AA_Gun_Death_Sit03 AA_Gun_Death_Sit04 AA_Gun_Death_Walk01 AA_Gun_Death_Walk02 AA_Gun_Death_Walk03 AA_Gun_Death_Walk04 AA_Gun_Death_run01 AA_Gun_Death_run02 AA_Gun_Death_run03 AA_Gun_Death_run04 Technical details Rigging: Yes Animation count: 16 Animation type list: fbx motion ...
代码事件监听 using UnityEngine; using System.Collections; public class BoxEventScript : MonoBehaviour { void Start () { AnimationClip gunMove = animation.GetClip("left");//动画名 AnimationEvent aevent = new AnimationEvent(); aevent.functionName = "setInfo"; //方法名 aevent.time = 1.05f;...
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using UnityEngine; using System.Collections; public class BoxEventScript : MonoBehaviour { void Start () { AnimationClip gunMove = animation.GetClip("left");//动画名 AnimationEvent aevent = new AnimationEvent(); aevent.functionName = "setInfo"; //方法名 aevent.time = 1.05f; gunMove.Add...
// This is not an editor script. public class MyPlayer :MonoBehaviour{ public int armor = 75; public int damage = 25; publicGameObjectgun; voidUpdate() { //Updatelogic here... } } 使用自定义编辑器时,可以在检视面板中更改脚本外观,正如下图所示: ...
Here’s a simple side by side comparison of a script for a simple projectile, one using Instantiation, and one using Object Pooling. // GunWithInstantiate.js // GunWithObjectPooling.js#pragma strict #pragma strictvarprefab : ProjectileWithInstantiate;varprefab : ProjectileWithObjectPooling;varmaxim...
animation["shootUpperBody"].AddMixingTransform(transform.Find("mover/gun")); 增加两个混合矩阵,让动作融合。这个动画角色的动作骨骼矩阵包含四部分,我们选择的spine1是上身的动作矩阵的根矩阵: 然后在运动的代码中调用 animation.CrossFadeQueued("shootUpperBody", 0.3, QueueMode.PlayNow); ...
[shoot.name].speed = 0.5f; 14 enemyIdle(); //开始的时候为站立动作 15 } 16 public void enemyIdle(){ //敌人闲时的动画 17 gun_muzzle_Object.SetActive(false); //隐藏枪 18 animation.CrossFade(idle.name, 1f); //切换到idle动画 19 animation[idle.name].speed = 2; //设置动画的播放速度 ...
然后"Done Player Health (Script)","Done Player Inventory (Script)","Done Player Movement (Script)"分别是对角色做控制的脚本。下面我们简单说说每个组件的用途: 1、Animator 其实是Unity内置的一个动画控制器,原理是状态机。比如双击上面的“Animator”面板里面的“Controller”属性: ...
{ // No matter where the player goes, rotate toward him, like a gun // turret following a target. transform.LookAt(_player.transform); } // Method 3 void Update() { Vector3 relativePos = _player.transform.position - transform.position; // If you set rotation directly, you need to ...