private void Fire() { shotCounter = timeBtweenShots; Bulletcontroller newbullet = Instantiate(bullet, firepoint.position, firepoint.rotation) as Bulletcontroller; newbullet.speed = bulletSpeed; }
IEnumerator Fire() { currentAmmo--; shotCounter = timeBtweenShots; Bulletcontroller newbullet = Instantiate(bullet, firepoint.position, firepoint.rotation) as Bulletcontroller; newbullet.speed = bulletSpeed; audio.PlayOneShot(audio.clip); yield return(new WaitForSeconds(3f)); }
// Update is called once per frame void Update() { float moveX = Input.GetAxisRaw("Horizontal"); float moveY = Input.GetAxisRaw("Vertical"); Vector2 position = rbody.position; //position.x += moveX * speed * Time.deltaTime; //position.y += moveY * speed * Time.deltaTime;可以删去 Vector2 moveVector = new Vector2(moveX, moveY); if (moveVector.x != 0 || moveVector.y != 0) { lookDirection = moveVector; } if (isInvincible) { invincibleTimer -= Time.deltaTime; if (invincibleTimer < 0) { isInvincible = false; } } anim.SetFloat("Look X", lookDirection.x); anim.SetFloat("Look Y", lookDirection.y); anim.SetFloat("Speed", moveVector.magnitude); position += moveVector * speed * Time.deltaTime; rbody.MovePosition(position); //==================子弹按下J键进行攻击===================== if (Input.GetKeyDown(KeyCode.J)) { anim.SetTrigger("Launch");//播放攻击动画 GameObject bullet = Instantiate(bulletPrefab, rbody.position + Vector2.up * 0.5f, Quaternion.identity); Bulletcontroller bc = bullet.GetComponent <Bulletcontroller>(); if (bc != null) { bc.Move(lookDirection, 300); } } }