Unity官方案例 —— Space Shooter tutorial

1.Player - PlayerController.cs

Clamp Clamps a value between a minimum float and maximum float value.
Euler Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis.
using UnityEngine;
using System.Collections;

[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>().rot
  • 0
    点赞
  • 0
    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