想做一个捡枪的系统,但是查了网络上的实现方法都不是很喜欢,于是就自己研究了一下
首先,创建一把枪,并自定义Layer——>weapon
然后,在UI画布上创建一个按钮 ,并在按钮上创建一个脚本,我这边取名PickUp
通过射线检测来获取枪械
sing System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PickUp : MonoBehaviour
{
public float L = 50f;
public LayerMask weapon;
public GameObject GunRack;
[Header("用来放置枪的父物体")]
public Transform mainView;
public void PickWeapon()
{
Ray Viewray = new Ray(mainView.position, mainView.forward);
RaycastHit HIT;
if (Physics.Raycast(Viewray, out HIT, L, weapon)&&GunRack==null)
{
//Debug.Log(HIT.collider.gameObject.tag);
GunRack = HIT.collider.gameObject;//获得视线碰撞的物体
Transform Gun = GunRack.transform.GetChild(0);
Gun.transform.parent = mainView.transform;
Gun.transform.localPosition = new Vector3(0f,-0.22f,0.39f);
Gun.transform.localRotation = Quaternion.Euler(0, 180f, 0);
}
}
我这边创建的GunRack是为了获取当前已经装备的枪械,因为我们知道如果使用Instantiate和Destroy,那么会很吃GC资源,特别是我这种做成z手机端的,如果频繁生成和销毁就会导致游戏卡顿,所以我这边是通过更改物体的位置来实现将枪拿在手里
具体的实现逻辑就是当我们检测到物体的Layer是weapon时,按下按钮,被检测到的物体(枪)就会变更父物体为我们的摄像机,然后在通过Local来调整物体(枪)相对父物体(摄像机)的位置。
按钮事件的绑定
之后我们在创建一把枪,接着就要实现换枪的效果了
简单来说,换枪功能就是我们在手里有枪的情况下,再次拾取枪械时,将手里的枪和我们要捡的枪进行替换
增加功能代码如下(先后顺序不能变,先放下再捡起,因为代码执行是一瞬间的,所以不会穿帮)
else if(Physics.Raycast(Viewray, out HIT, L, weapon) && GunRack != null)
{
//放下枪
GunRack = HIT.collider.gameObject;//获得视线碰撞的物体
Transform HadGun = mainView.GetChild(1);
HadGun.transform.parent = GunRack.transform;
HadGun.transform.localPosition = new Vector3(0f, 0f, 0f);
HadGun.transform.localRotation = Quaternion.identity;
//捡起枪
Transform Gun = GunRack.transform.GetChild(0);
Gun.transform.parent = mainView.transform;
Gun.transform.localPosition = new Vector3(0f, -0.22f, 0.39f);
Gun.transform.localRotation = Quaternion.Euler(0, 180f, 0);
}
以下是完整代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PickUp : MonoBehaviour
{
public float L = 50f;
public LayerMask weapon;
public GameObject GunRack;
[Header("用来放置枪的父物体")]
public Transform mainView;
public void PickWeapon()
{
Ray Viewray = new Ray(mainView.position, mainView.forward);
RaycastHit HIT;
if (Physics.Raycast(Viewray, out HIT, L, weapon)&&GunRack==null)
{
//Debug.Log(HIT.collider.gameObject.tag);
GunRack = HIT.collider.gameObject;//获得视线碰撞的物体
Transform Gun = GunRack.transform.GetChild(0);
Gun.transform.parent = mainView.transform;
Gun.transform.localPosition = new Vector3(0f,-0.22f,0.39f);
Gun.transform.localRotation = Quaternion.Euler(0, 180f, 0);
}
else if(Physics.Raycast(Viewray, out HIT, L, weapon) && GunRack != null)
{
//放下枪
GunRack = HIT.collider.gameObject;//获得视线碰撞的物体
Transform HadGun = mainView.GetChild(1);
HadGun.transform.parent = GunRack.transform;
HadGun.transform.localPosition = new Vector3(0f, 0f, 0f);
HadGun.transform.localRotation = Quaternion.identity;
//捡起枪
Transform Gun = GunRack.transform.GetChild(0);
Gun.transform.parent = mainView.transform;
Gun.transform.localPosition = new Vector3(0f, -0.22f, 0.39f);
Gun.transform.localRotation = Quaternion.Euler(0, 180f, 0);
}
}
}