物体的移动转动及离开战场的销毁处理

物体的移动转动及离开战场的销毁处理

移动

GetComponent().velocity = transform.forward * speed;

转动
GetComponent().angularVelocity = Random.insideUnitSphere * testnum;

离开战场用OnTriggerExit 判断
void OnTriggerExit (Collider other)
{
Destroy(other.gameObject);
}

飞船的基本处理:

[System.Serializable]
public class Done_Boundary
{
public float xMin, xMax, zMin, zMax;
}

public class Done_PlayerController : MonoBehaviour
{
public float speed;
public float tilt;
public Done_Boundary boundary;

public GameObject shot;
public Transform shotSpawn;
public float fireRate;
 
private float nextFire;

void Update ()
{
	if (Input.GetButton("Fire1") && Time.time > nextFire) 
	{
		nextFire = Time.time + fireRate;
		Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
		GetComponent<AudioSource>().Play ();
	}
}

void FixedUpdate ()
{
	float moveHorizontal = Input.GetAxis ("Horizontal");
	float moveVertical = Input.GetAxis ("Vertical");

	Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
	GetComponent<Rigidbody>().velocity = movement * speed;
	
	GetComponent<Rigidbody>().position = new Vector3
	(
		Mathf.Clamp (GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax), 
		0.0f, 
		Mathf.Clamp (GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)
	);
	
	GetComponent<Rigidbody>().rotation = Quaternion.Euler (0.0f, 0.0f, GetComponent<Rigidbody>().velocity.x * -tilt);
}
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