坦克大战

function Update ()

{

         var MoveSpeed=5;

         var RotateSpeed=20;

         if(Input.GetKey(KeyCode.W))

         {

                   this.transform.Translate(Vector3.forward*Time.deltaTime*MoveSpeed);

         }

         else if(Input.GetKey(KeyCode.S))

         {

                   this.transform.Translate(Vector3.forward*Time.deltaTime*-MoveSpeed);

         }

         else if(Input.GetKey(KeyCode.A))

         {

          this.transform.Rotate(Vector3.up*Time.deltaTime*-RotateSpeed);

         }

         else if(Input.GetKey(KeyCode.D))

         {

                   this.transform.Rotate(Vector3.up*Time.deltaTime*RotateSpeed);

         }

}

  public class TankMovement : MonoBehaviour {

    public float speed = 5;

    public float angularSpeed = 30;

    public float number = 1;   //增加一个玩家的编号,通过编号区分不同的控制

    public AudioClip idleAudio;

    public AudioClip drivingAudio;

    private AudioSource audio;

    private Rigidbody rigidbody;

 

    void Start () {

        rigidbody = this.GetComponent<Rigidbody>();

        audio = this.GetComponent<AudioSource>();

    }

 

    void FixedUpdate() {

        float v = Input.GetAxis("VerticalPlayer"+number);

        rigidbody.velocity = transform.forward*v*speed;

 

        float h = Input.GetAxis("HorizontalPlayer"+number);

        rigidbody.angularVelocity = transform.up*h*angularSpeed;

 

        if (Mathf.Abs(h) > 0.1 || Mathf.Abs(v) > 0.1) {

            audio.clip = drivingAudio;

            if(audio.isPlaying==false)

                audio.Play();

        }

        else {

            audio.clip = idleAudio;

            if (audio.isPlaying == false)

                audio.Play();

        }

    }

}

 

 

 

public class TankAttack : MonoBehaviour {

 

    private Transform firePosition;

    public GameObject shellPrefab;

    public KeyCode fireKey = KeyCode.Space;

    public float shellSpeed = 10; 

    public AudioClip shotAudio;

 

    void Start () {

        firePosition = transform.Find("FirePosition");

    }

   

    void Update () {

        if (Input.GetKeyDown(fireKey)) {

            AudioSource.PlayClipAtPoint(shotAudio,transform.position);

            GameObject go = GameObject.Instantiate(shellPrefab, firePosition.position, firePosition.rotation) as GameObject;

            go.GetComponent<Rigidbody>().velocity = go.transform.forward*shellSpeed;

 

        }

    }

}

 

public class Shell : MonoBehaviour

{

    public GameObject shellExplosionPrefab;

    public AudioClip shellExplosionAudio;

 

    public void OnTriggerEnter(Collider collider)

    {

        AudioSource.PlayClipAtPoint(shellExplosionAudio, transform.position);

        GameObject.Instantiate(shellExplosionPrefab, transform.position, transform.rotation);

        GameObject.Destroy(this.gameObject);

 

        if (collider.tag == "Tank")

        {

            collider.SendMessage("TakeDamage");

        }

    }

}

 

 

//相机跟随两个目标的移动

public class FollowTarget : MonoBehaviour {

 

    public Transform player1;

    public Transform player2;

 

    private Vector3 offset;

    private Camera camera;

 

    void Start () {

        offset = transform.position - (player1.position + player2.position)/2;

        camera = this.GetComponent<Camera>();

    }

   

    void Update () {

        if (player1 == null || player2 == null) return;

        transform.position = (player1.position + player2.position)/2 + offset;

        float distance = Vector3.Distance(player1.position, player2.position);

        float size = distance*0.58f;

        camera.orthographicSize = size;//相机的正交尺寸:视野大小除以距离;

    }

}

 

 

using UnityEngine.UI;

public class TankHealth : MonoBehaviour {

 

    public int hp = 100;

    public GameObject tankExplosion;

    public AudioClip tankExplosionAudio;

    public Slider hpSlider;

    private int hpTotal;

 

    void Start () {

        hpTotal = hp;

    }

   

    void TakeDamage() {

        if (hp <= 0) return;

        hp -= Random.Range(10, 20);

        hpSlider.value = (float)hp /hpTotal;

        if (hp <= 0) {//收到伤害之后 血量为0 控制死亡效果

            AudioSource.PlayClipAtPoint(tankExplosionAudio,transform.position);

            GameObject.Instantiate(tankExplosion, transform.position + Vector3.up, transform.rotation);

            GameObject.Destroy(this.gameObject);

        }

    }

}

 

public class DestroyForTime : MonoBehaviour {

 

    public float time;

    void Start () {

        Destroy(this.gameObject,time);

    }

}

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