if (isMove) { if (transform.position.y > limitY) { transform.Translate(Vector3.down * 0.05f); } else { isMove = false;//���䵽һ��λ��ʱ�������塣 Invoke("ReLoadScene", 1f);//���¼�����Ϸ } }分析这段代码
时间: 2023-12-06 21:41:59 浏览: 26
这段代码应该是在控制一个物体向下移动,当它移动到一定位置时触发一个函数重新加载场景。具体分析如下:
- 如果 isMove 为 true,说明物体需要向下移动。
- 如果物体的当前位置高度大于 limitY,就让物体向下移动一定距离(这里的下指的是世界坐标系下的 y 轴负方向)。
- 当物体的位置低于等于 limitY 时,将 isMove 设为 false,表示移动已经结束。
- 接着使用 Invoke 函数在 1 秒后调用 ReLoadScene 函数,重新加载当前场景。
需要注意的是,这段代码并不是在 Update 函数中执行的,而是在某个条件成立时才会被执行,否则不会有任何效果。
相关问题
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);
}
}
}
transform.position += Vector3.left * m_ForwardSpeeed * Time.deltaTime
这是Unity中常见的代码,作用是将物体向左移动。其中transform.position表示物体的当前位置,Vector3.left表示物体向左的方向,m_ForwardSpeed表示物体向左移动的速度,Time.deltaTime表示每一帧的时间间隔。通过将这些值相乘,可以计算出物体在每一帧中向左移动的距离,并将其加到物体的当前位置上,从而实现物体向左移动的效果。
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