我在这里有一个小问题,当我用操纵杆移动时,我不能在移动时拍摄,但是当我移动时,我可以用其余的屏幕触摸环顾四周,就像大多数android fps游戏一样,所以我可以在移动或环顾四周时拍摄...
此脚本可以帮助我拍摄
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SimpleShoot : MonoBehaviour
{
public GameObject bulletPrefab;
public GameObject casingPrefab;
public GameObject muzzleFlashPrefab;
public Transform barrelLocation;
public Transform casingExitLocation;
public float shotPower = 100f;
void Start()
{
if (barrelLocation == null)
barrelLocation = transform;
Input.multiTouchEnabled = true;
}
void Update()
{
}
public void Fire()
{
if (Input.GetButtonDown("Fire1"))
{
GetComponent<Animator>().SetTrigger("Fire");
}
}
void Shoot()
{
// GameObject bullet;
// bullet = Instantiate(bulletPrefab, barrelLocation.position,
barrelLocation.rotation);
// bullet.GetComponent<Rigidbody>().AddForce(barrelLocation.forward *
shotPower);
GameObject tempFlash;
Instantiate(bulletPrefab, barrelLocation.position,
barrelLocation.rotation).GetComponent<Rigidbody>
().AddForce(barrelLocation.forward * shotPower);
tempFlash = Instantiate(muzzleFlashPrefab, barrelLocation.position,
barrelLocation.rotation);
// Destroy(tempFlash, 0.5f);
// Instantiate(casingPrefab, casingExitLocation.position,
casingExitLocation.rotation).GetComponent<Rigidbody>
().AddForce(casingExitLocation.right * 100f);
}
void CasingRelease()
{
GameObject casing;
casing = Instantiate(casingPrefab, casingExitLocation.position,
casingExitLocation.rotation) as GameObject;
casing.GetComponent<Rigidbody>().AddExplosionForce(550f,
(casingExitLocation.position - casingExitLocation.right * 0.3f -
casingExitLocation.up * 0.6f), 1f);
casing.GetComponent<Rigidbody>().AddTorque(new Vector3(0,
Random.Range(100f, 500f), Random.Range(10f, 1000f)), ForceMode.Impulse);
}
}
此脚本用于操纵杆移动
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.Characters.FirstPerson
{
[RequireComponent(typeof (CharacterController))]
[RequireComponent(typeof (AudioSource))]
public class FirstPersonController : MonoBehaviour
{
[HideInInspector]
public Vector2 RunAxis;
[SerializeField] private bool m_IsWalking;
[SerializeField] private float m_WalkSpeed;
[SerializeField] private float m_RunSpeed;
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
[SerializeField] private float m_JumpSpeed;
[SerializeField] private float m_StickToGroundForce;
[SerializeField] private float m_GravityMultiplier;
[SerializeField] public MouseLook m_MouseLook;
[SerializeField] private bool m_UseFovKick;
[SerializeField] private FOVKick m_FovKick = new FOVKick();
[SerializeField] private bool m_UseHeadBob;
[SerializeField] private CurveControlledBob m_HeadBob = new
CurveControlledBob();
[SerializeField] private LerpControlledBob m_JumpBob = new
LerpControlledBob();
[SerializeField] private float m_StepInterval;
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of
footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip m_JumpSound; // the sound
played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound
played when character touches back on ground.
