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);
}