioManager;
void Awake() {
Instance = this;
}
void Start () {
audioSource = audioManager.GetComponent<AudioSource>();
}
void Update () {
}
/// <summary>
/// 受到怪物攻击时
/// </summary>
public void UnderAttack() {
CurrentHP--;
textMesh_Hp.text ="生命值:"+ CurrentHP+"//1000";
// Debug.Log("玩家血量::"+CurrentHP);
//如果血量小于0 GameOver
if (CurrentHP<=0)
{
GameOver();
}
}
/// <summary>
/// y游戏结束
/// </summary>
private void GameOver()
{
Destroy(SpawnEnemy); //销毁敌人传送点
Destroy(SpawmAirPlane); //销毁敌机传送点
rePlay.SetActive(true);
}
/// <summary>
/// 重现加载本场景
/// </summary>
public void RestartGame() {
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
/// <summary>
/// 播放飞机爆炸特效
/// </summary>
public void PlayAirExplosion()
{
audioSource.Play();
}
}
GunManager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunManager : MonoBehaviour {
//定义枪的起始位置 为了获取枪口的位置
public Transform gunPoint;
//枪的特效
private LineRenderer lineRenderer; //先渲染器组件
//瞄准点
public GameObject rayPoint;
//射击音效
// public AudioSource audioSource;
//射线
Ray ray;
RaycastHit hit;
public GameObject ctrlPlane;
//子弹预制体
public GameObject bulletPrefab;
//用来贮存生成的子弹
private GameObject goBullet;
//子弹生成的位置
private Vector3 bulletPos;
private Vector3 bulletRote;
//子弹速度
public float bullerSpeed=10;
//狙击镜的缩放
public const float minFov=10f;
public const float maxFov = 90f;
//狙击镜
public Camera cameraScope;
public float fov; //获取数值
public float _fov;//变化数值
public bool isFov;
public bool isForward; //向前推
public bool isBack;//向后推
//显示子弹数量
public TextMesh textMesh_Bullet;
//开火的声效
public AudioClip fire;
//换弹声效
public AudioClip reLoad;
private AudioSource audioSource;
//是否在换弹中
private bool isReloading=false;
//最大子弹数与当前子弹数
int maxBullet = 1000;
int currentBullet;
void Start () {
lineRenderer = GameObject.Find("GunPoint").transform.GetComponent<LineRenderer>();
currentBullet = maxBullet;
audioSource = GetComponent<AudioSource>();
}
void Update () {
//ray = new Ray(gunPoint.position, gunPoint.forward); //反射位置 发射方向
//lineRenderer.SetPosition(0, gunPoint.position);
////line.SetPosition(1, ray.direction * 100);
//if (Physics.Raycast(ray, out hit, 100))
//{
// //把瞄准点显示出来
// rayPoint.SetActive(true);
// //瞄准点的位置就是碰撞到的位置
// rayPoint.transform.position = hit.point;
// //特效线的末尾位置 就是碰撞点的位置
// lineRenderer.SetPosition(1, hit.point);
// if (hit.transform.tag == "CtrlPlane")
// {
// if (Input.GetMouseButtonDown(0))
// {
// ctrlPlane.SetActive(false);
// }
// }
//}
//else
//{
// //没有碰到碰撞点隐藏
// rayPoint.SetActive(false);
// //如果没碰到就发射到 一条线即可
// lineRenderer.SetPosition(1, ray.direction * 100);
//}
// Debug.DrawRay(gunPoint.position, gunPoint.forward * 10, Color.blue);
//发射子弹
if (Input.GetMouseButtonDown(0))
{
//bulletPos = GameObject.Find("GunPoint").transform.position; //注意生成的位置
//bulletRote = GameObject.Find("GunPoint").transform.eulerAngles;//注意生成的角度
//goBullet = GameObject.Instantiate(bulletPrefab,bulletPos,Quaternion.identity);
//goBullet.transform.eulerAngles = bulletRote;
//goBullet.AddComponent<Rigidbody>().AddForce(goBullet.transform.forward * bullerSpeed, ForceMode.VelocityChange); //子弹向前的力
