CameraMin.transform. position = Controller.GetComponent<Position_pAnds> 0.Test (gamobj) +new Vector3(0,1, 0);
时间: 2024-03-28 09:37:31 浏览: 7
这是一段代码,其中包含了以下操作:
1. 获取名为 "Controller" 的游戏对象上的 "Position_pAnds" 组件的 "Test" 方法,并将参数设置为 "gamobj"。
2. 将获取到的位置值加上一个新的向量 (0,1,0),并将结果赋值给名为 "CameraMin" 的游戏对象的 "transform.position" 属性。
这段代码的作用是将 "CameraMin" 游戏对象的位置设置为 "Controller" 游戏对象上的 "Position_pAnds" 组件的 "Test" 方法返回的位置值加上一个向上的偏移量。
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);
}
}
}
void Start() { _rigidbody = GetComponent<Rigidbody>(); _rigidbody.centerOfMass = new Vector3(0, 0, 0); _currentStage = Stage; SpawnStage(); _cameraRelativePosition = Camera.main.transform.position - transform.position; }
这是一个C#脚本中的Start()函数。具体来说,它包含以下内容:
1.获取附加在物体上的Rigidbody组件,并将其存储在变量_rigidbody中。
2.将物体的质心设置为(0,0,0),这将影响物体的物理行为。
3.将变量_currentStage设置为变量Stage的值。
4.生成一个新的场景。
5.计算相机相对于物体的位置,并将其存储在变量_cameraRelativePosition中。这可以用来跟随物体的运动而移动相机。
Start()函数是Unity中MonoBehaviour类的一个方法,它在脚本组件被加载时被自动调用。在这个例子中,它用来初始化物体的状态和计算相机的位置。