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
private bool m_PreviouslyGrounded;
private Vector3 m_OriginalCameraPosition;
private float m_StepCycle;
private float m_NextStep;
private bool m_Jumping;
private AudioSource m_AudioSource;
// Use this for initialization
private void Start()
{
m_CharacterController = GetComponent<CharacterController>();
m_Camera = Camera.main;
m_OriginalCameraPosition = m_Camera.transform.localPosition;
m_FovKick.Setup(m_Camera);
m_HeadBob.Setup(m_Camera, m_StepInterval);
m_StepCycle = 0f;
m_NextStep = m_StepCycle/2f;
m_Jumping = false;
m_AudioSource = GetComponent<AudioSource>();
m_MouseLook.Init(transform , m_Camera.transform);
Input.multiTouchEnabled = true;
}
// Update is called once per frame
private void Update()
{
RotateView();
// the jump state needs to read here to make sure it is not missed
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
{
StartCoroutine(m_JumpBob.DoBobCycle());
PlayLandingSound();
m_MoveDir.y = 0f;
m_Jumping = false;
}
if (!m_CharacterController.isGrounded && !m_Jumping &&
m_PreviouslyGrounded)
{
m_MoveDir.y = 0f;
}
m_PreviouslyGrounded = m_CharacterController.isGrounded;
}
private void PlayLandingSound()
{
m_AudioSource.clip = m_LandSound;
m_AudioSource.Play();
m_NextStep = m_StepCycle + .5f;
}
private void FixedUpdate()
{
float speed;
GetInput(out speed);
// always move along the camera forward as it is the direction that
it being aimed at
Vector3 desiredMove = transform.forward*m_Input.y +
transform.right*m_Input.x;
// get a normal for the surface that is being touched to move along
it
RaycastHit hitInfo;
Physics.SphereCast(transform.position, m_CharacterController.radius,
Vector3.down, out hitInfo,
m_CharacterController.height/2f,
Physics.AllLayers, QueryTriggerInteraction.Ignore);
desiredMove = Vector3.ProjectOnPlane(desiredMove,
hitInfo.normal).normalized;
m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed;
if (m_CharacterController.isGrounded)
{
m_MoveDir.y = -m_StickToGroundForce;
if (m_Jump)
{
m_MoveDir.y = m_JumpSpeed;
PlayJumpSound();
m_Jump = false;
m_Jumping = true;
}
}
else
{
m_MoveDir +=
Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
}
m_CollisionFlags =
m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
ProgressStepCycle(speed);
UpdateCameraPosition(speed);
m_MouseLook.UpdateCursorLock();
}
private void PlayJumpSound()
{
m_AudioSource.clip = m_JumpSound;
m_AudioSource.Play();
}
private void ProgressStepCycle(float speed)
{
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x !=
0 || m_Input.y != 0))
{
m_StepCycle += (m_CharacterController.velocity.magnitude +
(speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
Time.fixedDeltaTime;
}
if (!(m_StepCycle > m_NextStep))
{
return;
}
m_NextStep = m_StepCycle + m_StepInterval;
PlayFootStepAudio();
}
private void PlayFootStepAudio()
{
if (!m_CharacterController.isGrounded)
{
return;
}
// pick & play a random footstep sound from the array,
// excluding sound at index 0
int n = Random.Range(1, m_FootstepSounds.Length);
m_AudioSource.clip = m_FootstepSounds[n];
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_FootstepSounds[n] = m_FootstepSounds[0];
m_FootstepSounds[0] = m_AudioSource.clip;
}
private void UpdateCameraPosition(float speed)
{
Vector3 newCameraPosition;
if (!m_UseHeadBob)
{
return;
}
if (m_CharacterController.velocity.magnitude > 0 &&
m_CharacterController.isGrounded)
{
m_Camera.transform.localPosition =
m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude
+
(speed*(m_IsWalking ? 1f :
m_RunstepLenghten)));
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_Camera.transform.localPosition.y -
m_JumpBob.Offset();
}
else
{
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y -
m_JumpBob.Offset();
}
m_Camera.transform.localPosition = newCameraPosition;
}
private void GetInput(out float speed)
{
// Read input
float horizontal = RunAxis.x;
float vertical = RunAxis.y;
bool waswalking = m_IsWalking;
#if !MOBILE_INPUT
// On standalone builds, walk/run speed is modified by a key press.
