一共3个类:
BulletManage:子弹管理类
BulletShooting:子弹发射类
BulletObject:子弹类
子弹发射类 向 子弹管理类 申请一个 子弹,如果子弹active为false,则表示是已经用过的子弹,可以直接使用,如果子弹active为真,则要重新创建一个新的子弹。
代码如下:
子弹管理类
using System.Collections.Generic;
using UnityEngine;
public class BulletManage : MonoBehaviour{
private static BulletManage instance;
public static BulletManage Get()
{
return instance;
}
void Awake()
{
instance = this;
bulletObject = new List<GameObject>();
}
private static List<GameObject> bulletObject;
public GameObject GetBullet()
{
GameObject bullet;
foreach (var item in bulletObject)
{
if (item != null && item.activeSelf == false)
return item;
}
bullet = Instantiate(Resources.Load("BulletPrefab")) as GameObject;
bulletObject.Add(bullet);
return bullet;
}
}
子弹发射类
using UnityEngine;
public class BulletShooting : MonoBehaviour {
float times;
float speed;
float Horizontal;
float Vertical;
// Use this for initialization
void Start () {
times = 0;
speed = 10f;
}
// Update is called once per frame
void Update () {
Horizontal = Input.GetAxis("Horizontal");
Vertical = Input.GetAxis("Vertical");
transform.Translate(Horizontal*Time.deltaTime* speed * -1, Vertical * Time.deltaTime * speed,0);
if (Input.GetKey(KeyCode.J)&& Time.time>times)
{
times = Time.time+0.2f;
GameObject bullet = BulletManage.Get().GetBullet();
bullet.SetActive(true);
bullet.GetComponent<BulletObject>().ShootBullet(transform.position,new Vector3(0,0,-1000f));
}
}
}
子弹类
using UnityEngine;
public class BulletObject : MonoBehaviour {
public void ShootBullet(Vector3 pos, Vector3 force)
{
gameObject.transform.position = pos;
gameObject.GetComponent<Rigidbody>().AddForce(force,ForceMode.Force);
Invoke("HideBullet", 5f);
}
void HideBullet()
{
gameObject.SetActive(false);
}
}