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  • Unity 飞机的子弹轨迹

    最近公司在开发一款儿童打飞机游戏.  策划跟我说能在子弹上加上一些轨迹就好了.  比如 旋转 左右移动呀.然后它就很愉快的跑去截其他游戏的图啦。。。

    我看见图的时候,

    ND@Q@[PDZ)0R110V19O9G{9

    image

    解决方案:

          1.   使用牛逼的算法,实现子弹轨迹的移动(第一种应该是正确的解决方案)

          2.   发射子弹次数 + 前后移动 + 左右移动 + 围绕某点旋转 + 自身旋转 = 子弹轨迹.  采用组合方式实现

    目前采用第二种方式:

    我们来看下子弹,两个齿轮会绕着中心旋转, 并且向下移动. ( 围绕某点旋转 +  自身旋转 + 前后移动 = 实现效果)

    image

    子弹的GameObject节点层次关系: (此结构和任意组合,但不要把全部功能放在同一个节点上. =。=这样理不清还会受到干扰)

           前后移动节点(看两个齿轮中心点向下移动)

                左右移动节点(无这个功能,无需开启脚本)

                      围绕父节点旋转节点(两个此轮围绕中心旋转)

                           自身旋转节点(比如齿轮它自身会旋转)

                image

    下面的子弹实现方式: 自身旋转 + 左右移动 + 上下移动 = 实现效果

    image

    ============================================================================================================================

    代码区域:

    左右移动脚本:

    using UnityEngine;
    using System.Collections;
    
    namespace Bullet 
    {
        /// <summary>
        /// 子弹横向左右移动
        /// </summary>
        public class BulletHorizontal : MonoBehaviour
        {
            public bool isLeft;                 //是否向左移动
            public float moveLocation;          //移动的位置
            public float speed;                 //移动速度
            private Vector3 leftPosition;       //左边的目标点
            private Vector3 rightPosition;      //右边的目标点
    
            void Awake()
            {
                leftPosition = new Vector3(transform.localPosition.x - moveLocation, transform.localPosition.y, transform.localPosition.z);
                rightPosition = new Vector3(transform.localPosition.x + moveLocation, transform.localPosition.y, transform.localPosition.z);
            }
    
            void Update()
            {
    
                if (isLeft)
                {
                    transform.localPosition += (Vector3.right * speed * Time.deltaTime);
                    //transform.Translate(Vector3.right * speed * Time.deltaTime);
    
                    if (transform.localPosition.x >= rightPosition.x)
                    {
                        isLeft = !isLeft;
                    }
                }
                else
                {
                    transform.localPosition += (Vector3.left * speed * Time.deltaTime);
                    //transform.Translate(Vector3.left * speed * Time.deltaTime);
    
                    if (transform.localPosition.x <= leftPosition.x)
                    {
                        isLeft = !isLeft;
                    }
                }
            }
        }
    }

    子弹旋转脚本:

    using UnityEngine;
    using System.Collections;
    using BearGame;
    
    
    namespace Bullet 
    {
        /// <summary>
        /// 子弹旋转
        /// </summary>
        public class BulletRotate : MonoBehaviour
        {
            public RotationDirection rotationDirection;
            public float speed;
            public Transform rotateNode;
    
            public void Update()
            {
                if (rotateNode != null)
                {
                    //围绕某一节点旋转
                    switch (rotationDirection)
                    {
                        case RotationDirection.Left:
                            this.transform.RotateAround(rotateNode.transform.position, Vector3.forward, speed);
                            break;
                        case RotationDirection.Right:
                            this.transform.RotateAround(rotateNode.transform.position, Vector3.forward, -(speed));
                            break;
                    }
                }
                else
                {
                    //自身旋转
                    switch (rotationDirection)
                    {
                        case RotationDirection.Left:
                            this.transform.Rotate(Vector3.forward, speed);
                            break;
                        case RotationDirection.Right:
                            this.transform.Rotate(Vector3.forward, -(speed));
                            break;
                    }
                }
            }
        }
    
