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  • Unity3D 学习教程 12 C# 发射炮弹

    建立一个炮弹

    一个球体

    双击脚本

    进入编辑器

     1 using UnityEngine;
     2 using System.Collections;
     3 
     4 public class acc : MonoBehaviour {
     5 
     6     // Use this for initialization
     7     public Transform Q;
     8     int speed=50;
     9     void Start () {
    10 
    11     }
    12     
    13     // Update is called once per frame
    14     void Update () {
    15         float x = Input.GetAxis("Horizontal") * Time.deltaTime * speed;//左右移动
    16         float z = Input.GetAxis("Vertical") * Time.deltaTime * speed;//    前后移动
    17         //主摄像机物体    移动
    18         transform.Translate(x,0,z);
    19 
    20         if(Input.GetKeyDown(KeyCode.Mouse0))
    21         {
    22             Transform n = (Transform)Instantiate(Q,transform.position,transform.rotation);
    23             Vector3 f = transform.TransformDirection(Vector3.forward);
    24             n.rigidbody.AddForce(f*2000);
    25         }
    26 
    27         print(x+"--"+z);
    28     }
    29 }

    public Transform Q;

    建立一个炮弹 Q  

    Transform

    Transform 变换

    Inherits from Component,IEnumerable

    Position, rotation and scale of an object.

    物体的位置、旋转和缩放。

    Every object in a scene has a Transform. It's used to store and manipulate the position, rotation and scale of the object. Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane. They also support enumerators so you can loop through children using:

    场景中的每一个物体都有一个Transform。用于储存并操控物体的位置、旋转和缩放。每一个Transform可以有一个父级,允许你分层次应用位置、旋转和缩放。可以在Hierarchy面板查看层次关系。他们也支持计数器(enumerator),因此你可以使用循环遍历子物体。

    using UnityEngine;
    using System.Collections;
    
    public class example : MonoBehaviour {
    public void Awake() {
    foreach (Transform child in transform) {
    child.position += Vector3.up * 10.0F;
    }
    }
    }

    参见:Physics 类.

    Variables变量

    • The position of the transform in world space. 在世界空间坐标transform的位置。
    • Position of the transform relative to the parent transform. 相对于父级的变换的位置。
    • The rotation as Euler angles in degrees. 旋转作为欧拉角度。
    • The rotation as Euler angles in degrees relative to the parent transform's rotation. 旋转作为欧拉角度,相对于父级的变换旋转角度。
    • The red axis of the transform in world space. 在世界空间坐标变换的红色轴。也就是x轴。
    • The green axis of the transform in world space. 在世界空间坐标变换的绿色轴。也就是y轴。
    • The blue axis of the transform in world space. 在世界空间坐标变换的蓝色轴。也就是z轴。
    • The rotation of the transform in world space stored as a Quaternion. 在世界空间坐标物体变换的旋转角度作为Quaternion储存。
    • The rotation of the transform relative to the parent transform's rotation. 物体变换的旋转角度相对于父级的物体变换的旋转角度。
    • The scale of the transform relative to the parent. 相对于父级物体变换的缩放。
    • The parent of the transform. 物体变换的父级。
    • Matrix that transforms a point from world space into local space (Read Only). 矩阵变换的点从世界坐标转为自身坐标(只读)。
    • Matrix that transforms a point from local space into world space (Read Only). 矩阵变换的点从自身坐标转为世界坐标(只读)。
    • Returns the topmost transform in the hierarchy. 返回层次最高的变换。
    • The number of children the Transform has. 变换的子物体数量。
    • The global scale of the object (Read Only). 物体的全局缩放(只读)。

    Functions函数

    • Moves the transform in the direction and distance of translation. 移动transform在translation的方向和距离。
    • Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order). 应用一个欧拉角的旋转角度,eulerAngles.z度围绕z轴,eulerAngles.x度围绕x轴,eulerAngles.y度围绕y轴(这样的顺序)。
    • Rotates the transform about axis passing through point in world coordinates by angle degrees. 按照angle度通过在世界坐标的point轴旋转物体。
    • Rotates the transform so the forward vector points at /target/'s current position. 旋转物体,这样向前向量指向target的当前位置。
    • Transforms direction from local space to world space. 从自身坐标到世界坐标变换方向。
    • Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. 变换方向从世界坐标到自身坐标。和Transform.TransformDirection相反。
    • Transforms position from local space to world space. 变换位置从自身坐标到世界坐标。
    • Transforms position from world space to local space. The opposite of Transform.TransformPoint. 变换位置从世界坐标到自身坐标。和Transform.TransformPoint相反。
    • Unparents all children. 所有子物体解除父子关系。
    • Finds a child by name and returns it. 通过名字查找子物体并返回它。
    • Is this transform a child of parent? 这个变换是父级的子物体?

    Inherited members继承成员

    Inherited Variables继承变量

    • The name of the object. //物体的名字
    • Should the object be hidden, saved with the scene or modifiable by the user? 物体是否被隐藏、保存在场景中或被用户修改?

    Inherited Functions继承函数

    • Returns the instance id of the object. 返回物体的实例ID
    • Returns the name of the game object. 返回游戏物体的名称。

    Inherited Class Functions继承类函数

    • Does the object exist? 物体是否存在?
    • Clones the object original and returns the clone. 克隆原始物体,并返回克隆的物体
    •  
    • Removes a gameobject, component or asset. 删除一个游戏物体、组件或资源
    • Destroys the object obj immediately. It is strongly recommended to use Destroy instead. 立即销毁物体obj,强烈建议使用Destroy代替。
    • Returns a list of all active loaded objects of Type type. 返回Type类型的所有激活的加载的物体列表
    • Returns the first active loaded object of Type type. 返回Type类型第一个激活的加载的物体。
    • Compares if two objects refer to the same 比较如果两个物体相同
    • Compares if two objects refer to a different object 比较如果两个物体不同
    • Makes the object target not be destroyed automatically when loading a new scene. 加载新场景的时候使目标物体不被自动销毁。

    int speed=50;

    是步长

    if(Input.GetKeyDown(KeyCode.Mouse0))

    按下鼠标左键

    Transform n = (Transform)Instantiate(Q,transform.position,transform.rotation);

    创建一个新炮弹

    Instantiate 是object类型  需要强制转换

    Vector3 f = transform.TransformDirection(Vector3.forward);

    三维坐标 Vector3.forward 0 0 1 向前

    n.rigidbody.AddForce(f*2000);

    给跑断加力

    最后

    点击 摄像头 把炮弹拖向 定义的public的变量

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  • 原文地址:https://www.cnblogs.com/goodchenqing/p/4212041.html
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