GameObject projectile = Instantiate(projectilePrefab, projectileSpawnPoint.position, projectileSpawnPoint.rotation);中括号的内容
时间: 2023-03-30 15:01:34 浏览: 89
这是一段 C# 代码,中括号的内容是实例化一个 GameObject 对象,使用了 projectilePrefab 作为预制体,projectileSpawnPoint.position 作为位置,projectileSpawnPoint.rotation 作为旋转。
相关问题
优化下这段代码:if(IsResGenerate && IsEnGenerate) { int rand = Random.Range(0, 4); // 根据随机数选择车辆 if (rand == 0) { GameObject car = Instantiate(BlueCar, transform.position, transform.rotation); CarSp = car.GetComponent<Car>(); CarSp.Path(Index); GM.ResIncrease(true); } else if (rand == 1) { GameObject car = Instantiate(GreyCar, transform.position, transform.rotation); CarSp = car.GetComponent<Car>(); CarSp.Path(Index); GM.ResIncrease(true); } else if (rand == 2) { GameObject car = Instantiate(EnCar, transform.position, transform.rotation); CarSp = car.GetComponent<Car>(); CarSp.Path(Index); GM.EnIncrease(true); } else { GameObject car = Instantiate(RedCar, transform.position, transform.rotation); CarSp = car.GetComponent<Car>(); CarSp.Path(Index); GM.ResIncrease(true); } } else if (IsResGenerate) { int rand = Random.Range(0, 3); // 根据随机数选择车辆 if (rand == 0) { GameObject car = Instantiate(BlueCar, transform.position, transform.rotation); CarSp = car.GetComponent<Car>(); CarSp.Path(Index); GM.ResIncrease(true); } else if (rand == 1) { GameObject car = Instantiate(GreyCar, transform.position, transform.rotation); CarSp = car.GetComponent<Car>(); CarSp.Path(Index); GM.ResIncrease(true); } else { GameObject car = Instantiate(RedCar, transform.position, transform.rotation);
可以将重复的代码提取出来,用一个数组来存储车辆预制体,这样可以避免重复代码,提高代码的可读性和可维护性,优化后的代码如下所示:
```
if(IsResGenerate && IsEnGenerate)
{
int rand = Random.Range(0, 4);
// 根据随机数选择车辆
GameObject[] cars = {BlueCar, GreyCar, EnCar, RedCar};
GameObject car = Instantiate(cars[rand], transform.position, transform.rotation);
CarSp = car.GetComponent<Car>();
CarSp.Path(Index);
if(rand == 2)
{
GM.EnIncrease(true);
}
else
{
GM.ResIncrease(true);
}
}
else if (IsResGenerate)
{
int rand = Random.Range(0, 3);
// 根据随机数选择车辆
GameObject[] cars = {BlueCar, GreyCar, RedCar};
GameObject car = Instantiate(cars[rand], transform.position, transform.rotation);
CarSp = car.GetComponent<Car>();
CarSp.Path(Index);
GM.ResIncrease(true);
}
```
public void Move() { int stt = sun; scoreText.text = stt.ToString(); if (Input.GetKey(KeyCode.W)) { direction = 0; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[2]; this.gameObject.transform.Translate(Vector3.up * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.S)) { this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[0]; direction = 2; this.gameObject.transform.Translate(Vector3.down * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.D)) { direction = 3; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[1]; this.gameObject.transform.Translate(Vector3.right * speed * Time.deltaTime); } else if (Input.GetKey(KeyCode.A)) { direction = 1; this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[3]; this.gameObject.transform.Translate(Vector3.left * speed * Time.deltaTime); } // 攻击 if (Input.GetMouseButtonDown(0)) { // 处理鼠标左键点击事件 GameObject ins = Instantiate(bulletPrefab); Vector2 clickPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); ins.GetComponent<Blogs>().clickPosition = clickPosition; if (direction == 0) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 0.15f); } else if (direction == 2) { ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - 0.15f); } else if (direction == 3) { ins.transform.position = new Vector3(this.gameObject.transform.position.x + 0.15f, this.gameObject.transform.position.y); } else if (direction == 1) { ins.transform.position = new Vector3(this.gameObject.transform.position.x - 0.15f, this.gameObject.transform.position.y); } } }增加移动时脚步声
你可以在Move()函数中增加播放脚步声的代码,例如:
public AudioClip footstepSound; // 脚步声音频
public AudioSource audioSource; // 音频源
public void Move() {
int stt = sun;
scoreText.text = stt.ToString();
if (Input.GetKey(KeyCode.W)) {
direction = 0;
this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[2];
this.gameObject.transform.Translate(Vector3.up * speed * Time.deltaTime);
} else if (Input.GetKey(KeyCode.S)) {
this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[0];
direction = 2;
this.gameObject.transform.Translate(Vector3.down * speed * Time.deltaTime);
} else if (Input.GetKey(KeyCode.D)) {
direction = 3;
this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[1];
this.gameObject.transform.Translate(Vector3.right * speed * Time.deltaTime);
} else if (Input.GetKey(KeyCode.A)) {
direction = 1;
this.gameObject.GetComponent<SpriteRenderer>().sprite = prota[3];
this.gameObject.transform.Translate(Vector3.left * speed * Time.deltaTime);
}
// 播放脚步声
if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) {
if (!audioSource.isPlaying) {
audioSource.clip = footstepSound;
audioSource.loop = true;
audioSource.Play();
}
} else {
audioSource.Stop();
}
// 攻击
if (Input.GetMouseButtonDown(0)) {
// 处理鼠标左键点击事件
GameObject ins = Instantiate(bulletPrefab);
Vector2 clickPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
ins.GetComponent<Blogs>().clickPosition = clickPosition;
if (direction == 0) {
ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y + 0.15f);
} else if (direction == 2) {
ins.transform.position = new Vector3(this.gameObject.transform.position.x, this.gameObject.transform.position.y - 0.15f);
} else if (direction == 3) {
ins.transform.position = new Vector3(this.gameObject.transform.position.x + 0.15f, this.gameObject.transform.position.y);
} else if (direction == 1) {
ins.transform.position = new Vector3(this.gameObject.transform.position.x - 0.15f, this.gameObject.transform.position.y);
}
}
}
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