CAD简易户型图如何制作

制作过程:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class guncontral : MonoBehaviour

{

    //枪口火焰生成位置

    public Transform firepoint;

    //枪口火焰物体

    public GameObject fireper;

    //子弹生成位置

    public Transform bulletpoint;

    //子弹物体

    public GameObject bulletper;

    //子弹个数

    private int bulletCount=10;

    // 开火间隔

    private float cd = 0.2f;

    //实际开火的时间 计时器

    private float timer=0;

    // Start is called before the first frame update

    void Start()

    {

        

    }

    // Update is called once per frame

    void Update()

    {

        //计算实际开火间隔

        timer = timer + Time.deltaTime;

        if (Input.GetMouseButton(0)&& bulletCount>0&&timer>cd) {

          

            timer = 0;

            //火焰生成

            Instantiate(fireper, firepoint.position, firepoint.rotation);

            //子弹生成

            Instantiate(bulletper, bulletpoint.position, bulletpoint.rotation);

            bulletCount--;

        }

    }

}

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class bullet : MonoBehaviour

{

    // Start is called before the first frame update

    void Start()

    {

        GetComponent<Rigidbody>().AddForce(transform.forward * 2000);

    }

    // Update is called once per frame

    void Update()

    {

        

    }

    private void OnCollisionEnter(Collision collision)

    {

        Destroy(gameObject);

    }

}

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.UI;

public class Move : MonoBehaviour

{

    public Text fenshu;

    public int score = 0;

    public GameObject shengli;

    private Rigidbody rg;

    // Start is called before the first frame update

    void Start()

    {

        rg = GetComponent<Rigidbody>();

    }

    // Update is called once per frame

    void Update()

    {

        float h = Input.GetAxis("Horizontal");

        float v = Input.GetAxis("Vertical");

        rg.AddForce(new Vector3(h,0,v));

        

        

    }

    //private void OnCollisionEnter(Collision collision)//碰撞方法

    //{

    //    if (collision.gameObject.tag == "food")

    //    {

    //        Destroy(collision.gameObject);

    //    }

       

    //}

    private void OnTriggerEnter(Collider other)//触发器的方法

    {

        if (other.gameObject.tag == "food")

        {

            Destroy(other.gameObject);

            score++;

            fenshu.text = "分数:"+score ;//字符串拼接

            if (score==12) {

                shengli.SetActive(true);

            }

        }

    }

    

    //private void OnCollisionStay(Collision collision)

    //{

    //    Debug.Log("持续发生");

    //}

    //private void OnCollisionExit(Collision collision)

    //{

    //    Debug.Log("结束碰撞");

    //}

}

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class guncontral : MonoBehaviour

{

    //枪口火焰生成位置

    public Transform firepoint;

    //枪口火焰物体

    public GameObject fireper;

    //子弹生成位置

    public Transform bulletpoint;

    //子弹物体

    public GameObject bulletper;

    //子弹个数

    private int bulletCount=10;

    // 开火间隔

    private float cd = 0.2f;

    //实际开火的时间 计时器

    private float timer=0;

    // Start is called before the first frame update

    void Start()

    {

        

    }

    // Update is called once per frame

    void Update()

    {

        //计算实际开火间隔

        timer = timer + Time.deltaTime;

        if (Input.GetMouseButton(0)&& bulletCount>0&&timer>cd) {

          

            timer = 0;

            //火焰生成

            Instantiate(fireper, firepoint.position, firepoint.rotation);

            //子弹生成

            Instantiate(bulletper, bulletpoint.position, bulletpoint.rotation);

            bulletCount--;

        }

    }

}

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class bullet : MonoBehaviour

{

    // Start is called before the first frame update

    void Start()

    {

        GetComponent<Rigidbody>().AddForce(transform.forward * 2000);

    }

    // Update is called once per frame

    void Update()

    {

        

    }

    private void OnCollisionEnter(Collision collision)

    {

        Destroy(gameObject);

    }

}

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

using UnityEngine.UI;

public class Move : MonoBehaviour

{

    public Text fenshu;

    public int score = 0;

    public GameObject shengli;

    private Rigidbody rg;

    // Start is called before the first frame update

    void Start()

    {

        rg = GetComponent<Rigidbody>();

    }

    // Update is called once per frame

    void Update()

    {

        float h = Input.GetAxis("Horizontal");

        float v = Input.GetAxis("Vertical");

        rg.AddForce(new Vector3(h,0,v));

        

        

    }

    //private void OnCollisionEnter(Collision collision)//碰撞方法

    //{

    //    if (collision.gameObject.tag == "food")

    //    {

    //        Destroy(collision.gameObject);

    //    }

       

    //}

    private void OnTriggerEnter(Collider other)//触发器的方法

    {

        if (other.gameObject.tag == "food")

        {

            Destroy(other.gameObject);

            score++;

            fenshu.text = "分数:"+score ;//字符串拼接

            if (score==12) {

                shengli.SetActive(true);

            }

        }

    }

    

    //private void OnCollisionStay(Collision collision)

    //{

    //    Debug.Log("持续发生");

    //}

    //private void OnCollisionExit(Collision collision)

    //{

    //    Debug.Log("结束碰撞");

    //}

}

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