Unity3D 学习教程 12 C# 发射炮弹
建立一个炮弹
一个球体
双击脚本
进入编辑器
1 using UnityEngine; 2 using System.Collections; 3 4 public class acc : MonoBehaviour { 5 6 // Use this for initialization 7 public Transform Q; 8 int speed=50; 9 void Start () { 10 11 } 12 13 // Update is called once per frame 14 void Update () { 15 float x = Input.GetAxis("Horizontal") * Time.deltaTime * speed;//左右移动 16 float z = Input.GetAxis("Vertical") * Time.deltaTime * speed;// 前后移动 17 //主摄像机物体 移动 18 transform.Translate(x,0,z); 19 20 if(Input.GetKeyDown(KeyCode.Mouse0)) 21 { 22 Transform n = (Transform)Instantiate(Q,transform.position,transform.rotation); 23 Vector3 f = transform.TransformDirection(Vector3.forward); 24 n.rigidbody.AddForce(f*2000); 25 } 26 27 print(x+"--"+z); 28 } 29 }
public Transform Q;
建立一个炮弹 Q
Transform
Transform 变换
Inherits from Component,IEnumerable
Position, rotation and scale of an object.
物体的位置、旋转和缩放。
Every object in a scene has a Transform. It‘s used to store and manipulate the position, rotation and scale of the object. Every Transform can have a parent, which allows you to apply position, rotation and scale hierarchically. This is the hierarchy seen in the Hierarchy pane. They also support enumerators so you can loop through children using:
场景中的每一个物体都有一个Transform。用于储存并操控物体的位置、旋转和缩放。每一个Transform可以有一个父级,允许你分层次应用位置、旋转和缩放。可以在Hierarchy面板查看层次关系。他们也支持计数器(enumerator),因此你可以使用循环遍历子物体。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
foreach (Transform child in transform) {
child.position += Vector3.up * 10.0F;
}
}
}
参见:Physics 类.
Variables变量
-
The position of the transform in world space. 在世界空间坐标transform的位置。
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Position of the transform relative to the parent transform. 相对于父级的变换的位置。
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The rotation as Euler angles in degrees. 旋转作为欧拉角度。
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The rotation as Euler angles in degrees relative to the parent transform‘s rotation. 旋转作为欧拉角度,相对于父级的变换旋转角度。
-
The red axis of the transform in world space. 在世界空间坐标变换的红色轴。也就是x轴。
-
The green axis of the transform in world space. 在世界空间坐标变换的绿色轴。也就是y轴。
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The blue axis of the transform in world space. 在世界空间坐标变换的蓝色轴。也就是z轴。
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The rotation of the transform in world space stored as a Quaternion. 在世界空间坐标物体变换的旋转角度作为Quaternion储存。
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The rotation of the transform relative to the parent transform‘s rotation. 物体变换的旋转角度相对于父级的物体变换的旋转角度。
-
The scale of the transform relative to the parent. 相对于父级物体变换的缩放。
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The parent of the transform. 物体变换的父级。
-
Matrix that transforms a point from world space into local space (Read Only). 矩阵变换的点从世界坐标转为自身坐标(只读)。
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Matrix that transforms a point from local space into world space (Read Only). 矩阵变换的点从自身坐标转为世界坐标(只读)。
-
Returns the topmost transform in the hierarchy. 返回层次最高的变换。
-
The number of children the Transform has. 变换的子物体数量。
-
The global scale of the object (Read Only). 物体的全局缩放(只读)。
Functions函数
-
Moves the transform in the direction and distance of translation. 移动transform在translation的方向和距离。
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Applies a rotation of eulerAngles.z degrees around the z axis, eulerAngles.x degrees around the x axis, and eulerAngles.y degrees around the y axis (in that order). 应用一个欧拉角的旋转角度,eulerAngles.z度围绕z轴,eulerAngles.x度围绕x轴,eulerAngles.y度围绕y轴(这样的顺序)。
-
Rotates the transform about axis passing through point in world coordinates by angle degrees. 按照angle度通过在世界坐标的point轴旋转物体。
-
Rotates the transform so the forward vector points at /target/‘s current position. 旋转物体,这样向前向量指向target的当前位置。
-
Transforms direction from local space to world space. 从自身坐标到世界坐标变换方向。
-
Transforms a direction from world space to local space. The opposite of Transform.TransformDirection. 变换方向从世界坐标到自身坐标。和Transform.TransformDirection相反。
-
Transforms position from local space to world space. 变换位置从自身坐标到世界坐标。
-
Transforms position from world space to local space. The opposite of Transform.TransformPoint. 变换位置从世界坐标到自身坐标。和Transform.TransformPoint相反。
-
Unparents all children. 所有子物体解除父子关系。
-
Finds a child by name and returns it. 通过名字查找子物体并返回它。
-
Is this transform a child of parent? 这个变换是父级的子物体?
