Unity record

Creative Commons License Creative Commons

// sphere detector. To give the collision object within collision range

Collider [] enemys = Physics.OverlapCapsule(bengin,end,attackRange * 5, needJude);

//获取layer设置的内容
LayerMask.GetMask (new string [] {TagLayerType.hero.ToString (), TagLayerType.crytal.ToString (), TagLayerType.soldier.ToString (), TagLayerType.tower.ToString ()});

// used to access scripts on child objects
AttackRangeCircle.GetComponentInChildren (). Color

// set the maximum value of the return direction. 1
desireForward.Normalize ();

// get the coordinates of the square root of
walkSpeed = desireForward.magnitude;

// points to the direction of movement in front
transform.rotation = Quaternion.Lerp (transform.rotation, Quaternion.LookRotation (desireForward), RotaionSpeed Time.fixedDeltaTime *);
/ **
Time.fixedDeltaTime readable and writable
Time.dateTime; only read

*/

// set toward the target point
transform.LookAt (transform);

// set the movement coordinates modifies its coordinate system moves from an initial target point
transform.Translate ((CurrentTarget.transform.position - transform.position) .normalized MoveSpeed Time.deltaTime);

// the content object in the world coordinate system does not change depending on the angle
transform.Position + = new Vector3 (0,0,1) ;

// rigid body movement (friction force more realistic effect)
Rigidbody Rigid = null;
rigid.velocity = new new Vector3 (5F, 0,0);
rigid.MovePosition (transform.position * + transform.forward Time.daltaTime);

IF (Rigid! = null)
{
// if using a rigid body moving rigid
}
the else
{
// coordinate movement using
}

Mobile navigation //
public NavMeshAgent - Agent = null;
Agent.Move (desireForward Time.deltaTime * * HeroSpeed);

// use gameobject object to get the body of the script can not find the way out of the hidden content
//GameObject.Find ( "name");

// find nodes in more than a component
//GameObject.FindChild ( "name");

// find the first active object
GameObject obj = Tranfrom.FindObjectOfType ();

// Find multiple nodes the same level and all of a sudden
GameObject obj = Tranfrom.FindObjectOfTypeAll ();

// Find the child node assembly
getCompoentInChildren ();

// call the parent body of the script object
getCompoentInParent ();

// determine the current operation
IF (animator.GetCurrentAnimatorStateInfo (0) .IsName ( "the Idle"))
{
// If the standing state is not displayed attack ring
isAttacking = to false;
}
the else {
isAttacking = to true;
}

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Origin blog.csdn.net/zhengjuqiang/article/details/91354700
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