Beispiel #1
0
 // Update is called once per frame
 void Update()
 {
     // 如果按下了攻击键(默认是鼠标左键)
     if (InputEx.GetButtonDown("Fire1"))
     {
         // 播放动画,播放音效
         anim.SetTrigger("Shoot");
         GetComponent <AudioSource>().Play();
         if (playerCtrl.facingRight)
         {
             // 角色向右时,向右边发射子弹
             // 实例化一个子弹
             Rigidbody2D bulletInstance = Instantiate(rocket, transform.position, Quaternion.Euler(new Vector3(0, 0, 0))) as Rigidbody2D;
             // 直接为刚体设置速度
             bulletInstance.velocity = new Vector2(speed, 0);
         }
         else
         {
             // 角色向左时,向右边发射子弹
             // 实例化一个子弹
             Rigidbody2D bulletInstance = Instantiate(rocket, transform.position, Quaternion.Euler(new Vector3(0, 0, 180f))) as Rigidbody2D;
             // 直接为刚体设置速度
             bulletInstance.velocity = new Vector2(-speed, 0);
         }
     }
 }
Beispiel #2
0
    void Update()
    {
        // 如果按下炸弹的按钮,且没有已经安置的炸弹,且还有未被安置的炸弹
        if (InputEx.GetButtonDown("Fire2") && !bombLaid && bombCount > 0)
        {
            // 减少炸弹数量
            bombCount--;

            // 设置已经安放炸弹
            bombLaid = true;

            // 播放音效
            AudioSource.PlayClipAtPoint(bombsAway, transform.position);

            // 实例化一个炸弹到玩家所在位置
            Instantiate(bomb, transform.position, transform.rotation);
        }

        // 如果炸弹数量大于0,则显示炸弹标志
        if (bombCount > 0)
        {
            bombHUD.enabled = true;
            bombNum.enabled = true;
            bombNum.text    = "x" + bombCount;
        }
        else
        {
            bombHUD.enabled = false;
            bombNum.enabled = false;
        }
    }
 // Update is called once per frame
 void Update()
 {
     // 通过2D射线检测角色与辅助检测对象之间是否存在Ground层中的物体
     grounded = Physics2D.Linecast(transform.position, groundCheck.position, 1 << LayerMask.NameToLayer("Ground"));
     // Debug.DrawLine (transform.position, groundCheck.position, Color.red, 1f);
     // 如果玩家按下了跳跃键,并且检测到地面,则进入跳跃状态
     if (InputEx.GetButtonDown("Jump") && grounded)
     {
         jump = true;
     }
 }