using System.Collections.Generic;
using UnityEngine;
public class CameraFollow : MonoBehaviour {
[SerializeField]
Transform x,zoom,container,player;
void LateUpdate(){
transform.position = player.position;
zoom.LookAt (player);
float Con=Input.GetAxis ("Mouse ScrollWheel");
container.Translate (Vector3.forward*Con*1f);
Vector3 v = container.localPosition;
v.z = Mathf.Clamp (v.z,-7,-5);
container.localPosition = v;
if(Input.GetMouseButton(1)){
float cameraX=Input.GetAxis("Mouse Y");
x.Rotate(Vector3.right*cameraX*1f);
Vector3 v1=x.eulerAngles;
if(v1.x>60&&v1.x<180){
v1.x=60;
}else if(v1.x>180&&v1.x<360){
v1.x=0;
}
x.eulerAngles=v1;
float cameraY=Input.GetAxis("Mouse X");
transform.Rotate(Vector3.up*cameraY*1f);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Load : MonoBehaviour {
public Slider slider;
public Text text;
// Use this for initialization
void Start () {
StartCoroutine (load());
}
IEnumerator load(){
AsyncOperation operation = SceneManager.LoadSceneAsync ("MainGame");
operation.allowSceneActivation = false;
float currentprogress = 0f;
float totaoprogress = 100f;
while(currentprogress<=totaoprogress){
currentprogress+=1;
text.text="当前加载"+currentprogress.ToString()+"%";
slider.value=currentprogress;
yield return null;
}
operation.allowSceneActivation = true;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PetFollow : MonoBehaviour {
[SerializeField]
Transform player;
float dis;
Animator ani;
// Use this for initialization
void Start () {
ani=GetComponent<Animator>();
}
// Update is called once per frame
void Update () {
dis = Vector3.Distance (transform.position,player.position);
if (dis >= 1.5) {
transform.LookAt (player.transform);
transform.Translate (Vector3.forward * 2f * Time.deltaTime);
ani.SetBool ("Run", true);
} else {
ani.SetBool("Run",false);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Rayx : MonoBehaviour {
RaycastHit hit;
[SerializeField]
Transform player;
Vector3 point;
// Update is called once per frame
void Update () {
if(Input.GetMouseButtonDown(0)){
Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);
if(Physics.Raycast(ray,out hit)){
point=hit.point;
}
}
player.LookAt (point);
player.position = Vector3.MoveTowards (player.position,point,50f*Time.deltaTime);
}
}