unity 射击

一、子弹生产脚本(简单实用对象池)

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

public class BulletIncubator : MonoBehaviour
{
    public static BulletIncubator instance;
    public int amountToPool;
    public GameObject m_bullet;
    public List<GameObject>m_pooledObjectlist;
    private void Awake()
    {
        instance = this;
    }
    void Start()
    {
        //实例化子弹
        m_pooledObjectlist = new List<GameObject>();
        GameObject tmp;
        for (int i = 0; i < amountToPool; i++)
        {
            tmp = Instantiate(m_bullet,transform);
            tmp.SetActive(false);
            m_pooledObjectlist.Add(tmp);
        }
    }
    /// <summary>
    /// 获取可用的子弹
    /// </summary>
    /// <returns></returns>
    public GameObject GetPooledObject()
    {
        for (int i = 0; i < amountToPool; i++)
        {
            if(!m_pooledObjectlist[i].activeInHierarchy)
            {
                return m_pooledObjectlist[i];
            }
        }
        return null;
    }
}

二、发射脚本

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

public class FireBullet : MonoBehaviour
{
    public bool IsStart;
    public Transform BulletStartPos;
    public float bulletspeed;
    public Camera mainCamera;
    public GameObject Bullet_Obj;
    private BulletIncubator m_BulletIncubator;
    private float shootingtime = 0.5f;
    //public Texture2D MyCursor;
    // Start is called before the first frame update
    void Start()
    {
        mainCamera = Camera.main;
        m_BulletIncubator = BulletIncubator.instance;
    }

    // Update is called once per frame
   
    void Update()
    {
        if(IsStart&& mainCamera!=null)
        {
            Vector3 inputv3 = Input.mousePosition;
            //首先获取到当前物体的屏幕坐标
            Vector3 pos = mainCamera.WorldToScreenPoint(BulletStartPos.position);
            //让鼠标的屏幕坐标的Z轴等于当前物体的屏幕坐标的Z轴,也就是相隔的距离
            Vector3 m_MousePos = new Vector3(inputv3.x, inputv3.y, pos.z);
            //将正确的鼠标屏幕坐标换成世界坐标交给物体
            BulletStartPos.position = mainCamera.ScreenToWorldPoint(m_MousePos);
            //鼠标图案的绘制
          //  Cursor.SetCursor(MyCursor, new Vector2(MyCursor.width / 2, MyCursor.height / 2), CursorMode.Auto);
            if (IsBoolClick ()&& Time.time> shootingtime)
            {
                shootingtime = Time.time + 0.5f;
                Vector3 rayOrigin = BulletStartPos.position;
                Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
               
                RaycastHit hit;               
                if (Physics.Raycast(ray,out hit,300))
                {
                    //Debug.DrawRay(ray.origin,hit.point, Color.red);
                   // Debug.DrawLine(ray.origin, hit.point, Color.yellow);
                   // Debug.Log(hit.point);
                    GameObject go = m_BulletIncubator.GetPooledObject();
                    go.transform.parent = null;
                    go.transform.position = BulletStartPos.position;
                    go.SetActive(true);
                    go.GetComponent<Rigidbody>().velocity = (hit.point-go.transform.position) * bulletspeed;


                }
            }
        }
    }

    /// <summary>
    /// 判断是否点击鼠标和触控
    /// </summary>
    /// <returns></returns>
    bool IsBoolClick()
    {
        return Input.GetMouseButtonDown(0) || Input.touchCount > 0;
    }
}

三、子弹脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BulletObjEvent : MonoBehaviour
{
// Update is called once per frame
void Update()
{
if(OBJPos())
{
transform.gameObject.SetActive(false);
transform.parent = BulletIncubator.instance.transform;
}
}
bool OBJPos()
{
return transform.position.y < -150 || transform.position.y > 150 || transform.position.x < -150|| transform.position.x > 150 || transform.position.z > 150 || transform.position.z < -150;
}

}
在这里插入图片描述

  • 1
    点赞
  • 7
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值