////goBullet.AddComponent<Rigidbody>().velocity = goBullet.transform.forward * bullerSpeed; //给向前一个恒定的速度
//goBullet.GetComponent<Rigidbody>().collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
//goBullet.GetComponent<Rigidbody>().useGravity = false;
//Destroy(goBullet,3f);
GunFire();
}
//控制狙击镜缩放---按键控制
if (Input.GetKeyDown(KeyCode.W))
{
isForward = true;
isFov = true;
}
else if (Input.GetKeyUp(KeyCode.W))
{
fov = 0;
isForward = false;
isFov = false;
}
else if (Input.GetKeyDown(KeyCode.S))
{
isBack = true;
isFov = true;
}
else if (Input.GetKeyUp(KeyCode.S))
{
fov = 0;
isBack = false;
isFov = false;
}
if (isFov)
{
if (isBack)
{
fov += Time.deltaTime * 50;
fov = 0 - fov;
}
if (isForward)
{
fov += Time.deltaTime * 0.5f;
}
_fov = cameraScope.fieldOfView - fov;
if (_fov <= minFov)
{
cameraScope.fieldOfView = minFov;
}
else if (_fov >= maxFov)
{
cameraScope.fieldOfView = maxFov;
}
else
{
cameraScope.fieldOfView = _fov;
}
//_fov = Mathf.Clamp(fov,minFov,maxFov);
//cameraScope.fieldOfView = _fov;
}
//狙击镜缩放-------完毕
//按下 向上的键 换枪
if (Input.GetKeyDown(KeyCode.UpArrow))
{
//如果在换弹中 直接返回
if (isReloading)
{
return;
}
isReloading = true;
Invoke("ReloadFinished",2);
audioSource.PlayOneShot(reLoad);
}
}
/// <summary>
/// 控制开枪的逻辑
/// </summary>
public void GunFire() {
//如果在换弹中 直接返回
if (isReloading)
{
return;
}
//如果当前子弹大于0 子弹减少并且显示在3D Text上
if (currentBullet>0)
{
currentBullet--;
textMesh_Bullet.text = currentBullet.ToString();
InstantiateBullet();//实力子弹
// audioSource.PlayOneShot(fire); //播放声效也以及动画
}
else
{
//如果没有子弹也直接返回
return;
}
}
/// <summary>
/// 生成子弹
/// </summary>
public void InstantiateBullet() {
bulletPos = GameObject.Find("GunPoint").transform.position; //注意生成的位置
bulletRote = GameObject.Find("GunPoint").transform.eulerAngles;//注意生成的角度
goBullet = GameObject.Instantiate(bulletPrefab, bulletPos, Quaternion.identity);
goBullet.transform.eulerAngles = bulletRote;
goBullet.AddComponent<Rigidbody>().AddForce(goBullet.transform.forward * bullerSpeed, ForceMode.Impulse); //子弹向前的力
//goBullet.AddComponent<Rigidbody>().velocity = goBullet.transform.forward * bullerSpeed; //给向前一个恒定的速度
goBullet.GetComponent<Rigidbody>().collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
goBullet.GetComponent<Rigidbody>().useGravity = false;
Destroy(goBullet, 3f);
}
/// <summary>
/// 换子弹结束
/// </summary>
private void ReloadFinished() {
isReloading = false;
currentBullet = maxBullet;
textMesh_Bullet.text = currentBullet.ToString();
}
}
MissileCtrl
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MissileCtrl : MonoBehaviour {
public GameObject explosionPrefab;
GameObject go;
void Start () {
Invoke("DestroyGo", 20f);
}
void Update () {
}
//碰撞发生时候执行一次
void OnCollisionEnter(Collision coll)
{
if (coll.gameObject.tag=="Floor")
{
//Debug.Log("Enter" + coll.gameObject.name);
go = Instantiate(explosionPrefab, this.transform);
go.transform.SetParent(null);
go.SetActive(false);
this.transform.GetComponent<Rigidbody>().AddForceAtPosition(Vector3.right*Random.Range(0.5f,5f),coll.transform.position,ForceMode.Force);
StartCoroutine(StartExplosion());
}
else
{
Destroy(gameObject);
}
}
IEnumerator StartExplosion() {
