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Rakete abfeuern


brilzi89

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Naja, habs mir nur nebenbei angeschaut und war ja schnell gelöst, ist aber besser so, als wenn man 20 Posts schreibt statt es einmal richtig zu machen.

So hier die Änderung des Skriptes. Schon komisch, das da so ein Fehler drin war.
Du musst die "Complete Shell"-Prefab danach noch einmal neu aufs Skript ziehen!

using UnityEngine;
using UnityEngine.UI;

namespace Complete
{
    public class TankShooting : MonoBehaviour
    {
        public int m_PlayerNumber = 1;              // Used to identify the different players.
        public GameObject m_Shell;                   // Prefab of the shell.
        public Transform m_FireTransform;           // A child of the tank where the shells are spawned.
        public Slider m_AimSlider;                  // A child of the tank that displays the current launch force.
        public AudioSource m_ShootingAudio;         // Reference to the audio source used to play the shooting audio. NB: different to the movement audio source.
        public AudioClip m_ChargingClip;            // Audio that plays when each shot is charging up.
        public AudioClip m_FireClip;                // Audio that plays when each shot is fired.
        public float m_MinLaunchForce = 15f;        // The force given to the shell if the fire button is not held.
        public float m_MaxLaunchForce = 30f;        // The force given to the shell if the fire button is held for the max charge time.
        public float m_MaxChargeTime = 0.75f;       // How long the shell can charge for before it is fired at max force.


        private string m_FireButton;                // The input axis that is used for launching shells.
        private float m_CurrentLaunchForce;         // The force that will be given to the shell when the fire button is released.
        private float m_ChargeSpeed;                // How fast the launch force increases, based on the max charge time.
        private bool m_Fired;                       // Whether or not the shell has been launched with this button press.


        private void OnEnable()
        {
            // When the tank is turned on, reset the launch force and the UI
            m_CurrentLaunchForce = m_MinLaunchForce;
            m_AimSlider.value = m_MinLaunchForce;
        }


        private void Start ()
        {
            // The fire axis is based on the player number.
            m_FireButton = "Fire" + m_PlayerNumber;

            // The rate that the launch force charges up is the range of possible forces by the max charge time.
            m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime;
        }


        private void Update ()
        {
            // The slider should have a default value of the minimum launch force.
            m_AimSlider.value = m_MinLaunchForce;

            // If the max force has been exceeded and the shell hasn't yet been launched...
            if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired)
            {
                // ... use the max force and launch the shell.
                m_CurrentLaunchForce = m_MaxLaunchForce;
                Fire ();
            }
            // Otherwise, if the fire button has just started being pressed...
            else if (Input.GetButtonDown (m_FireButton))
            {
                // ... reset the fired flag and reset the launch force.
                m_Fired = false;
                m_CurrentLaunchForce = m_MinLaunchForce;

                // Change the clip to the charging clip and start it playing.
                m_ShootingAudio.clip = m_ChargingClip;
                m_ShootingAudio.Play ();
            }
            // Otherwise, if the fire button is being held and the shell hasn't been launched yet...
            else if (Input.GetButton (m_FireButton) && !m_Fired)
            {
                // Increment the launch force and update the slider.
                m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime;

                m_AimSlider.value = m_CurrentLaunchForce;
            }
            // Otherwise, if the fire button is released and the shell hasn't been launched yet...
            else if (Input.GetButtonUp (m_FireButton) && !m_Fired)
            {
                // ... launch the shell.
                Fire ();
            }
        }


        private void Fire ()
        {
            // Set the fired flag so only Fire is only called once.
            m_Fired = true;

            GameObject shellInstance =
             Instantiate (m_Shell, m_FireTransform.position, m_FireTransform.rotation);

            // Set the shell's velocity to the launch force in the fire position's forward direction.
            shellInstance.GetComponent<Rigidbody>().velocity = m_CurrentLaunchForce * m_FireTransform.forward; 

            // Change the clip to the firing clip and play it.
            m_ShootingAudio.clip = m_FireClip;
            m_ShootingAudio.Play ();

            // Reset the launch force.  This is a precaution in case of missing button events.
            m_CurrentLaunchForce = m_MinLaunchForce;
        }
    }
}



 

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