Shooting shots

Проверено с версией:: 5.1

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Сложность: Базовая

Writing the code and setting up the scene to shoot shots.

Shooting shots

Базовая Space Shooter tutorial

Please note that this project was developed for Unity version 4. It currently works, and has been checked, with Unity version 5.1. Please turn annotations on while watching the video, as we can add annotations to the videos when there are discrepancies between the recorded content and the current version of Unity.

Get the Upgrade Guide for Unity 5 here.

Please refer to the Official Q&A Page on the Forums for an Upgrade FAQ and to ask any questions.

PlayerController

Code snippet

using UnityEngine;
using System.Collections;

[System.Serializable]
public class Boundary
{
    public float xMin, xMax, zMin, zMax;
}

public class PlayerController : MonoBehaviour
{
    public float speed;
    public float tilt;
    public Boundary boundary;

    public GameObject shot;
    public Transform shotSpawn;
    public float fireRate;

    private float nextFire;

    void Update ()
    {
        if (Input.GetButton("Fire1") && Time.time > nextFire)
        {
            nextFire = Time.time + fireRate;
            Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
        }
    }

    void FixedUpdate ()
    {
        float moveHorizontal = Input.GetAxis ("Horizontal");
        float moveVertical = Input.GetAxis ("Vertical");

        Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
        rigidbody.velocity = movement * speed;

        rigidbody.position = new Vector3 
        (
            Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax), 
            0.0f, 
            Mathf.Clamp (rigidbody.position.z, boundary.zMin, boundary.zMax)
        );

        rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
    }
}
class Boundary
{
    var xMin : float;
    var xMax : float;
    var zMin : float;
    var zMax : float;
}

var speed : float;
var tilt : float;
var boundary : Boundary;

var shot : GameObject;
var shotSpawn : Transform;
var fireRate : float;

private var nextFire : float;

function Update () {
    if (Input.GetButton("Fire1") && Time.time > nextFire)
    {
        nextFire = Time.time + fireRate;
        Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
    }
}

function FixedUpdate () {
     var moveHorizontal : float= Input.GetAxis ("Horizontal");
     var moveVertical : float= Input.GetAxis ("Vertical");

     var movement : Vector3= new Vector3 (moveHorizontal, 0.0f, moveVertical);
    rigidbody.velocity = movement * speed;

    rigidbody.position = new Vector3 
    (
        Mathf.Clamp (rigidbody.position.x, boundary.xMin, boundary.xMax), 
        0.0f, 
        Mathf.Clamp (rigidbody.position.z, boundary.zMin, boundary.zMax)
    );

    rigidbody.rotation = Quaternion.Euler (0.0f, 0.0f, rigidbody.velocity.x * -tilt);
}
import UnityEngine
import System.Collections


[System.Serializable]
public class Boundary:
    public xMin as single
    public xMax as single
    public zMin as single
    public zMax as single


public class PlayerController(MonoBehaviour):
    public speed as single
    public tilt as single
    public boundary as Boundary
    public shot as GameObject
    public shotSpawn as Transform
    public fireRate as single
    private nextFire as single
    
    private def Update():
        if Input.GetButton('Fire1') and (Time.time > nextFire):
            nextFire = (Time.time + fireRate)
            Instantiate(shot, shotSpawn.position, shotSpawn.rotation)
    
    private def FixedUpdate():
        moveHorizontal as single = Input.GetAxis('Horizontal')
        moveVertical as single = Input.GetAxis('Vertical')
        
        movement = Vector3(moveHorizontal, 0.0F, moveVertical)
        rigidbody.velocity = (movement * speed)
        rigidbody.position = Vector3(Mathf.Clamp(rigidbody.position.x, boundary.xMin, boundary.xMax), 0.0F, Mathf.Clamp(rigidbody.position.z, boundary.zMin, boundary.zMax))
        rigidbody.rotation = Quaternion.Euler(0.0F, 0.0F, (rigidbody.velocity.x * (-tilt)))

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