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- <pre>var Enemy_tank: GameObject; //定义坦克
- var firepoint: Transform; //定义开火点
- var bullet: Rigidbody; //定义子弹
- var bullspeed: int=50; //定义子弹速度
- var attackRange = 100.0; //定义距离
- var target : Transform;//定义共计目标
- //static var value : float ;
- private var cun_time: int=0;
- function Start () //初始化目标
- {
- if (target == null && GameObject.FindWithTag("hero")) target = GameObject.FindWithTag("hero").transform;
- }
- function Update ()
- {
- //Tank Fire
- // cun_time++;
- // if(cun_time==260)
- // {
- // var clone : Rigidbody;
- // clone = Instantiate(bullet, firepoint.transform.position, firepoint.transform.rotation);
- // clone.velocity = transform.TransformDirection (Vector3.right*bullspeed);
- // cun_time=0;
- // }
- //distance from A and B
- //angle from A and B
- //var targetDir = transform.position-other.position;
- //var right = transform.right;
- //var angle = Vector3.Angle(targetDir, right);
- //print("angle is ="+angle);//if (angle < 5.0)//transform.Rotate(Vector3.up*0.5);
- //var speed = 0.1;
- //transform.rotation =Quaternion.Slerp (from.rotation, to.rotation, Time.time * speed);
- Enemy_tank=GameObject.Find("Enemy_barrel"); //实例化
- if (target == null)
- return;
- if (!CanSeeTarget ())
- return;
- // Rotate towards target
- var targetPoint = target.position;
- var targetRotation = Quaternion.LookRotation (targetPoint - Enemy_tank.transform.position,Vector3.up); //求出与目标之间的角度
- Enemy_tank.transform.rotation = Quaternion.Slerp(Enemy_tank.transform.rotation, targetRotation, Time.deltaTime * 2.0); //旋转之角度与目标对齐
- //If we are almost rotated towards target - fire one clip of ammo
- var forward = Enemy_tank.transform.TransformDirection(Vector3.forward);
- var targetDir =Enemy_tank.transform.position-target.position; //求出2者之间的距离
- if((Vector3.Angle(forward, targetDir) <10.0)||((Vector3.Angle(forward, targetDir) >-10.0))) //这边是自动开炮的效果
- {
- cun_time++;
- if(cun_time==260)
- {
- var clone : Rigidbody;
- clone = Instantiate(bullet, firepoint.transform.position, firepoint.transform.rotation);
- clone.velocity = Enemy_tank.transform.TransformDirection (Vector3.forward*bullspeed);
- cun_time=0;
- }
- }
- if((Vector3.Distance(transform.position, target.position) < attackRange)) //发现目标而且在范围之内,开始追击目标
- {
- var targetPoint1 = target.position;
- //Calculation the angle with target
- var targetRotation1 = Quaternion.LookRotation (targetPoint1 - transform.position,Vector3.up);
- //Rotated Itself then make a line with target
- transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation1, Time.deltaTime * 1.0);
- transform.Translate(Vector3.forward*0.05);
- }
- }
- function CanSeeTarget (): System.Boolean //计算是否被发现
- {
- if (Vector3.Distance(transform.position, target.position) > attackRange) return false;
- var hit : RaycastHit; if (Physics.Linecast (transform.position, target.position, hit))
- return hit.transform == target; return false;
- }</pre>
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