AR开发实战Hi-AR项目之铁甲精骑

一、框架视图

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二、关键代码

RobotOneController

using UnityEngine;
using System.Collections;

public class RobotOneController : MonoBehaviour {

    public Transform Robot2;
    public Transform HPBar;
    public  Transform Shild;

    Animator animator;

    public static float life;

    float fireDistance;
    float damage;
    float rotateSpeed;
    float stopRotation;


    bool b_Attack;

    public  GameObject HPObj;

    public GameObject LeftWeapon, RightWeapon;


    void Awake()
    {
        animator = GetComponent<Animator> ();
        life = 100;
        fireDistance = 13;
        damage = 0.2f;
        rotateSpeed = 1.2f;
        stopRotation = 3f;
        b_Attack = false;


    }



    void Update () {
    
        if (Robot2.gameObject.activeInHierarchy && RototTwoController.life>0) {

            //保持看着敌方机器人
            Quaternion rotation = Quaternion.LookRotation (Robot2.position-transform.position,transform.up);

            //rotat差值
            Vector3 differ = transform.rotation.eulerAngles - rotation.eulerAngles;


            if (differ.magnitude>stopRotation) {
                transform.rotation = Quaternion.Slerp (transform.rotation,rotation,Time.deltaTime*rotateSpeed);
            } else {
                transform.rotation = rotation;

                //计算是否在交火距离
                float distance = Vector3.Distance (transform.position,Robot2.position);

                if (distance<fireDistance) {
                    b_Attack = true;
                    LeftWeapon.SetActive (true);
                    RightWeapon.SetActive (true);
                    //对敌方造成伤害
                    RototTwoController.life-=damage;

                    //当血量低于30,开启防护罩
                    if (life<=30) {
                        Shild.gameObject.SetActive (true);
                    }
                } 
                else {
                    b_Attack = false;
                    LeftWeapon.SetActive (false);
                    RightWeapon.SetActive (false);
                }
            }
            
        } else {
            b_Attack = false;
            Shild.gameObject.SetActive (false);
            LeftWeapon.SetActive (false);
            RightWeapon.SetActive (false);
        }

        HPObj.GetComponent<MeshRenderer>().material.SetFloat("_Float", life);
        animator.SetBool ("b_Attack",b_Attack);
    }


    void OnEnable()
    {
        life = 100;
        b_Attack = false;
        transform.localPosition = Vector3.zero;
        transform.localRotation = Quaternion.Euler (Vector3.zero);
        Shild.gameObject.SetActive (false);
        LeftWeapon.SetActive (false);
        RightWeapon.SetActive (false);
    }
}

RototTwoController

using UnityEngine;
using System.Collections;

public class RototTwoController : MonoBehaviour {


    public Transform Robot1;

//  public  Transform Shild;

    Animator animator;

    public static float life;

    float fireDistance;
    float damage;
    float rotateSpeed;
    float stopRotation;


    bool b_Attack;

    bool b_Dead;

    public GameObject HPObj;
    public GameObject LeftWeapon, RightWeapon;
    public GameObject ExplosionBig;


    void Awake()
    {
        animator = GetComponent<Animator> ();
        life = 100;
        fireDistance = 13;
        damage = 0.4f;
        rotateSpeed = 0.8f;
        stopRotation = 3f;

        b_Attack = false;
        b_Dead = false;
    }



    void Update () {
        if (life>0) {

            if (Robot1.gameObject.activeInHierarchy) {
                //保持看着敌方机器人
                Quaternion rotation = Quaternion.LookRotation (Robot1.position-transform.position,transform.up);

                //rotat差值
                Vector3 differ = transform.rotation.eulerAngles - rotation.eulerAngles;


                if (differ.magnitude>stopRotation) {
                    transform.rotation = Quaternion.Slerp (transform.rotation,rotation,Time.deltaTime*rotateSpeed);
                } else {
                    transform.rotation = rotation;

                    //计算是否在交火距离
                    float distance = Vector3.Distance (transform.position,Robot1.position);

                    if (distance<fireDistance) {
                        b_Attack = true;
                        LeftWeapon.SetActive (true);
                        RightWeapon.SetActive (true);
                        //对敌方造成伤害
                        if (RobotOneController.life>30) {
                            RobotOneController.life-=damage;
                        }

                    } else {
                        b_Attack = false;
                        LeftWeapon.SetActive (false);
                        RightWeapon.SetActive (false);
                    }
                }
            } else {
                b_Attack = false;
                b_Dead = false;
                LeftWeapon.SetActive (false);
                RightWeapon.SetActive (false);
            }
        } else {
            //死亡
            life = 0;
            b_Attack = false;
            b_Dead = true;
            LeftWeapon.SetActive (false);
            RightWeapon.SetActive (false);
            ExplosionBig.SetActive (true);

        }

        HPObj.GetComponent<MeshRenderer>().material.SetFloat("_Float", life);
        animator.SetBool ("b_Attack",b_Attack);
        animator.SetBool ("b_Dead",b_Dead);
    }

    void OnEnable()
    {
        life = 100;
        b_Attack = false;
        b_Dead = false;
        transform.localPosition = Vector3.zero;
        transform.localRotation = Quaternion.Euler (Vector3.zero);
        LeftWeapon.SetActive (false);
        RightWeapon.SetActive (false);
        ExplosionBig.SetActive (false);

    }
}

Spawner

using UnityEngine;
using System.Collections;

public class Spawner : MonoBehaviour
{
    private Transform Objectman;
    private float timeSpawn = 0;
    private int timeSpawnMax;
    private float enemyCount = 0;
    private int radiun;

    private void Start()
    {
        if (GetComponent<Renderer>())
            GetComponent<Renderer>().enabled = false;

    }

    private void Update()
    {
        GameObject[] gos = GameObject.FindGameObjectsWithTag("Enemy");
        timeSpawn += 1;
        if (gos.Length < enemyCount)
        {
            int timespawnmax = timeSpawnMax;
            if (timespawnmax <= 0)
            {
                timespawnmax = 10;
            }
            if (timeSpawn >= timespawnmax)
            {
                GameObject enemyCreated =
                    (GameObject)
                    Instantiate(Objectman.gameObject,
                                transform.position +
                                new Vector3(Random.Range(-radiun, radiun), 20, Random.Range(-radiun, radiun)),
                                Quaternion.identity);

                enemyCreated.transform.localScale = new Vector3(Random.Range(5, 20), enemyCreated.transform.localScale.x,
                                                                enemyCreated.transform.localScale.x);

                timeSpawn = 0;

            }
        }

    }

}

三、效果展示

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