unity 坦克游戏中坦克类的各种方法

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

public class Player : MonoBehaviour {

    //属性值
    public float moveSpeed=3;
    private Vector3 bullectEulerAngles;
    private float timeVal;
    private float defendTimeVal=3;
    private bool isDefended=true;

    //引用
    private SpriteRenderer sr;
    public Sprite[] tankSprite;//上 右 下 左
    public GameObject bullectPrefab;
    public GameObject explosionPrefab;
    public GameObject defendEffectPrefab;
    public AudioSource moveAudio;
    public AudioClip[] tankAudio;

    private void Awake()
    {
        sr = GetComponent<SpriteRenderer>();
    }

    // Use this for initialization
    void Start () {
        
    }
    
    // Update is called once per frame
    void Update () {
        //是否处于无敌状态
        if (isDefended)
        {
            defendEffectPrefab.SetActive(true);
            defendTimeVal -= Time.deltaTime;
            if (defendTimeVal<=0)
            {
                isDefended = false;
                defendEffectPrefab.SetActive(false);
            }
        }

        
       
    }

    private void FixedUpdate()
    {
        if (PlayerManager.Instance.isDefeat)
        {
            return;
        }
        Move();
        //攻击的CD
        if (timeVal >= 0.4f)
        {
            Attack();
        }
        else
        {
            timeVal += Time.fixedDeltaTime;
        }


    }

    //坦克的攻击方法
    private void Attack()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {

            //子弹产生的角度:当前坦克的角度+子弹应该旋转的角度。
            Instantiate(bullectPrefab, transform.position,Quaternion.Euler(transform.eulerAngles+bullectEulerAngles));
            timeVal = 0;
        }
    }


    //坦克的移动方法
    private void Move()
    {
        float v = Input.GetAxisRaw("Vertical");


        transform.Translate(Vector3.up * v * moveSpeed * Time.fixedDeltaTime, Space.World);

        if (v < 0)
        {
            sr.sprite = tankSprite[2];
            bullectEulerAngles = new Vector3(0, 0, -180);
        }

        else if (v > 0)
        {
            sr.sprite = tankSprite[0];
            bullectEulerAngles = new Vector3(0, 0, 0);
        }

        if (Mathf.Abs(v)>0.05f)
        {
            moveAudio.clip = tankAudio[1];
            
            if (!moveAudio.isPlaying)
            {
                moveAudio.Play();
            }
        }

        if (v != 0)
        {
            return;
        }

        float h = Input.GetAxisRaw("Horizontal");
        transform.Translate(Vector3.right * h * moveSpeed * Time.fixedDeltaTime, Space.World);
        if (h < 0)
        {
            sr.sprite = tankSprite[3];
            bullectEulerAngles = new Vector3(0, 0, 90);
        }

        else if (h > 0)
        {
            sr.sprite = tankSprite[1];
            bullectEulerAngles = new Vector3(0, 0, -90);
        }

        if (Mathf.Abs(h) > 0.05f)
        {
            moveAudio.clip = tankAudio[1];

            if (!moveAudio.isPlaying)
            {
                moveAudio.Play();
            }
        }
        else
        {
            moveAudio.clip = tankAudio[0];

            if (!moveAudio.isPlaying)
            {
                moveAudio.Play();
            }
        }
    }

    //坦克的死亡方法
    private void Die()
    {
        if (isDefended)
        {
            return;
        }

        PlayerManager.Instance.isDead = true;

        //产生爆炸特效
        Instantiate(explosionPrefab, transform.position, transform.rotation);
        //死亡
        Destroy(gameObject);
    }
}

 

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