// keep track of whether or not the character is walking or running
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
// set the desired speed to be walking or running
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
m_Input = new Vector2(horizontal, vertical);
// normalize input if it exceeds 1 in combined length:
if (m_Input.sqrMagnitude > 1)
{
m_Input.Normalize();
}
// handle speed change to give an fov kick
// only if the player is going to a run, is running and the fovkick
is to be used
if (m_IsWalking != waswalking && m_UseFovKick &&
m_CharacterController.velocity.sqrMagnitude > 0)
{
StopAllCoroutines();
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() :
m_FovKick.FOVKickDown());
}
}
private void RotateView()
{
m_MouseLook.LookRotation (transform, m_Camera.transform);
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
//dont move the rigidbody if the character is on top of it
if (m_CollisionFlags == CollisionFlags.Below)
{
return;
}
if (body == null || body.isKinematic)
{
return;
}
body.AddForceAtPosition(m_CharacterController.velocity*0.1f,
hit.point, ForceMode.Impulse);
}
}
}
这是为了环顾四周
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.FirstPerson
{
[Serializable]
public class MouseLook
{
[HideInInspector]
public Vector2 LookAxis;
public float XSensitivity = 2f;
public float YSensitivity = 2f;
public bool clampVerticalRotation = true;
public float MinimumX = -90F;
public float MaximumX = 90F;
public bool smooth;
public float smoothTime = 5f;
public bool lockCursor = true;
private Quaternion m_CharacterTargetRot;
private Quaternion m_CameraTargetRot;
private bool m_cursorIsLocked = true;
public void Init(Transform character, Transform camera)
{
m_CharacterTargetRot = character.localRotation;
m_CameraTargetRot = camera.localRotation;
}
public void LookRotation(Transform character, Transform camera)
{
float yRot = LookAxis.x * XSensitivity;
float xRot = LookAxis.y * YSensitivity;
m_CharacterTargetRot *= Quaternion.Euler (0f, yRot, 0f);
m_CameraTargetRot *= Quaternion.Euler (-xRot, 0f, 0f);
if(clampVerticalRotation)
m_CameraTargetRot = ClampRotationAroundXAxis (m_CameraTargetRot);
if(smooth)
{
character.localRotation = Quaternion.Slerp
(character.localRotation, m_CharacterTargetRot,
smoothTime * Time.deltaTime);
camera.localRotation = Quaternion.Slerp (camera.localRotation,
m_CameraTargetRot,
smoothTime * Time.deltaTime);
}
else
{
character.localRotation = m_CharacterTargetRot;
camera.localRotation = m_CameraTargetRot;
}
UpdateCursorLock();
}
public void SetCursorLock(bool value)
{
lockCursor = value;
if(!lockCursor)
{//we force unlock the cursor if the user disable the cursor locking
helper
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
public void UpdateCursorLock()
{
//if the user set "lockCursor" we check & properly lock the cursos
if (lockCursor)
InternalLockUpdate();
}
private void InternalLockUpdate()
{
if(Input.GetKeyUp(KeyCode.Escape))
{
m_cursorIsLocked = false;
}
else if(Input.GetMouseButtonUp(0))
{
m_cursorIsLocked = true;
}
if (m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
}
else if (!m_cursorIsLocked)
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
Quaternion ClampRotationAroundXAxis(Quaternion q)
{
q.x /= q.w;
q.y /= q.w;
q.z /= q.w;
q.w = 1.0f;
float angleX = 2.0f * Mathf.Rad2Deg * Mathf.Atan (q.x);
angleX = Mathf.Clamp (angleX, MinimumX, MaximumX);
q.x = Mathf.Tan (0.5f * Mathf.Deg2Rad * angleX);
return q;
}
}
}
这是控制脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityStandardAssets.Characters.FirstPerson;
public class MyFPSController : MonoBehaviour
{
public FixedJoystick MoveJoystick;
public FixedTouchField TouchField;
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
var fps = GetComponent<FirstPersonController>();
fps.RunAxis = MoveJoystick.inputVector;
fps.m_MouseLook.LookAxis = TouchField.TouchDist;
}
答案 0 :(得分:0)
按下触发器时,您需要调用Shoot()
函数,因为从未使用Shoot()
函数,所以从一开始就不会发射子弹。我以最简单的方式添加了一些代码片段。现在,按下按钮Shoot()
时正在执行Fire1
函数。我希望这对您有用。
void Update()
{
if (Input.GetButtonDown("Fire1"))
{
Shoot();
}
}