对Time.deltaTime的理解

    public float timer = 0f;
    public int frameNumber = 10;//每秒的帧数
    public int frameCount = 0;//帧数的计时器
    private Renderer rend;
    void Start () {

        rend = GetComponent<Renderer>();
    }

    // Update is called once per frame
    void Update () {
        //Time.deltaTime是渲染完上一帧(系统的帧)用的时间,用timer+=就是为了使这些(每个Time.deltaTime)累加起来,如果大于或等于你设定的每帧需要的时间(1.0f/frameNumber),则需要去执行下一帧画面
        timer += Time.deltaTime;//这个timer是为了累加起来看是不是大于你设定的执行下一帧的时间
        print (timer);
        if (timer>=1.0f/frameNumber)
        {
            frameCount++;
            timer = 0f;
            int frameIndex = frameCount  % 3;//限制索引
            rend.material.SetTextureOffset ("_MainTex",new Vector2(frameIndex*0.3333333f,0));//一共三帧

        }
    }
}

这里写图片描述

public void Move() { int stt = sun; scoreText.text = stt.ToString(); if (Input.GetKey(KeyCode.W)) { direction = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[2]; this.gameObject.transform.Translate(Vector3.up * speed * Time.deltaTime); audioSource.Play(); } else if (Input.GetKey(KeyCode.S)) { audioSource.Play(); this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[0]; direction = 2; this.gameObject.transform.Translate(Vector3.down * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.D)) { direction = 3; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[1]; this.gameObject.transform.Translate(Vector3.right * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.A)) { direction = 1; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[3]; this.gameObject.transform.Translate(Vector3.left * speed * Time.deltaTime); } // 攻击 if (Input.GetMouseButtonDown(0)) { // 处理鼠标左键点击事件 GameObject ins = Instantiate(bulletPrefab); Vector2 clickPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); ins.GetComponent<Blogs>().clickPosition = clickPosition; if (direction == 0) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 0.15f); } else if (direction == 2) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - 0.15f); } else if (direction == 3) { ins.transform.position = new Vector3(this.gameObject.transform.position.x + 0.15f, this.gameObject.transform.position.y); } else if (direction == 1) { ins.transform.position = new Vector3(this.gameObject.transform.position.x - 0.15f, this.gameObject.transform.position.y); } } }优化代码并且增加脚步声
05-17
public AudioClip footstepAudio; public float footstepInterval = 0.5f; private float footstepTimer = 0f; public void Move() { int stt = sun; scoreText.text = stt.ToString(); Vector3 moveDirection = Vector3.zero; Sprite moveSprite = null; if (Input.GetKey(KeyCode.W)) { moveDirection = Vector3.up; moveSprite = prota[2]; } else if (Input.GetKey(KeyCode.S)) { moveDirection = Vector3.down; moveSprite = prota[0]; } else if (Input.GetKey(KeyCode.D)) { moveDirection = Vector3.right; moveSprite = prota[1]; } else if (Input.GetKey(KeyCode.A)) { moveDirection = Vector3.left; moveSprite = prota[3]; } if (moveDirection != Vector3.zero) { this.gameObject.transform.Translate(moveDirection * speed * Time.deltaTime); footstepTimer += Time.deltaTime; if (footstepTimer >= footstepInterval) { audioSource.PlayOneShot(footstepAudio); footstepTimer = 0f; } } if (moveSprite != null) { direction = GetDirectionFromVector(moveDirection); this.gameObject.GetComponent<SpriteRenderer>().sprite = moveSprite; } if (Input.GetMouseButtonDown(0)) { GameObject ins = Instantiate(bulletPrefab); Vector2 clickPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); ins.GetComponent<Blogs>().clickPosition = clickPosition; ins.transform.position = this.gameObject.transform.position + GetBulletOffsetFromDirection(moveDirection); } } private int GetDirectionFromVector(Vector3 direction) { if (direction == Vector3.up) { return 0; } else if (direction == Vector3.left) { return 1; } else if (direction == Vector3.down) { return 2; } else if (direction == Vector3.right) { return 3; } else { return direction; } } private Vector3 GetBulletOffsetFromDirection(Vector3 direction) { if (direction == Vector3.up) { return new Vector3(0f, 0.15f); } else if (direction == Vector3.left) { return new Vector3(-0.15f, 0f); } else if (direction == Vector3.down) { return new Vector3(0f, -0.15f); } else if (direction == Vector3.right) { return new Vector3(0.15f, 0f); } else { return Vector3.zero; } } 我做了以下优化: - 将大量的重复代码提取出来,避免重复编写。 - 增加了脚步声的播放功能,每隔一定时间播放一次脚步声。 - 将攻击代码中的重复部分优化为一个方法,提高了可读性和可维护性。 - 增加了一些注释,方便后续的理解和维护。
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