关于坦克大战的简单移动以及子弹发射

本文介绍了坦克大战游戏中如何控制坦克移动,包括设置不同按键对应不同角色,并讲解了简单的子弹发射机制,即生成子弹并赋予初始速度。

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控制坦克的移动

坦克的移动一般来讲有两个角色
实现两个角色控制需要设置不同的按键
在这里插入图片描述

public int m_PlayerNumber = 1;   //小坦克一号,便于之后按键的控制
public float m_Speed = 12f;//移动速度            
    public float m_TurnSpeed = 180f;       //旋转速度
    public AudioSource m_MovementAudio;    
    public AudioClip m_EngineIdling;       
    public AudioClip m_EngineDriving;      
    public float m_PitchRange = 0.2f;//控制声音变化

    
    private string m_MovementAxisName;     
    private string m_TurnAxisName;         
    private Rigidbody m_Rigidbody;         
    private float m_MovementInputValue;    
    private float m_TurnInputValue;        
    private float m_OriginalPitch;         


    private void Awake()
    {
        m_Rigidbody = GetComponent<Rigidbody>();//获取刚体
    }


    private void OnEnable ()
    {
        m_Rigidbody.isKinematic = false;
        m_MovementInputValue = 0f;
        m_TurnInputValue = 0f;
    }


    private void OnDisable ()
    {
        m_Rigidbody.isKinematic = true;
    }


    private void Start()
    {
        m_MovementAxisName = "Vertical" + m_PlayerNumber;//小坦克按键问题
        m_TurnAxisName = "Horizontal" + m_PlayerNumber;

        m_OriginalPitch = m_MovementAudio.pitch;
    }
    

    private void Update()
    {
        // Store the player's input and make sure the audio for the engine is playing.
        m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
        m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
        EngineAudio();
    }


    private void EngineAudio()
    {

        // Play the correct audio clip based on whether or not the tank is moving and what audio is currently playing.
        if (Mathf.Abs(m_MovementInputValue) < 0.1f && (m_TurnInputValue) < 0.1f)
        {
            if (m_MovementAudio.clip == m_EngineDriving)
            {
                m_MovementAudio.clip = m_EngineIdling;
                m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
                m_MovementAudio.Play();
            }
        }
        else {
            if (m_MovementAudio.clip == m_EngineIdling )
            {
                m_MovementAudio.clip = m_EngineDriving ;
                m_MovementAudio.pitch = Random.Range(m_OriginalPitch - m_PitchRange, m_OriginalPitch + m_PitchRange);
                m_MovementAudio.Play();
            }

        }
    }


    private void FixedUpdate()
    {
        // Move and turn the tank.
        Move();
        Turn();
    }


    private void Move()
    {
        // Adjust the position of the tank based on the player's input.
        Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
        m_Rigidbody.MovePosition(m_Rigidbody.position + movement);
    }


    private void Turn()
    {
        // Adjust the rotation of the tank based on the player's input.
        float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
        Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
        m_Rigidbody.MoveRotation(m_Rigidbody.rotation * turnRotation);
    }
}

然后就是发射子弹简单的就是生成子弹,给子弹个速度

public GameObject bullten;
    public float firespeed = 50;
    public Transform firepos;   
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0)) {
            GameObject go = GameObject.Instantiate(bullten , firepos.position, firepos.rotation) ;
            go.GetComponent<Rigidbody>().velocity = go.transform.forward * firespeed;
            Debug.Log("开火");


        }
    }
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