这是从坦克资产商店获取的脚本,我想将当前由空格键进行的射击转换为Ui Shoot按钮。它应该发射子弹。就像我想要的那样,当我按下按钮时,它应该负责赋予子弹多少速度,并在我释放它后立即发射子弹。另外,我正在考虑一个填充图像,该图像也可以在按钮中显示该内容。
public class TankShooting: MonoBehaviour
{
//public int m_PlayerNumber = 1; // Used to identify the different players.
public Rigidbody m_Shell; // Prefab of the shell.
public Transform m_FireTransform; // A child of the tank where the shells are spawned.
public Slider m_AimSlider; // A child of the tank that displays the current launch force.
//public AudioSource m_ShootingAudio; // Reference to the audio source used to play the shooting audio. NB: different from the movement audio source.
//public AudioClip m_ChargingClip; // Audio that plays when each shot is charging up.
//public AudioClip m_FireClip; // Audio that plays when each shot is fired.
public float m_MinLaunchForce = 15f; // The force is given to the shell if the fire button is not held.
public float m_MaxLaunchForce = 30f; // The force is given to the shell if the fire button is held for the max charge time.
public float m_MaxChargeTime = 0.75f; // How long the shell can charge for before it is fired at max force.
private string m_FireButton; // The input axis that is used for launching shells.
private float m_CurrentLaunchForce; // The force that will be given to the shell when the fire button is released.
private float m_ChargeSpeed; // How fast the launch force increases, based on the max charge time.
private bool m_Fired; // Whether or not the shell has been launched with this button press.
private float nextFireTime;
private void OnEnable()
{
// When the tank is turned on, reset the launch force and the UI
m_CurrentLaunchForce = m_MinLaunchForce;
m_AimSlider.value = m_MinLaunchForce;
}
private void Start ()
{
// The fire axis is based on the player number.
m_FireButton = "Fire1"; //+ m_PlayerNumber;
// The rate that the launch force charges up is the range of possible forces by the max charge time.
m_ChargeSpeed = (m_MaxLaunchForce - m_MinLaunchForce) / m_MaxChargeTime;
}
public void Update()
{
// The slider should have a default value of the minimum launch force.
m_AimSlider.value = m_MinLaunchForce;
// If the max force has been exceeded and the shell hasn't yet been launched...
if (m_CurrentLaunchForce >= m_MaxLaunchForce && !m_Fired)
{
// ... use the max force and launch the shell.
m_CurrentLaunchForce = m_MaxLaunchForce;
Fire (m_CurrentLaunchForce, 1);
}
// Otherwise, if the fire button has just started being pressed...
else if (Input.GetButtonDown (m_FireButton))
{
// ... reset the fired flag and reset the launch force.
m_Fired = false;
m_CurrentLaunchForce = m_MinLaunchForce;
// Change the clip to the charging clip and start it playing.
//m_ShootingAudio.clip = m_ChargingClip;
//m_ShootingAudio.Play ();
}
// Otherwise, if the fire button is being held and the shell hasn't been launched yet...
else if (Input.GetButton (m_FireButton) && !m_Fired)
{
// Increment the launch force and update the slider.
m_CurrentLaunchForce += m_ChargeSpeed * Time.deltaTime;
m_AimSlider.value = m_CurrentLaunchForce;
}
// Otherwise, if the fire button is released and the shell hasn't been launched yet...
else if (Input.GetButtonUp (m_FireButton) && !m_Fired)
{
// ... launch the shell.
Fire (m_CurrentLaunchForce, 1);
}
}
public void Fire (float launchForce, float fireRate)
{
if (Time.time > nextFireTime)
{
nextFireTime = Time.time + fireRate;
// Set the fired flag so only Fire is only called once.
m_Fired = true;
// Create an instance of the shell and store a reference to it's rigidbody.
Rigidbody shellInstance =
Instantiate (m_Shell, m_FireTransform.position, m_FireTransform.rotation) as Rigidbody;
// Set the shell's velocity to the launch force in the fire position's forward direction.
shellInstance.velocity = m_CurrentLaunchForce * m_FireTransform.forward;
// Change the clip to the firing clip and play it.
//m_ShootingAudio.clip = m_FireClip;
//m_ShootingAudio.Play ();
// Reset the launch force. This is a precaution in case of missing button events.
m_CurrentLaunchForce = m_MinLaunchForce;
}
}
}
有一个非常简单的解决方案:
在脚本中创建函数
ShootTheBullet()
以及在按钮的组件事件中创建UI按钮并单击添加按钮
“点击时”
从包含“ ShootTheBullet()”的Hierarchey中拖放了C#脚本的游戏对象,然后单击“右键”,选择“脚本”,然后选择“选择该功能”。
现在您可以使用UI按钮射击子弹了。