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游戏玩家的移动(坦克游戏)

程序员文章站 2022-03-31 20:47:22
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public class player : MonoBehaviour {

//定义常量
public float  movespeed=3;
private float TimeVal;

//定义引用
private SpriteRenderer sr;
public Sprite[] tankSprite;//上 右 下 左
private Vector3 bulletAularAngles;

//获取预制体
public GameObject m_bullet;
public GameObject m_baozha;
public GameObject m_chusheng;

private bool isdended=true;
private float bornTime = 3.0f;

public void Awake()
{
    sr = GetComponent<SpriteRenderer>();
}
// Use this for initialization
void Start () {
 
}

// Update is called once per frame
void Update () {

    //出生受保护状态
    if (isdended)
    {
        m_chusheng.SetActive(true);
        bornTime -= Time.deltaTime;
        if (bornTime <= 0)
        {
            isdended = false;
            m_chusheng.SetActive(false);
        }
    }

}
public void FixedUpdate()
{
    if (PlayerManger.Instance.isDef)
    {
        return;
    }
    MoveTank();
    //CD冷却时间
    if (TimeVal >= 0.4f)
    {
        AttackTank();
    }
    else
    {
        TimeVal += Time.fixedDeltaTime;
    }
}
/// <summary>
/// 坦克攻击方法
/// </summary>
private void AttackTank()
{
    if (Input.GetKeyDown(KeyCode.Space))
    {
       GameObject zd=Instantiate(m_bullet,transform.position,Quaternion.Euler(transform.eulerAngles+bulletAularAngles));
        TimeVal = 0;
        Destroy(zd, 3.0f);
    }
}
/// <summary>
/// 坦克移动方法
/// </summary>
private void MoveTank()
{
    float v = Input.GetAxisRaw("Vertical");
    transform.Translate(Vector3.up * v * movespeed * Time.fixedDeltaTime, Space.World);

    if (v < 0)
    {
        sr.sprite = tankSprite[2];
        bulletAularAngles = new Vector3(0, 0, -180);
    }
    else if (v > 0)
    {
        sr.sprite = tankSprite[0];
        bulletAularAngles = new Vector3(0, 0, 0);
    }

    if (v != 0)
    {
        return;
    }
    float h = Input.GetAxisRaw("Horizontal");
    transform.Translate(Vector3.right * h * movespeed * Time.fixedDeltaTime, Space.World);

    if (h < 0)
    {
        sr.sprite = tankSprite[3];
        bulletAularAngles = new Vector3(0, 0, 90);
    }
    else if (h > 0)
    {
        sr.sprite = tankSprite[1];
        bulletAularAngles = new Vector3(0, 0, -90);
    }
}
/// <summary>
/// 玩家死亡方法
/// </summary>
private void death()
{
    if (isdended)
    {
        return;
    }
    //玩家生命改变
    PlayerManger.Instance.isDead = true;

    //产生爆炸特效
    GameObject baozha = Instantiate(m_baozha, transform.position, transform.rotation);
    Destroy(baozha,0.167f);

    //死亡
    Destroy(gameObject);
}

}