// Start is called before the first frame update void Start() { //初始化视线 Ray tar = new Ray(transform.position + shootRectify, transform.forward); if (Physics.Raycast(tar, out sightHit)) { lookAtPoint = sightHit.point; } //初始化动作 switch (weaponController.category) { case WeaponCategory.Handgun: humanController.ToHandgun(weapon); break; case WeaponCategory.Heavy: humanController.ToHeavy(weapon); break; case WeaponCategory.Infantry: humanController.ToInfantry(weapon); break; case WeaponCategory.Knife: humanController.ToKnife(weapon); break; } SetPatrol(); }
// Start is called before the first frame update void Start() { knife = Instantiate(knifePrefab, new Vector3(0f, 0f, 0f), Quaternion.identity); weaponNow = knife; weaponController = weaponNow.GetComponent <WeaponController>(); playerController.ToKnife(knife); /*初始化准星目标点,设置视线 */ // Ray ray = Camera.main.ScreenPointToRay(new Vector3(Camera.main.pixelWidth / 2, Camera.main.pixelHeight / 2, 0f)); // if(Physics.Raycast(ray, out hit)) // { // sightTargetPoint = hit.point; // } sightTargetPoint = transform.forward * 5; playerController.SetSightGetter(this); //视线设置以便于人物面向准星的位置 /*设置血量、子弹等 */ MaxHealth = playerController.MaxHealth; health = MaxHealth; healthTransform.localScale = new Vector3(1f, 1f, 1f); SetBulletUI(); SetWeaponInfoUI(); }