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Unity3D 机器人统制1

2012-08-09 
Unity3D 机器人控制1嘿嘿,这个我还不太熟悉,只是大概懂。以后自己写个更好的和大家分享哈。#pragma strictpu

Unity3D 机器人控制1

嘿嘿,这个我还不太熟悉,只是大概懂。以后自己写个更好的和大家分享哈。

#pragma strictpublic var bIsShooting : boolean = false;public var bIsShootingAlt : boolean = false;public var Muzzle : GameObject;public var MuzzleAlt1 : GameObject;public var MuzzleAlt2 : GameObject;public var Projectile : Cloth;public var projectileSpeed : float = 20.0;private var Stats : CH_PlayerStats;private var counter : boolean = false;private var countTime : float = 0;private var canShootPrime : boolean = true;private var canShootAlt : boolean = true;public var flush : ParticleEmitter;private var bWeaponEquiped : boolean = true;function Start () {Stats = this.gameObject.GetComponent(CH_PlayerStats);if (flush)flush.emit = false;}function EquipWeapon () {bWeaponEquiped = (bWeaponEquiped) ? false : true;}function AltShooting () {canShootAlt = false;counter = true;var hit : RaycastHit;Stats.AddAmmo(1, -1, 1);yield WaitForSeconds(0.5);if (Physics.Raycast(MuzzleAlt1.transform.position, MuzzleAlt1.transform.right, hit, 100) || Physics.Raycast(MuzzleAlt2.transform.position, MuzzleAlt2.transform.right, hit, 100)) {flush.transform.position = hit.point;flush.transform.rotation = Quaternion.FromToRotation(Vector3.up, hit.normal);flush.Emit();}}function Shooting () {canShootPrime = false;counter = true;yield WaitForSeconds(0.5);var bullet : Cloth = Cloth.Instantiate(Projectile, Muzzle.transform.position, Muzzle.transform.rotation);bullet.transform.GetComponent(InteractiveCloth).AddForceAtPosition(Muzzle.transform.TransformDirection(Vector3(projectileSpeed * 10, 0, 0)),bullet.transform.position, 1.0, ForceMode.Impulse);Stats.AddAmmo(0, -1, 1);}function FixedUpdate () {if (counter && bWeaponEquiped) {countTime += Time.deltaTime;if (countTime >= 3.0) {counter = false;canShootPrime = true;canShootAlt = true;countTime = 0.0;}}if (Input.GetKey(KeyCode.Mouse0) && bWeaponEquiped) {if (canShootPrime && Stats.GetAmmo(0) > 0) {Shooting();bIsShooting = true;}}if (Input.GetKey(KeyCode.Mouse1) && bWeaponEquiped) {if (canShootAlt && Stats.GetAmmo(1) > 0) {AltShooting();bIsShootingAlt = true;}}if (!Input.GetKey (KeyCode.Mouse0))bIsShooting = false;if (!Input.GetKey (KeyCode.Mouse1))bIsShootingAlt = false;}function Update () {}



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