Inherited members继承成员
Inherited Variables继承变量
-
The Transform attached to this GameObject (null if there is none attached). Transform附加到GameObject(游戏物体)(如无附加则为空)。
-
The Rigidbody attached to this GameObject (null if there is none attached). Rigidbody附加到GameObject(游戏物体)(如无附加则为空)。
-
The Camera attached to this GameObject (null if there is none attached). Camera附加到GameObject(游戏物体)(如无附加则为空)。
-
The Light attached to this GameObject (null if there is none attached). Light附加到GameObject(游戏物体)(如无附加则为空)。
-
The Animation attached to this GameObject (null if there is none attached). Animation附加到GameObject(游戏物体)(如无附加则为空)。
-
The ConstantForce attached to this GameObject (null if there is none attached). ConstantForce附加到GameObject(游戏物体)(如无附加则为空)。
-
The Renderer attached to this GameObject (null if there is none attached). Renderer附加到GameObject(游戏物体)(如无附加则为空)。
-
The AudioSource attached to this GameObject (null if there is none attached). AudioSource附加到GameObject(游戏物体)(如无附加则为空)。
-
The GUIText attached to this GameObject (null if there is none attached). GUIText附加到GameObject(游戏物体)(如无附加则为空)。
-
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) NetworkView附加到GameObject(游戏物体)(只读)(如无附加则为空)。
-
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) GUITexture附加到GameObject(游戏物体)(只读)(如无附加则为空)。
-
The Collider attached to this GameObject (null if there is none attached). Collider附加到GameObject(游戏物体)(如无附加则为空)。
-
The HingeJoint attached to this GameObject (null if there is none attached). HingeJoint附加到GameObject(游戏物体)(如无附加则为空)。
-
The ParticleEmitter attached to this GameObject (null if there is none attached). ParticleEmitter附加到GameObject(游戏物体)(如无附加则为空)。
-
The game object this component is attached to. A component is always attached to a game object. 组件附加的游戏物体。一个组件总是被附加到一个游戏物体。
-
The tag of this game object. 游戏物体的标签。
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The name of the object. //物体的名字
-
Should the object be hidden, saved with the scene or modifiable by the user? 物体是否被隐藏、保存在场景中或被用户修改?
Inherited Functions继承函数
-
Returns the component of Type type if the game object has one attached, null if it doesn‘t. 如果游戏物体有一个附加,则返回Type类型的组件,如果没有则为null。
-
-
Returns the component with name type if the game object has one attached, null if it doesn‘t. 如果游戏物体有一个附加,则返回名字类型组件,如果没有则为null。
-
Returns the component of Type type in the GameObject or any of its children using depth first search. 返回Type类型组件,在GameObject或它的任何子物体使用深度优先搜索,仅返回激活的组件。
-
-
Returns all components of Type type in the GameObject or any of its children. 在GameObject或任何它的子物体,返回全部Type类型组件
-
-
Returns all components of Type type in the GameObject. 在游戏物体返回全部Type类型组件。
-
-
Is this game object tagged tag? 游戏物体有被标记标签么?
-
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour 在游戏物体每一个MonoBehaviour和每一个behaviour的祖先上调用名为methodName的方法。
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Calls the method named methodName on every MonoBehaviour in this game object. 在游戏物体每一个MonoBehaviour上调用名为methodName的方法。
-
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. 在游戏物体每一个MonoBehaviour和它的全部子物体上调用名为methodName的方法。
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Returns the instance id of the object. 返回物体的实例ID
-
Returns the name of the game object. 返回游戏物体的名称。
Inherited Class Functions继承类函数
-
Does the object exist? 物体是否存在?
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Clones the object original and returns the clone. 克隆原始物体,并返回克隆的物体
-
-
Removes a gameobject, component or asset. 删除一个游戏物体、组件或资源
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Destroys the object obj immediately. It is strongly recommended to use Destroy instead. 立即销毁物体obj,强烈建议使用Destroy代替。
-
Returns a list of all active loaded objects of Type type. 返回Type类型的所有激活的加载的物体列表
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Returns the first active loaded object of Type type. 返回Type类型第一个激活的加载的物体。
-
Compares if two objects refer to the same 比较如果两个物体相同
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Compares if two objects refer to a different object 比较如果两个物体不同
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Makes the object target not be destroyed automatically when loading a new scene. 加载新场景的时候使目标物体不被自动销毁。
int speed=50;
是步长
if(Input.GetKeyDown(KeyCode.Mouse0))
按下鼠标左键
Transform n = (Transform)Instantiate(Q,transform.position,transform.rotation);
创建一个新炮弹
Instantiate 是object类型 需要强制转换
Vector3 f = transform.TransformDirection(Vector3.forward);
三维坐标 Vector3.forward 0 0 1 向前
n.rigidbody.AddForce(f*2000);
给跑断加力
最后
点击 摄像头 把炮弹拖向 定义的public的变量
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