泰州网站建设案例友情链接是啥意思
一、介绍
该项目以虚拟现实技术课程中老师所教授 UnityChan 相关 人物角色动画控制为基础,引入室外场景模型并添加光照和阴影;添加交互性元素如 发射炮弹,键盘按钮移动坦克;实现第一、三人称视角切换。
开发平台为 Unity 2018.4.21f1(64-bit),操作系统为 Windows 10(64 位)。
二、操作说明
使用 Visual Studio 编译这个游戏,然后运行。
2.1 这个是游戏刚开始进入时的场景
2.2 移动人物漫游场景
WSAD 键用来控制坦克的位置,行走用户以第三人称视角在整个场景中进行移动。
2.3 移动鼠标切换视角
可以移动鼠标,来切换视角
[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-CHzGIqX2-1653294122999)
(https://www.writebug.com/myres/static/uploads/2022/5/21/44912dd0f2bce5f0058dcf67ebe48014.writebug)]
2.4 鼠标点击发射炮弹
点击鼠标的时候,可以发射炮弹到一个位置,观看到炸弹爆炸的效果
三、探索的技术
3.1 多摄像机切换
using UnityEngine;
public class CameraControl : MonoBehaviour
{public float m_DampTime = 0.2f;public float m_ScreenEdgeBuffer = 4f;public float m_MinSize = 6.5f;[HideInInspector] public Transform[] m_Targets;private Camera m_Camera;private float m_ZoomSpeed;private Vector3 m_MoveVelocity;private Vector3 m_DesiredPosition;private void Awake(){m_Camera = GetComponentInChildren<Camera>();}private void FixedUpdate(){Move();Zoom();}private void Move(){FindAveragePosition();transform.position = Vector3.SmoothDamp(transform.position, m_DesiredPosition, ref m_MoveVelocity, m_DampTime);}private void FindAveragePosition(){Vector3 averagePos = new Vector3();int numTargets = 0;for (int i = 0; i < m_Targets.Length; i++){if (!m_Targets[i].gameObject.activeSelf)continue;averagePos += m_Targets[i].position;numTargets++;}if (numTargets > 0)averagePos /= numTargets;averagePos.y = transform.position.y;m_DesiredPosition = averagePos;}private void Zoom(){float requiredSize = FindRequiredSize();m_Camera.orthographicSize = Mathf.SmoothDamp(m_Camera.orthographicSize, requiredSize, ref m_ZoomSpeed, m_DampTime);}private float FindRequiredSize(){Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition);float size = 0f;for (int i = 0; i < m_Targets.Length; i++){if (!m_Targets[i].gameObject.activeSelf)continue;Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position);Vector3 desiredPosToTarget = targetLocalPos - desiredLocalPos;size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.y));size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.x) / m_Camera.aspect);}size += m_ScreenEdgeBuffer;size = Mathf.Max(size, m_MinSize);return size;}public void SetStartPositionAndSize(){FindAveragePosition();transform.position = m_DesiredPosition;m_Camera.orthographicSize = FindRequiredSize();}
}
坦克生命值切换
using UnityEngine;
using UnityEngine.UI;
public class TankHealth : MonoBehaviour
{public float m_StartingHealth = 100f;public Slider m_Slider;public Image m_FillImage;public Color m_FullHealthColor = Color.green;public Color m_ZeroHealthColor = Color.red;public GameObject m_ExplosionPrefab;private AudioSource m_ExplosionAudio;private ParticleSystem m_ExplosionParticles;private float m_CurrentHealth;private bool m_Dead;private void Awake(){m_ExplosionParticles = Instantiate(m_ExplosionPrefab).GetComponent<ParticleSystem>();m_ExplosionAudio = m_ExplosionParticles.GetComponent<AudioSource>();m_ExplosionParticles.gameObject.SetActive(false);}private void OnEnable(){m_CurrentHealth = m_StartingHealth;m_Dead = false;SetHealthUI();}public void TakeDamage(float amount){m_CurrentHealth -= amount;SetHealthUI();if (m_CurrentHealth <= 0f && !m_Dead){OnDeath();}}private void SetHealthUI(){m_Slider.value = m_CurrentHealth;m_FillImage.color = Color.Lerp(m_ZeroHealthColor, m_FullHealthColor, m_CurrentHealth / m_StartingHealth);}private void OnDeath(){m_Dead = true;m_ExplosionParticles.transform.position = transform.position;m_ExplosionParticles.gameObject.SetActive(true);m_ExplosionParticles.Play();m_ExplosionAudio.Play();gameObject.SetActive(false);}
plosionParticles.gameObject.SetActive(true);
m_ExplosionParticles.Play();
m_ExplosionAudio.Play();
gameObject.SetActive(false);
}