using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RayDemo : MonoBehaviour {
public GameObject zidan;//射击原型物体
Ray myray;
public GameObject zhuozi;
float speed = 100f;
void Update () {
if (Input.GetMouseButton(0))
{
float mousex = Input.GetAxis("Mouse X");
transform.RotateAround(zhuozi.transform.position,
Vector3.up, mousex);
}
myray = Camera.main.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(myray.origin, myray.direction * 20f, Color.red);
if (Input.GetMouseButtonUp(0))
{
GameObject clone = Instantiate(zidan, myray.origin,
zidan.transform.rotation) as GameObject;
clone.GetComponent<Rigidbody>().AddForce(myray.direction * speed,
ForceMode.Impulse);
}
}
}
using System.Collections.Generic;
using UnityEngine;
public class RayDemo : MonoBehaviour {
public GameObject zidan;//射击原型物体
Ray myray;
public GameObject zhuozi;
float speed = 100f;
void Update () {
if (Input.GetMouseButton(0))
{
float mousex = Input.GetAxis("Mouse X");
transform.RotateAround(zhuozi.transform.position,
Vector3.up, mousex);
}
myray = Camera.main.ScreenPointToRay(Input.mousePosition);
Debug.DrawRay(myray.origin, myray.direction * 20f, Color.red);
if (Input.GetMouseButtonUp(0))
{
GameObject clone = Instantiate(zidan, myray.origin,
zidan.transform.rotation) as GameObject;
clone.GetComponent<Rigidbody>().AddForce(myray.direction * speed,
ForceMode.Impulse);
}
}
}