using UnityEngine;
using System.Collections;
public class Gun : MonoBehaviour
{
public Rigidbody2D rocket;// Prefab of the rocket.
public float speed = 20f;// The speed the rocket will fire at.
private PlayerControl playerCtrl;// Reference to the PlayerControl script.
private Animator anim;// Reference to the Animator component.
void Awake()
{
// Setting up the references.
anim = transform.root.gameObject.GetComponent<Animator>();
playerCtrl = transform.root.GetComponent<PlayerControl>();
}
void Update ()
{
// If the fire button is pressed...
if(Input.GetButtonDown("Fire1"))
{
// ... set the animator Shoot trigger parameter and play the audioclip.
anim.SetTrigger("Shoot");
audio.Play();
// If the player is facing right...
if(playerCtrl.facingRight)
{
// ... instantiate the rocket facing right and set it's velocity to the right.
Rigidbody2D bulletInstance = Instantiate(rocket, transform.position, Quaternion.Euler(new Vector3(0,0,0))) as Rigidbody2D;
bulletInstance.velocity = new Vector2(speed, 0);
}
else
{
// Otherwise instantiate the rocket facing left and set it's velocity to the left.
Rigidbody2D bulletInstance = Instantiate(rocket, transform.position, Quaternion.Euler(new Vector3(0,0,180f))) as Rigidbody2D;
bulletInstance.velocity = new Vector2(-speed, 0);
}
}
}
using System.Collections;
public class Gun : MonoBehaviour
{
public Rigidbody2D rocket;// Prefab of the rocket.
public float speed = 20f;// The speed the rocket will fire at.
private PlayerControl playerCtrl;// Reference to the PlayerControl script.
private Animator anim;// Reference to the Animator component.
void Awake()
{
// Setting up the references.
anim = transform.root.gameObject.GetComponent<Animator>();
playerCtrl = transform.root.GetComponent<PlayerControl>();
}
void Update ()
{
// If the fire button is pressed...
if(Input.GetButtonDown("Fire1"))
{
// ... set the animator Shoot trigger parameter and play the audioclip.
anim.SetTrigger("Shoot");
audio.Play();
// If the player is facing right...
if(playerCtrl.facingRight)
{
// ... instantiate the rocket facing right and set it's velocity to the right.
Rigidbody2D bulletInstance = Instantiate(rocket, transform.position, Quaternion.Euler(new Vector3(0,0,0))) as Rigidbody2D;
bulletInstance.velocity = new Vector2(speed, 0);
}
else
{
// Otherwise instantiate the rocket facing left and set it's velocity to the left.
Rigidbody2D bulletInstance = Instantiate(rocket, transform.position, Quaternion.Euler(new Vector3(0,0,180f))) as Rigidbody2D;
bulletInstance.velocity = new Vector2(-speed, 0);
}
}
}
}
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public class routter : MonoBehaviour {
public Transform tu1;
//public Transform tu2;
void Start () {
//tu1 = GameObject.Find("tupian2").transform;
}
void Update () {
transform.RotateAround (tu1.position, tu1.up, 40 * Time.deltaTime);
//tu2.transform.RotateAround (tu1.position, Vector2.up, 30 * Time.deltaTime);
}