        /// <summary>
        /// 旋转的方向
        /// </summary>
        public enum RotationDirection
        {
            Left,
            None,
            Right
        }
    }

    子弹前后移动:

    using UnityEngine;
    using System.Collections;
    using BearGame;
    
    namespace Bullet
    {
        /// <summary>
        /// 子弹前后移动
        /// </summary>
        public class BulletVertical : MonoBehaviour
        {
            public float speed = 0;
            public BulletDirectionEnum direction;
            private Vector3 dir;
    
            public delegate void BulletOutScreen(GameObject gameObject);
            /// <summary>
            /// 子弹越屏之后,触发的事件,用于销毁子弹
            /// </summary>
            /// <param name="gameObject"></param>
            public static event BulletOutScreen OnBulletDestroy;
    
    
            void Start()
            {
                switch (direction)
                {
                    case BulletDirectionEnum.Up:
                        dir = Vector3.up;
                        break;
                    case BulletDirectionEnum.Bottom:
                        dir = -Vector3.up;
                        break;
                    case BulletDirectionEnum.Left:
                        dir = Vector3.left;
                        break;
                    case BulletDirectionEnum.Right:
                        dir = Vector3.right;
                        break;
                }
            }
    
            void Update()
            {    
                    transform.Translate(dir * speed * Time.deltaTime);
                    if (transform.localPosition.y > Screen.height)
                    {
                        transform.gameObject.SetActive(false);
                        //调用子弹出屏幕事件
                       }     
            }
        }
    
        /// <summary>
        /// 子弹移动的方向
        /// </summary>
        public enum BulletDirectionEnum
        {
            Up,
            Bottom,
            Left,
            Right,
            None
        }
    }

    子弹轨迹总体脚本控制:

    using UnityEngine;
    using System.Collections;
    using BearGame;
    
    namespace Bullet 
    {
        public class BulletMode : MonoBehaviour
        {
            /// <summary>
            /// 子弹预设
            /// </summary>
            private GameObject bullet;
    
            /// <summary>
            /// 子弹的名称
            /// </summary>
            private string bulletName;
    
            /// <summary>
            /// 子弹爆炸特效
            /// </summary>
            public Transform bulletEffect;
    
            /// <summary>
            /// 向左右移动
            /// </summary>
            public BulletHorizontal bulletHorizontal;
    
            /// <summary>
            /// 向前后移动
            /// </summary>
            public BulletVertical bulletForce;
    
            /// <summary>
            /// 围绕某一个点旋转
            /// </summary>
            public BulletRotate bulletRotateARound;
    
            /// <summary>
            /// 围绕自身旋转
            /// </summary>
            public BulletRotate bulletRotateOneself;
    
            #region 属性
            public GameObject Bullet
            {
                get
                {
                    if (bullet == null)
                    {
                        bullet = this.gameObject;
                    }
                    return bullet;
                }
                set { bullet = value; }
            }
            public string BulletName
            {
                get
                {
                    if (string.IsNullOrEmpty(bulletName))
                    {
                        bulletName = this.gameObject.name;
                    }
                    return bulletName;
                }
                set { bulletName = value; }
            }
            #endregion
    
    
            public void TrunOFFALLScript() 
            {
                if (bulletRotateOneself != null) bulletRotateOneself.enabled = false;
                if (bulletRotateARound != null) bulletRotateARound.enabled = false;
                if (bulletForce != null) bulletForce.enabled = false;
                if (bulletHorizontal != null) bulletHorizontal.enabled = false;
                    
            }
    
            public void TrunOpenALLScript()
            {
                if (bulletRotateOneself != null) bulletRotateOneself.enabled = true;
                if (bulletRotateARound != null) bulletRotateARound.enabled = true;
                if (bulletForce != null) bulletForce.enabled = true;
                if (bulletHorizontal != null) bulletHorizontal.enabled = true;
            }
            
    
    
    
    
        }
    
    
    }
    如果你感兴趣,你可以把你妹妹介绍给我
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  • 原文地址:https://www.cnblogs.com/plateFace/p/4301720.html
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