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Unity3D经验(3)——飞机弹幕设计
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Unity3D经验(3)——飞机弹幕设计
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圓形彈幕:
override protected IEnumerator Shoots(){Vector3 firdir = transform.up;Quaternion offset = Quaternion.AngleAxis(30, Vector3.forward);for (int j = 1; j <= 5; j++){for (int i = 1; i <= 12; i++){GameObject tmp = Instantiate(bullet);tmp.transform.position = transform.position;tmp.transform.rotation = Quaternion.Euler(firdir);firdir = offset * firdir;}yield return new WaitForSeconds(1f);}yield return null;}三點彈幕:
override protected IEnumerator Shoots(){Vector3 firdir;Quaternion offsetL = Quaternion.AngleAxis(30, Vector3.forward);Quaternion offsetR = Quaternion.AngleAxis(-30, Vector3.forward);for (int j = 1; j <= 5; j++){firdir = -transform.up;firdir = offsetL * firdir;GameObject tmp = Instantiate(bullet);tmp.transform.position = transform.position;tmp.transform.rotation = Quaternion.Euler(firdir);firdir = offsetR * firdir;tmp = Instantiate(bullet);tmp.transform.position = transform.position;tmp.transform.rotation = Quaternion.Euler(firdir);firdir = offsetR * firdir;tmp = Instantiate(bullet);tmp.transform.position = transform.position;tmp.transform.rotation = Quaternion.Euler(firdir);yield return new WaitForSeconds(1f);}yield return null;}圓形延遲彈幕:
override protected IEnumerator Shoots(){Vector3 firdir = transform.up;Quaternion offset = Quaternion.AngleAxis(30, Vector3.forward);for (int j = 1; j <= 5; j++){for (int i = 1; i <= 12; i++){GameObject tmp = Instantiate(bullet);tmp.transform.position = transform.position;tmp.transform.rotation = Quaternion.Euler(firdir);firdir = offset * firdir;yield return new WaitForSeconds(0.05f);}}yield return null;}星狀散射彈幕:
override protected IEnumerator Shoots(){Vector3 firdir = transform.up;Quaternion offset = Quaternion.AngleAxis(60, Vector3.forward);for (int k = 1; k <= 3; k++){for (int j = 1; j <= 5; j++){for (int i = 1; i <= 6; i++){GameObject tmp = Instantiate(bullet);tmp.transform.position = transform.position;tmp.transform.rotation = Quaternion.Euler(firdir);firdir = offset * firdir;}yield return new WaitForSeconds(0.05f);}yield return new WaitForSeconds(0.3f);}yield return null;}散射追蹤彈幕:
override protected IEnumerator Shoots(){Vector3 firdir = transform.up;Quaternion offset = Quaternion.AngleAxis(60, Vector3.forward);Quaternion kick = Quaternion.AngleAxis(3, Vector3.forward);for (int j = 1; j <= 120; j++){firdir = kick * firdir;for (int i = 1; i <= 6; i++){GameObject tmp = Instantiate(bullet);tmp.transform.position = transform.position;tmp.transform.rotation = Quaternion.Euler(firdir);firdir = offset * firdir;}yield return new WaitForSeconds(0.05f);}yield return null;}總結
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