任务:搭建基本的系统
1.设置转身事件 (1.当触发转身,翻转角色Scale 2.实现发射镰刀功能 (1.发射有CD,CD之内无法再次发射 (2.若未击中怪物,镰刀飞出屏幕后销毁 (3.镰刀飞行方向由玩家发射时面部朝向决定 ❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤❤
This commit is contained in:
parent
9ac9e1fd70
commit
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@ -41,6 +41,14 @@ public class @Player : IInputActionCollection, IDisposable
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""expectedControlType"": ""Button"",
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""processors"": """",
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""interactions"": """"
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{
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""name"": ""Sickle"",
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""type"": ""Button"",
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""id"": ""d92eaf00-7eaf-4292-ae80-6bfff20b5930"",
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@ -153,6 +161,28 @@ public class @Player : IInputActionCollection, IDisposable
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""action"": ""Wave"",
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""path"": ""<Keyboard>/u"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Sickle"",
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""isComposite"": false,
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""isPartOfComposite"": false
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""name"": """",
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""id"": ""e9e35d09-e599-40ed-b8e5-ab03961ca484"",
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""path"": ""<Gamepad>/rightTrigger"",
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""interactions"": """",
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""processors"": """",
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""groups"": """",
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""action"": ""Sickle"",
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""isComposite"": false,
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""isPartOfComposite"": false
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}
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]
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@ -181,6 +211,7 @@ public class @Player : IInputActionCollection, IDisposable
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m_Normal_Move = m_Normal.FindAction("Move", throwIfNotFound: true);
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m_Normal_Jump = m_Normal.FindAction("Jump", throwIfNotFound: true);
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m_Normal_Wave = m_Normal.FindAction("Wave", throwIfNotFound: true);
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m_Normal_Sickle = m_Normal.FindAction("Sickle", throwIfNotFound: true);
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}
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public void Dispose()
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@ -233,6 +264,7 @@ public class @Player : IInputActionCollection, IDisposable
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private readonly InputAction m_Normal_Move;
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private readonly InputAction m_Normal_Jump;
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private readonly InputAction m_Normal_Wave;
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private readonly InputAction m_Normal_Sickle;
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public struct NormalActions
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{
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private @Player m_Wrapper;
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@ -240,6 +272,7 @@ public class @Player : IInputActionCollection, IDisposable
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public InputAction @Move => m_Wrapper.m_Normal_Move;
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public InputAction @Jump => m_Wrapper.m_Normal_Jump;
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public InputAction @Wave => m_Wrapper.m_Normal_Wave;
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public InputAction @Sickle => m_Wrapper.m_Normal_Sickle;
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public InputActionMap Get() { return m_Wrapper.m_Normal; }
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public void Enable() { Get().Enable(); }
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public void Disable() { Get().Disable(); }
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@ -258,6 +291,9 @@ public class @Player : IInputActionCollection, IDisposable
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@Wave.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnWave;
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@Wave.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnWave;
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@Wave.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnWave;
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@Sickle.started -= m_Wrapper.m_NormalActionsCallbackInterface.OnSickle;
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@Sickle.performed -= m_Wrapper.m_NormalActionsCallbackInterface.OnSickle;
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@Sickle.canceled -= m_Wrapper.m_NormalActionsCallbackInterface.OnSickle;
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}
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m_Wrapper.m_NormalActionsCallbackInterface = instance;
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if (instance != null)
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@ -271,6 +307,9 @@ public class @Player : IInputActionCollection, IDisposable
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@Wave.started += instance.OnWave;
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@Wave.performed += instance.OnWave;
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@Wave.canceled += instance.OnWave;
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@Sickle.started += instance.OnSickle;
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@Sickle.performed += instance.OnSickle;
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@Sickle.canceled += instance.OnSickle;
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}
