Unity制作射击游戏案例01(控制角色+发射子弹+摄像机跟踪)

 整理逻辑思路:

//【业务逻辑】这个脚本用来1.控制物体移动旋转(WASD)、   2.发射子弹(空格键)

//【程序逻辑2】

首先检测用户没有按下空格键 2.如果按下呢执行发射子弹函数    3.克隆子弹 4.让克隆的子弹往前跑

搭建场景

为子弹模板添加刚体,并且限制旋转

编写脚本:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine.UI;
using System.IO;
public class RoleControl : MonoBehaviour
{
    //【业务逻辑】这个脚本用来控制物体移动旋转(WASD)、发射子弹(空格键)
    //【程序逻辑】1.首先检测用户是否按下空格键 2.如果按下就执行发射子弹的函数 
    // 3.发射子弹的函数:创建一个子弹 (克隆函数)4.然后让子弹往枪口前方Z轴移动 

    public GameObject Zidanmuban;//用来存储子弹模板物体
    public GameObject ZidanBorn;//用来存储子弹的出生地空物体
    public GameObject ZidanParent;//将来用于存储场景中克隆出来的子弹的父物体
    public float Forcedaxiao = 10f;
    //---------------------------------------------
    GameObject tempZidan;//用来存储克隆出来的临时子弹物体

    public float Movespeed = 10f;//主角移动速度控制
    public float Rotatepeed = 10f;//主角旋转速度控制

    void Start()
    {
        Zidanmuban = GameObject.Find("Zidanmuban"); //从场景中查找到并存储子弹模板物体
        ZidanBorn = GameObject.Find("ZidanBorn");//从场景中查找到并存储子弹出生地物体
        ZidanParent = GameObject.Find("ZidanParent");//从场景中查找到并存储子弹父亲物体
    }
    
    void Update()
    {
        ControlMove();//用来控制主角移动旋转
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Debug.Log("用户按下空格键");
            FPSShot();
        }

        GameObject.Destroy(tempZidan, 2f);//两秒后销毁物体
    }

    void FPSShot()
    {
        Debug.Log("用户开始发射子弹");
        tempZidan = GameObject.Instantiate(Zidanmuban, ZidanBorn.transform.position, Quaternion.Euler(0, 0, 0), ZidanParent.transform);//克隆子弹
        tempZidan.GetComponent<Rigidbody>().AddForce(ZidanBorn.transform.forward*Forcedaxiao, ForceMode.Impulse);
        
        tempZidan.transform.Rotate(ZidanBorn.transform.TransformDirection(new Vector3(90,0,0)));


    }

    void ControlMove()//用来控制主角移动旋转
    {

        //获取WS\AD的数值返回-1 - 1用来移动主角物体方向
        float MoveX = Input.GetAxis("Horizontal");
        float MoveY = Input.GetAxis("Vertical");
        this.transform.Translate(new Vector3 (MoveX, 0,MoveY)*Movespeed*Time.deltaTime);
        //接下来获取鼠标平移返回-1 - 1用来旋转主角物体
        float RotateDir = Input.GetAxis("Mouse X");
        this.transform.Rotate(new Vector3(0,1,0)* Rotatepeed*RotateDir * Time.deltaTime);
    }

    
}





摄像机跟踪和脚本

这个脚本需要挂在到摄像机,里面谈到的目标物体是在场景中,主角身上加了个空物体,并且放在主角后方,这个变量需要外部给

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraFollow : MonoBehaviour
{
    // 用来控制摄像机平滑跟踪
    [SerializeField]
    public GameObject oneTarget;//摄像机跟踪目标点,外部赋值
    public float Followspeed = 1f;
    
    void Update()
    {
        if (oneTarget != null)
        {
            Vector3 FinllTargetPos = oneTarget.transform.TransformPoint(0, 5, -5);
            this.transform.position = Vector3.Lerp(this.transform.position, FinllTargetPos, Followspeed * Time.deltaTime);
            transform.LookAt(oneTarget.transform);
        }
    }
}

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转载自blog.csdn.net/leoysq/article/details/133159606
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