![在这里插入图片描述](https://img-blog.csdnimg.cn/a77f95e0d2804e6e8f88e3c6ef696c62.png?x-oss-process=image/watermark,type_ZHJvaWRzYW5zZmFsbGJhY2s,shadow_50,text_Q1NETiBA5p2c5piO6L2pLQ==,size_20,color_FFFFFF,t_70,g_se,x_16)
场景搭建: ![在这里插入图片描述](https://img-blog.csdnimg.cn/41388757304c4fcb8c44fde65a4c905e.png?x-oss-process=image/watermark,type_ZHJvaWRzYW5zZmFsbGJhY2s,shadow_50,text_Q1NETiBA5p2c5piO6L2pLQ==,size_20,color_FFFFFF,t_70,g_se,x_16) ![在这里插入图片描述](https://img-blog.csdnimg.cn/b6055930e3d14504a05cdbd05ba43279.png) ![在这里插入图片描述](https://img-blog.csdnimg.cn/cb061843d3e14e47819014df2e00844b.png) ![在这里插入图片描述](https://img-blog.csdnimg.cn/83000471d9f54c3e946e13bcb6c85cf7.png) 构建场景:用于场景的调转 ![在这里插入图片描述](https://img-blog.csdnimg.cn/e5a8c69730734900be59cea14600e861.png)
![在这里插入图片描述](https://img-blog.csdnimg.cn/470b47f6898440b0ada803f5d102e0b2.png?x-oss-process=image/watermark,type_ZHJvaWRzYW5zZmFsbGJhY2s,shadow_50,text_Q1NETiBA5p2c5piO6L2pLQ==,size_20,color_FFFFFF,t_70,g_se,x_16) 场景渲染:用于重新开始游戏后,场景亮度不均衡问题: ![在这里插入图片描述](https://img-blog.csdnimg.cn/4f75f7a5dfb440808abb6e4504f6615d.png?x-oss-process=image/watermark,type_ZHJvaWRzYW5zZmFsbGJhY2s,shadow_50,text_Q1NETiBA5p2c5piO6L2pLQ==,size_18,color_FFFFFF,t_70,g_se,x_16) 先取消对Auto Generate的勾选 然后点击Generate Lighting ![在这里插入图片描述](https://img-blog.csdnimg.cn/3c056db3d1cf46c7bfd8731a4072cbff.png?x-oss-process=image/watermark,type_ZHJvaWRzYW5zZmFsbGJhY2s,shadow_50,text_Q1NETiBA5p2c5piO6L2pLQ==,size_15,color_FFFFFF,t_70,g_se,x_16) 标签的设置: ![在这里插入图片描述](https://img-blog.csdnimg.cn/6e5f15a6803b497b932ad6b9c3d74c47.png) ![在这里插入图片描述](https://img-blog.csdnimg.cn/8db2029bd26f4fae969fba524f0fd0ac.png)
部分代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
Rigidbody r;
public float speed;
public GameObject bullets;
public Transform bullctPos;
void Start() {
r = GetComponent<Rigidbody>();
}
void Update() {
Fire();
Fire2();
float h = Input.GetAxis("Horizontal") * Time.deltaTime * speed;
float v = Input.GetAxis("Vertical") * Time.deltaTime * speed;
Vector3 pos = new Vector3(h, 0, v);
r.velocity = pos;
}
void Fire() {
if (Input.GetButtonDown("Fire1"))
{
Instantiate(bullets,bullctPos.position,Quaternion.identity);
}
}
void Fire2()
{
if (Input.GetKeyDown(KeyCode.F))
{
if (GameObject.FindWithTag("Enemy1"))
{
GameObject a= GameObject.FindWithTag("Enemy1");
Destroy(a.gameObject);
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletsMove : MonoBehaviour {
Rigidbody r;
public float speed;
public GameObject bullet;
void Start () {
r = GetComponent<Rigidbody>();
StartCoroutine("Span");
}
void Update () {
r.velocity = Vector3.forward * speed * 3;
}
void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Enemy"))
{
Destroy(other.gameObject);
}
else
{
Span();
}
}
IEnumerator Span()
{
yield return new WaitForSeconds(5f);
Destroy(bullet);
}
}
整个项目以打包上传,有需要的朋友可以自行下载
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