m_MoveDirection.x = inputX * m_Speed * inputModifyFactor; m_MoveDirection.z = inputY * m_Speed * inputModifyFactor; m_MoveDirection = m_Transform.TransformDirection(m_MoveDirection); } }// Apply gravitym_MoveDi
// Get direction of movement. (Note: Don't normalize, the magnitude of change is going to be Vector3.Distance(current_position-hit_position) // anyways. Vector3 direction = Camera.main.ScreenToWorldPoint(current_position) - Camera.main.ScreenToWorldPoint(hit_position); // Invert direction t...
To get things going, you can either set a path by one of the many accessors for that or directly set the velocity. Assuming that the NavMeshAgent is configured to update the position, this will start smoothly moving the object like with the rigidbody – only this time constrained by the...
} function UpdateSmoothedMovementDirection () { //通过坐标轴名称返回一个不使用平滑滤波器的虚拟值。往左为-1往右边卫+1没有输入的时候为0 var h = Input.GetAxisRaw ("Horizontal"); Debug.Log(h); if (!canControl) h = 0.0; movement.isMoving = Mathf.Abs (h) > 0.1; if (movement.isMoving...
{ //strafe CurrentTargetSpeed = StrafeSpeed; } if (input.y < 0) { //backwards CurrentTargetSpeed = BackwardSpeed; } if (input.y > 0) { //forwards //handled last as if strafing and moving forward at the same time forwards speed should take precedence CurrentTargetSpeed = ForwardSpeed; ...
Direction.RIGHT : Direction.LEFT); } protected override void Start() { { AssetBundle assetBundle = test.assetBundle["particle system"]; this.gameObject = UnityEngine.Object.Instantiate<GameObject>(assetBundle.LoadAsset<GameObject>("Particle System")); this.gameObjec...
(LightDir),GetMainLight()方法能获取主光源的颜色、方向、衰减等信息,非常方便:Lightlight=GetMainLight();float3lightDirWS=light.direction;half3diffuse=baseMap.xyz*_BaseColor*LightingLambert(light.color,light.direction,IN.normalWS);//等同于://half3 diffuse = lightColor*saturate(dot(normal, lightDir...
// always move along the camera forward as it is the direction that it being aimed at //始终沿着摄像机向前移动,因为它是瞄准的方向 Vector3desiredMove=transform.forward*m_Input.y+transform.right*m_Input.x; // get a normal for the surface that is being touched to move along it ...
Event:事件。事件的范围就很广了,一般在做/能做/不能做什么事都可以用Event描述。我习惯把Ban(禁用)归为Event。本案例中,Event.Ban.Move的含义是禁止移动。Event.Moving的含义是正在移动中。 CD:Cooldown冷却。CD是非常常规且重要的标签,技能的CD效果必须依赖于对应的CD标签。下文会介绍CD标签的用法。
[Obsolete("Property light has been deprecated. Use GetComponent<Light>() instead. (UnityUpgradable)",true)]publicComponent light {get; }///摘要://Calls the method named methodName on every MonoBehaviour in this game object//or any of its children.///参数://methodName://Name of the method...