Fracturing & Destruction 1.11

 详情可看内置Dem,可复用

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Po_sui : MonoBehaviour
{
    public float MouseSpeed = 0.3f;                 // Mouse sensivity
    private Vector3 m_v3MousePosition;
    private bool m_bRaycastFound;
    private float m_fRecoilTimer;
    private Vector3 m_v3InitialWeaponPos;
    private Quaternion m_qInitialWeaponRot;

    [Header("force 力")]
    public float force=10;

    [Header("circle  radius 半径")]
    public float radius=0.5f;

    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        bool bShot = Input.GetKeyDown(KeyCode.Space);


        RaycastHit hitInfo;
        //关键代码  挂在相机上
        FracturedChunk chunkRaycast = FracturedChunk.ChunkRaycast(transform.position, transform.forward, out hitInfo);

        if (chunkRaycast)
        {
           
            if (bShot)
            {
                // Hit it!  使物体发生破碎
                chunkRaycast.Impact(hitInfo.point, force, radius, true);
                print("asdasd");
            }
        }


        // Mouse-aim 鼠标控制旋转

        if (Input.GetMouseButton(0) && Input.GetMouseButtonDown(0) == false)
        {
            this.transform.Rotate(-(Input.mousePosition.y - m_v3MousePosition.y) * MouseSpeed, 0.0f, 0.0f);
            this.transform.RotateAround(this.transform.position, Vector3.up, (Input.mousePosition.x - m_v3MousePosition.x) * MouseSpeed);
        }

        m_v3MousePosition = Input.mousePosition;

    }
   

}

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