yield return new WaitForSeconds(1.5f);
//调用受攻击的函数
GameManager_Player.Instance.UnderAttack();
go.SetActive(true);
//go.transform.GetComponent<AudioSource>().pitch = 3f;
go.transform.GetComponent<AudioSource>().Play();
Destroy(go,4f);
gameObject.SetActive(false);
Destroy(gameObject,10f);
}
public void DestroyGo() {
if (gameObject!=null)
{
Destroy(gameObject);
}
}
}
RandomAgent
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
//飞机随机寻路点
[RequireComponent(typeof(NavMeshAgent))]
public class RandomAgent : MonoBehaviour {
//设置飞机寻路点
private NavMeshAgent agent;
//导弹预制体
public GameObject missilePrefab;
//导弹的数量
public int missileCount=6;
void Start() {
agent = GetComponent<NavMeshAgent>();
//扔炸弹
// InvokeRepeating("ThrowBomb", 1, 2);
}
// Update is called once per frame
void Update() {
if (!agent.pathPending)
{
if (agent.remainingDistance <= agent.stoppingDistance)
{
if (!agent.hasPath || agent.velocity.sqrMagnitude == 0f)
{
NewDestination(); //设置目的地
}
}
}
}
/// <summary>
/// 新目的地
/// </summary>
private void NewDestination() {
Vector3 newDest = Random.insideUnitSphere * 500f + new Vector3(139f, 86f, -172f);
NavMeshHit hit;
bool hasDestination = NavMesh.SamplePosition(newDest, out hit, 100f, 1);
if (hasDestination)
{
agent.SetDestination(hit.position);
}
}
/// <summary>
/// 扔炸弹
/// </summary>
public void ThrowBomb() {
for (int i = 0; i < missileCount; i++)
{
GameObject go = Instantiate(missilePrefab, new Vector3(transform.position.x + i * 2, transform.position.y + i * 2, transform.position.z), Quaternion.identity);
go.transform.localEulerAngles = new Vector3(0, 45, 0);
}
}
//进入触发器范围内执行一次
void OnTriggerEnter(Collider coll)
{
// Debug.Log("Cube Enter" + coll.gameObject.name);
if (coll.gameObject.name== "BombRange")
{
//扔炸弹
InvokeRepeating("ThrowBomb", 2, 4);
}
}
//离开触发器范围后执行一次
void OnTriggerExit(Collider coll)
{
// Debug.Log("Cube Exit" + coll.gameObject.name);
if (coll.gameObject.name == "BombRange")
{
CancelInvoke("ThrowBomb");
Destroy(gameObject,6.5f);
}
}
}
Sniper
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Sniper : MonoBehaviour {
public GameObject bulletPrefab;
public Transform bulletSpwanPoint;
void Start () {
}
void Update () {
if (Input.GetMouseButtonDown(0))
{
GameObject go = Instantiate(bulletPrefab,bulletSpwanPoint.position,bulletSpwanPoint.rotation) as GameObject;
go.transform.Rotate(90f,0f,0f);
go.transform.GetComponent<Rigidbody>().velocity = 1000 * bulletSpwanPoint.transform.forward;
}
}
}
Soilder
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Soilder : MonoBehaviour {
//子弹预制体
public GameObject Bullet_S;
//枪口位置
public GameObject GunPoint;
void Start () {
}
void Update () {
//if (Input.GetMouseButtonDown(0))
//{
// ShootPlayer();
//}
}
/// <summary>
/// 攻击玩家
/// </summary>
public void ShootPlayer() {
GameObject go = Instantiate(Bullet_S,Vector3.zero,Quaternion.identity);
go.transform.SetParent(GunPoint.transform);
go.transform.localPosition = Vector3.zero;
go.transform.localEulerAngles = Vector3.zero;
go.GetComponent<Rigidbody>().AddForce( go.transform.up*10,ForceMode.Impulse);
Destroy(go,1f);
// Debug.Log("执行了吗,啊?");
}
}