1.Player预制体
添加BoxCollider2D RigidBody2D Gravity Scale=0
移动转向:移动 transform.Translate(Vector.方向*速度*Time.fixdDeltaTime,Space.World);
转向 通过改变SpriteRender的Soprite属性。SpriteRender sr=GetComponent<SpriteRender>();
public Sprite[] TankSprite; if(h>0) sr.Sprite=tankSprite[]; bullectEulerAngles = new Vector3(0, 0, 90);
攻击:if((Input.GetKeyDown(Keycode.Space)) private Vector3 bullectEulerAngles;
Instantiae(bulletPrefab,transform.position,Quaternion.Eular(transform.eulerAngles+bullectEulerAngles));
攻击CD:private float timeAttack =0.4f ;
FixedUpdate() 固定物理帧 { Move(); if(timeAttack==0.4){ Attack() ;}else { timeAttack+= Time.fixedDeltaTime; } }
无敌3s:private bool isDefended = true; Update()=>if(isDefende) defendPrefab.SetActive=ture;
private bool isDefended = true; defendTime -= Time.deltaTime; isDefended = false;
defendPrefab.SetActive(false);
defendPrefab.SetActive(false);
死亡: Die()=>if (isDefended) return; Instantiate(explosionPrefab, transform.position,