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【Unity3D-Mirror多人坦克大战】敌人的开火和死亡、游戏开始界面制作(完结)

三千筱夜 2022-03-12 阅读 41

目录

45、Navmesh路径

46、游戏开始界面制作

效果


45、Navmesh路径

更新PlayerBot.cs

​
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using Random = UnityEngine.Random;
public class PlayerBot : Player
{
    ……
    void FixedUpdate()
    {
        if (isDead) return;
        if (inRange.Count == 0)
        {
            if (Vector3.Distance(transform.position, targetPoint) < agent.stoppingDistance)
            {
                RandomPoint(transform.position, range * 3, out targetPoint);
            }
        }
        else
        {
            if (Vector3.Distance(transform.position, targetPoint) < agent.stoppingDistance)
            {
                RandomPoint(inRange[0].transform.position, range * 2, out targetPoint);
            }
            for (int i = 0; i < inRange.Count; ++i)
            {
                RaycastHit hit;
                if (Physics.Linecast(transform.position, inRange[i].transform.position, out hit))
                {
                    Vector3 lookPos = inRange[i].transform.position;
                    turret.LookAt(lookPos);
                    turret.eulerAngles = new Vector3(-90, turret.eulerAngles.y, 0);
                    Vector3 shotDir = lookPos - transform.position;
                    if (Time.time > nextFire)
                    {
                        nextFire = Time.time + fireRate;
                        Shoot((short) (shotDir.x * 10), (short) (shotDir.z * 10));
                    }
                    break;
                }
            }
        }
    }
    
    public void Shoot(short xPos, short zPos)
    {
        Vector3 shotCenter =
            Vector3.Lerp(shotPos.position, new Vector3(xPos / 10f, shotPos.position.y, zPos / 10f), 0.6f);
        // 创建子弹,并同步到客户端
        GameObject obj = Instantiate(BulletPrefab, shotCenter, Quaternion.Euler(0, turret.eulerAngles.y, 0)); //把预制体实例化出子弹
        obj.GetComponent<Bullet>().owner = gameObject;
        Mirror.NetworkServer.Spawn(obj,obj.GetComponent<Mirror.NetworkIdentity>().assetId); // 在服务器端生成,并同步到客户端
    }
    protected override void RpcRespawn()
    {
        StartCoroutine(Respawn());
    }
    IEnumerator Respawn()
    {
        isDead = true;
        inRange.Clear();
        agent.isStopped = true;
        ToggleComponents(false);
        yield return new WaitForSeconds(GameManager.GetInstance().respawnTime);
        ToggleComponents(true);
        targetPoint = GameManager.GetInstance().GetSpawnPosition(teamIndex);
        transform.position = targetPoint;
        agent.Warp(targetPoint);
        agent.isStopped = false;
        isDead = false;
    }
    void ToggleComponents(bool state)
    {
        GetComponent<Rigidbody>().isKinematic = state;
        GetComponent<Collider>().enabled = state;
        for (int i = 0; i < transform.childCount; ++i)
        {
            transform.GetChild(i).gameObject.SetActive(state);
        }
    }
}
​

46、游戏开始界面制作

点击应用后

优化按钮UI

效果

完结

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