public void Awake() { m_tank = this.GetParent <Tank>(); wheels = m_tank.GameObject.FindComponentInChildren <Transform>("wheels"); tracks = m_tank.GameObject.FindComponentInChildren <Transform>("tracks"); motorAudioSource = m_tank.GameObject.GetComponent <AudioSource>(); if (this.motorAudioSource == null) { motorAudioSource = m_tank.GameObject.AddComponent <AudioSource>(); } motorAudioSource.playOnAwake = false; motorAudioSource.spatialBlend = 1; motorAudioSource.volume = GameSettingInfo.AudioVolume(); ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>(); Game.Scene.GetComponent <ResourcesComponent>().LoadBundle($"Unit.unity3d"); GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit"); Game.Scene.GetComponent <ResourcesComponent>().UnloadBundle($"Unit.unity3d"); motorClip = bundleGameObject.Get <AudioClip>("motor"); this.motorAudioSource.loop = true; this.motorAudioSource.clip = this.motorClip; axleInfos = new List <AxleInfo>(2); // 前轮 AxleInfo axleInfo = new AxleInfo(); axleInfo.leftWheel = m_tank.GameObject.FindComponentInChildren <WheelCollider>("PhysicalBody/wheelL1"); axleInfo.rightWheel = m_tank.GameObject.FindComponentInChildren <WheelCollider>("PhysicalBody/wheelR1"); axleInfo.montor = false; axleInfo.steering = true; this.axleInfos.Add(axleInfo); axleInfo = new AxleInfo(); axleInfo.leftWheel = m_tank.GameObject.FindComponentInChildren <WheelCollider>("PhysicalBody/wheelL2"); axleInfo.rightWheel = m_tank.GameObject.FindComponentInChildren <WheelCollider>("PhysicalBody/wheelR2"); axleInfo.montor = true; axleInfo.steering = false; this.axleInfos.Add(axleInfo); }
private void InitPhysical() { wheels = m_tank.FindComponentInChildren <Transform>("wheels"); tracks = m_tank.FindComponentInChildren <Transform>("tracks"); motorAudioSource = m_tank.GetComponent <AudioSource>(); if (motorAudioSource == null) { motorAudioSource = m_tank.AddComponent <AudioSource>(); } motorAudioSource.spatialBlend = 1; motorAudioSource.volume = GameSettingInfo.AudioVolume(); ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>(); //Game.Scene.GetComponent<ResourcesComponent>().LoadBundle($"Unit.unity3d"); GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(AssetBundleName.Unit, PrefabName.Unit); //Game.Scene.GetComponent<ResourcesComponent>().UnloadBundle($"Unit.unity3d"); motorClip = bundleGameObject.Get <AudioClip>("motor"); motorAudioSource.loop = true; motorAudioSource.clip = this.motorClip; axleInfos = new List <AxleInfo>(2); // 前轮 转向轮 AxleInfo axleInfo = new AxleInfo(); axleInfo.leftWheel = m_tank.FindComponentInChildren <WheelCollider>("PhysicalBody/wheelL1"); axleInfo.rightWheel = m_tank.FindComponentInChildren <WheelCollider>("PhysicalBody/wheelR1"); axleInfo.montor = false; axleInfo.steering = true; this.axleInfos.Add(axleInfo); // 后轮 动力轮 axleInfo = new AxleInfo(); axleInfo.leftWheel = m_tank.FindComponentInChildren <WheelCollider>("PhysicalBody/wheelL2"); axleInfo.rightWheel = m_tank.FindComponentInChildren <WheelCollider>("PhysicalBody/wheelR2"); axleInfo.montor = true; axleInfo.steering = false; this.axleInfos.Add(axleInfo); }
public static GameObject Create(Vector3 pos) { // 创建爆炸效果 ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>(); //resourcesComponent.LoadBundle(AssetBundleName.Unit); GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(AssetBundleName.Unit, PrefabName.Unit); //resourcesComponent.UnloadBundle(AssetBundleName.Unit); GameObject explosion = bundleGameObject.Get <GameObject>(PrefabName.BulletBoomEffect); GameObject explosionGameObject = resourcesComponent.NewObj(PrefabType.BulletBoom, explosion); explosionGameObject.SetActive(false); explosionGameObject.transform.position = pos; // 创建爆炸音效 AudioClip audio = bundleGameObject.Get <AudioClip>(PrefabName.BulletBoomAudio); AudioSource audioSource = explosionGameObject.GetComponent <AudioSource>(); if (audioSource == null) { audioSource = explosionGameObject.AddComponent <AudioSource>(); audioSource.spatialBlend = 1; audioSource.loop = false; audioSource.clip = audio; audioSource.playOnAwake = true; audioSource.volume = GameSettingInfo.AudioVolume(); } explosionGameObject.SetActive(true); FairyGUI.Timers.inst.Add(7f, 1, (_) => { resourcesComponent.RecycleObj(PrefabType.BulletBoom, explosionGameObject); }); return(explosionGameObject); }
private void GameSetting() { this.m_name.visible = GameSettingInfo.NameVisible(); this.m_uiPanel.ui.GetChild("bloodGroup").visible = GameSettingInfo.HpVisible(); }