Tanks Unity Tutorial - Phase 5 Shells

YouTube地址:https://www.youtube.com/watch?v=rkQmXcQRpTw


Collider . IsTrigger means it doesn't have a solid surface to it can intersect,but it can send a callback to script ,i've now entered another trigger or another collider


1. 给炮弹设置Collider:



Layers : grouping things together in someway that want to use to either include or exclude them from something.


Shell设置:




ShellExplosion.cs 处理碰撞出发以后,只对特定Layer的对象产生影响。Tank 我们设置了 player layer

       Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);


using UnityEngine;

public class ShellExplosion : MonoBehaviour
{
    public LayerMask m_TankMask;
    public ParticleSystem m_ExplosionParticles;       
    public AudioSource m_ExplosionAudio;              
    public float m_MaxDamage = 100f;                  
    public float m_ExplosionForce = 1000f;            
    public float m_MaxLifeTime = 2f;                  
    public float m_ExplosionRadius = 5f;              


    private void Start()
    {
        Destroy(gameObject, m_MaxLifeTime);
    }


    private void OnTriggerEnter(Collider other)
    {
        // Find all the tanks in an area around the shell and damage them.
        Collider[] colliders = Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_TankMask);
        for (int i = 0; i < colliders.Length; i++  )
        {
            Rigidbody targetRigidbody = colliders[i].GetComponent<Rigidbody>();

            if (!targetRigidbody) {
                continue;
            }

            targetRigidbody.AddExplosionForce(m_ExplosionForce,transform.position,m_ExplosionRadius);

            TankHealth targetHealth = targetRigidbody.GetComponent<TankHealth>();

            if (!targetHealth)         
                continue;


            float damage = CalculateDamage(targetRigidbody.transform.position);
            targetHealth.TakeDamage(damage);
        }
        m_ExplosionParticles.transform.parent = null;
        m_ExplosionParticles.Play();
        m_ExplosionAudio.Play();

        Destroy(m_ExplosionParticles.gameObject,m_ExplosionParticles.duration);
        Destroy(gameObject);

    }


    private float CalculateDamage(Vector3 targetPosition)
    {
        // Calculate the amount of damage a target should take based on it's position.
        Vector3 explosionTarget = targetPosition - transform.position;
        float explosionDistance = explosionTarget.magnitude;
        float relativeDistance = (m_ExplosionRadius - explosionDistance) / m_ExplosionRadius;
        float damage = relativeDistance * m_MaxDamage;
        damage = Mathf.Max(0f, damage);
        return damage;
    }
}








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