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}
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}
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@ -289,5 +328,6 @@ public class @Player : IInputActionCollection, IDisposable
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void OnMove(InputAction.CallbackContext context);
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void OnJump(InputAction.CallbackContext context);
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void OnWave(InputAction.CallbackContext context);
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void OnSickle(InputAction.CallbackContext context);
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}
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}
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@ -28,6 +28,14 @@
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"expectedControlType": "Button",
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"processors": "",
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"interactions": ""
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"name": "Sickle",
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"type": "Button",
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"id": "d92eaf00-7eaf-4292-ae80-6bfff20b5930",
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"expectedControlType": "Button",
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"processors": "",
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"interactions": ""
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}
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"bindings": [
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@ -140,6 +148,28 @@
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"action": "Wave",
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"isComposite": false,
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"action": "Sickle",
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@ -34,6 +34,7 @@ public class GetSQL : MonoBehaviour
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}
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catch (MySqlException e)
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{
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e.ToString();//解决Warming
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Debug.Log("连接失败");
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m_PreserveUVs: 0
|
||||
m_IgnoreNormalsForChartDetection: 0
|
||||
m_ImportantGI: 0
|
||||
m_StitchLightmapSeams: 1
|
||||
m_SelectedEditorRenderState: 0
|
||||
m_MinimumChartSize: 4
|
||||
m_AutoUVMaxDistance: 0.5
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 0
|
||||
m_Sprite: {fileID: 7482667652216324306, guid: 48e93eef0688c4a259cb0eddcd8661f7, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
m_FlipY: 0
|
||||
m_DrawMode: 0
|
||||
m_Size: {x: 1, y: 1}
|
||||
m_AdaptiveModeThreshold: 0.5
|
||||
m_SpriteTileMode: 0
|
||||
m_WasSpriteAssigned: 1
|
||||
m_MaskInteraction: 0
|
||||
m_SpriteSortPoint: 0
|
||||
--- !u!4 &1584056870
|
||||
Transform:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1584056867}
|
||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 0.356, y: 1.079, z: 0}
|
||||
m_LocalScale: {x: 0.3, y: 0.3, z: 0.3}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 4
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!1 &1802393384
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
|
@ -35,6 +35,12 @@ public class MyPlayer : MonoBehaviour
|
||||
[BoxGroup("CD")]
|
||||
[Header("挥动锤子的CD时长")]
|
||||
public float hammerCD = 1f;
|
||||
[BoxGroup("CD")]
|
||||
[Header("发射镰刀的CD时长")]
|
||||
public float sickleCD = 10f;
|
||||
[Header("镰刀发射点Transform")]
|
||||
[BoxGroup("预制体")]
|
||||
public GameObject sicklePrefab;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
@ -52,7 +58,13 @@ public class MyPlayer : MonoBehaviour
|
||||
private SpriteRenderer hammerSprite;
|
||||
private BoxCollider2D hammerCollider;
|
||||
[BoxGroup("CD")][Header("挥动锤子的CD还剩多长时间")][SerializeField][ReadOnly]
|
||||
private float hammerCDLeft = 0;
|
||||
private float hammerCDLeft = 0f;
|
||||
[BoxGroup("CD")][Header("发射镰刀的CD还剩多长时间")][SerializeField][ReadOnly]
|
||||
private float sickleCDLeft = 0f;
|
||||
private int faceDir = 1;//面部朝向
|
||||
private Transform sickleFirePoint;
|
||||
private Transform sickleClearerL;
|
||||
private Transform sickleClearerR;
|
||||
|
||||
void Start()
|
||||
{
|
||||
@ -76,6 +88,11 @@ public class MyPlayer : MonoBehaviour
|
||||
wavingAnimation = transform.Find("锤子的旋转中心").GetComponent<DOTweenAnimation>();
|
||||
hammerSprite = transform.Find("锤子的旋转中心").Find("锤子").GetComponent<SpriteRenderer>();
|
||||
hammerCollider = transform.Find("锤子的旋转中心").Find("锤子").GetComponent<BoxCollider2D>();
|
||||
sickleFirePoint = transform.Find("镰刀发射点");
|
||||
sickleClearerL = transform.Find("镰刀飞出消除触发器左");
|
||||
sickleClearerL.gameObject.AddComponent<SickleClearer>();
|
||||
sickleClearerR = transform.Find("镰刀飞出消除触发器右");
|
||||
sickleClearerR.gameObject.AddComponent<SickleClearer>();
|
||||
}
|
||||
|
||||
//移动函数,处理水平方向移动
|
||||
@ -90,6 +107,18 @@ public class MyPlayer : MonoBehaviour
|
||||
private void CountCD()
|
||||
{
|
||||
if(hammerCDLeft > 0) hammerCDLeft -= Time.deltaTime;
|
||||
if(sickleCDLeft > 0) sickleCDLeft -= Time.deltaTime;
|
||||
}
|
||||
|
||||
private void OnTurnAround()
|
||||
{
|
||||
faceDir = inputDir;
|
||||
transform.localScale = new Vector3( //x乘-1以显示转身
|
||||
transform.localScale.x * -1,
|
||||
//y、z不变
|
||||
transform.localScale.y, transform.localScale.z);
|
||||
|
||||
|
||||
}
|
||||
|
||||
//碰撞检测代码
|
||||
@ -125,6 +154,11 @@ public class MyPlayer : MonoBehaviour
|
||||
if(!context.ReadValue<float>().Equals(0))
|
||||
inputDir = (context.ReadValue<float>() > 0) ? 1 : -1;
|
||||
else inputDir = 0;
|
||||
|
||||
if(faceDir * inputDir < 0)
|
||||
{
|
||||
OnTurnAround();
|
||||
}
|
||||
}
|
||||
|
||||
public void OnJump(InputAction.CallbackContext context)//OnJump事件
|
||||
@ -151,6 +185,20 @@ public class MyPlayer : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
public void OnSickle(InputAction.CallbackContext context)
|
||||
{
|
||||
if(context.started && sickleCDLeft <= 0)
|
||||
{
|
||||
Sickle sickle = Instantiate(
|
||||
sicklePrefab,
|
||||
sickleFirePoint.position,
|
||||
Quaternion.identity).
