コード例 #1
0
 private void FixedUpdate()
 {
     if (target != null)
     {
         if (updateThisFrame)
         {
             Vector3 direction = target.GetAimPoint().position - transform.position;
             rigidbody.velocity = direction.normalized * speed;
             updateThisFrame    = false;
         }
         else
         {
             updateThisFrame = true;
         }
     }
 }
コード例 #2
0
ファイル: UnitFiring.cs プロジェクト: jlarnett/RTSSC
    private void Update()
    {
        Targetable target = targeter.GetTarget();

        if (target == null)
        {
            return;
        }

        if (!CanFireAtTarget())
        {
            return;
        }

        //In range of target here
        Quaternion targetRotation =
            Quaternion.LookRotation(target.transform.position - transform.position);

        //Rotates the unit based upon our rotation and target rotation and speed.
        transform.rotation =
            Quaternion.RotateTowards(transform.rotation, targetRotation, rotationSpeed * Time.deltaTime);

        //Make sure we can fire based upon fire rate and fire timer.
        if (Time.time > (1 / fireRate) + lastFireTime)         //If firerate is 1 we fire 1 per second. E.G how ever many per second
        {
            //Get the projectile rotation to aim at center of targeter.
            Quaternion projectrileRotation =
                Quaternion.LookRotation(target.GetAimPoint().position - projectileSpawnPoint.position);

            //Instantiate the projectile instance onto the Server, but not network yet.
            GameObject projectileInstance =
                Instantiate(projectilePrefab, projectileSpawnPoint.position, projectrileRotation);

            NetworkServer.Spawn(projectileInstance, connectionToClient);

            lastFireTime = Time.time;
        }
    }