|
||||
GetComponent<Sickle>();
|
||||
sickle.dir = faceDir;
|
||||
sickleCDLeft = sickleCD;
|
||||
}
|
||||
}
|
||||
|
||||
// ______ _
|
||||
// | ____| | |
|
||||
// | |____ _____ _ __ | |_
|
||||
@ -167,7 +215,26 @@ public class MyPlayer : MonoBehaviour
|
||||
hammerSprite.DOFade(0,0f);
|
||||
//关闭锤子的碰撞体
|
||||
hammerCollider.enabled = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// _______ _ _____ _
|
||||
// |__ __| | |/ ____| |
|
||||
// | | ___ ___ | | | | | __ _ ___ ___
|
||||
// | |/ _ \ / _ \| | | | |/ _` / __/ __|
|
||||
// | | (_) | (_) | | |____| | (_| \__ \__ \
|
||||
// |_|\___/ \___/|_|\_____|_|\__,_|___/___/
|
||||
|
||||
|
||||
|
||||
private class SickleClearer : MonoBehaviour
|
||||
{
|
||||
//一个工具小插件,单独写脚本实在太浪费,所以在这里写一下。
|
||||
//当触发器检测到有东西进入,会试图获取它身上的镰刀脚本,如果有就说明镰刀到屏幕边缘了,把这个镰刀删除
|
||||
//没有的话说明是其他物体,不作处理
|
||||
void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.TryGetComponent<Sickle>(out Sickle temp))
|
||||
Destroy(temp.gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,42 +1,31 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
// ...............................................................
|
||||
// ...............................................................
|
||||
// ..............................................\@@].............
|
||||
// ...............................................@@@@\...........
|
||||
// ...............................................,@@@@@`.........
|
||||
// ................................................=@@@@@\........
|
||||
// .................................................=@@@@@\.......
|
||||
// ..................................................\@@@@@\......
|
||||
// ...................................................@@@@@@@.....
|
||||
// ...................................................,@@@@@@^....
|
||||
// ....................................................=@@@@@@....
|
||||
// .....................................................@@@@@@^...
|
||||
// .....................................................=@@@@@@...
|
||||
// ......................................................@@@@@@`..
|
||||
// ......................................................@@@@@@^..
|
||||
// ......................................................@@@@@@^..
|
||||
// ......................................................@@@@@@^..
|
||||
// ......................................................@@@@@@^..
|
||||
// ..........................,@@@\......................=@@@@@@...
|
||||
// ...................../\,]@@@@@@\.....................@@@@@@/...
|
||||
// ................../@@@@@@@@@@@@@@.................../@@@@@@`...
|
||||
// ................,@@@@@@@,@@@@@@@@@\................@@@@@@@^....
|
||||
// .............,O@@@@@@@^...\@@@@@@@@@\............/@@@@@@@/.....
|
||||
// ..........,/@@@@@@@/[......\@@@@@@@@@@@]......,@@@@@@@@@/......
|
||||
// ......../@@@@@@@@/...........@@@@@@@@@@@@@@@@@@@@@@@@@@/.......
|
||||
// .....,O@@@@@@@@/..............,@@@@@@@@@@@@@@@@@@@@@@/.........
|
||||
// ....=@@@@@@@@/..................,\@@@@@@@@@@@@@@@@@/...........
|
||||
// ....@@@O@@@/.......................,\@@@@@@@@@@@@`.............
|
||||
// ....,@@@@/...............................[[[...................
|
||||
// ......[`.......................................................
|
||||
// ...............................................................
|
||||
// ...............................................................
|
||||
// ...............................
|
||||
// .......................@@`.....
|
||||
// ........................@@@....
|
||||
// ........................,@@@`..
|
||||
// .........................=@@@..
|
||||
// ..........................@@@\.
|
||||
// ..........................=@@@.
|
||||
// ...........................@@@^
|
||||
// ...........................@@@^
|
||||
// ............,@@\..........=@@@.
|
||||
// ........,@@@@@@@\.........@@@/.
|
||||
// ......]@@@@`.\@@@@\...../@@@@..
|
||||
// ...,O@@@/.....,@@@@@@@@@@@@/...
|
||||
// ..@@@@/.........,@@@@@@@@/.....
|
||||
// ..\@/................[.........
|
||||
// ...............................
|
||||
|
||||
public class Sickle : MonoBehaviour
|
||||
{
|
||||
[ReadOnly][BoxGroup("信息")]
|
||||
public int dir;
|
||||
[BoxGroup("信息")]
|
||||
public float speed = 10f;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
@ -47,6 +36,16 @@ public class Sickle : MonoBehaviour
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
Move();
|
||||
}
|
||||
|
||||
void Move()
|
||||
{
|
||||
transform.position = transform.position +=
|
||||
new Vector3(//x
|
||||
speed * Time.deltaTime * dir,
|
||||
//y//z
|
||||
0,0);
|
||||
|
||||
}
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user