public class DanDaoFlyCtrl : MonoBehaviour { Transform m_trans; bool m_isSet = false; Transform m_toTrans; float m_speed; // Use this for initialization void Start () { m_trans = this.transform; } public void SetInfo(Transform toTrans, float speed) { m_toTrans = toTrans; m_speed ...
5public float m_speed=1; //这个是定义的玩家的移动速度之所以Public是因为为了⽅便对其进⾏调节 (public的属性和对象会在Unity中物体的脚本选项中显⽰出来前提是你把脚本挂在了物体上) 6 7void Update () //这个是刷新的意思以帧为单位的⼤概每刷新⼀次1/20秒 8 9 { 10 11float movex...
voidUpdate() { floatnewOffsetU=Time.time*m_SpeedU; floatnewOffsetV=Time.time*m_SpeedV; if(this.GetComponent<Renderer>()) { GetComponent<Renderer>().material.mainTextureOffset=newVector2(newOffsetU,newOffsetV); } } }
float speed = m_Rigidbody.velocity.magnitude; switch (m_SpeedType) { case SpeedType.MPH: //将速度m/s转换为mile/h,以便比较 speed *= 2.23693629f; if (speed > m_Topspeed) m_Rigidbody.velocity = (m_Topspeed/2.23693629f) * m_Rigidbody.velocity.normalized; break; case SpeedType.KPH: /...
你的问题描述不是很清楚。你可以假设0代表x反向,1代表y,2代表z。 然后使用Random.Range(0,3)来产生随机的方向,之后再改变物体的transform.position就行了。
Vector3 movement = transform.forward*m_Speed*m_MovementInputValue*Time.deltaTime; m_Rigidbody.MovePosition (transform.position + movement); } privatevoidTurn() { floatturn = m_TurnSpeed * m_TurnInputValue * Time.deltaTime; // Adjust the rotation of the tank based on the player's input....
[RequireComponent (typeof(Camera))]//按住鼠标右键旋转,同时按wasd移动,按住shift加速移动,按住中键拖拽视图publicclassFreeCamera : MonoBehaviour {//相机旋转速度publicfloatrotateSpeed =5f;//相机缩放速度publicfloatscaleSpeed =10f;//旋转变量privatefloatm_deltX =0f;privatefloatm_deltY =0f;//移动变量floa...
[SerializeField]privateboolm_IsWalking; //走路的速度 [SerializeField]privatefloatm_WalkSpeed; //奔跑的速度 [SerializeField]privatefloatm_RunSpeed; //模仿随机行走的速度 [SerializeField] [Range(0f,1f)]privatefloatm_RunstepLenghten; //跳跃速度 ...
m_AvoidPathOffset = m_LateralWanderDistance*-Mathf.Sign(otherCarAngle); } } } 主要逻辑都在CarAIControl-FixedUpdate,根据m_Target的位置决定转向角度、移动速度。 获取速度float desiredSpeed = m_CarController.MaxSpeed; 角度不同需要小心减速, 获取目标点的位置Vector3 offsetTargetPos = m_Target.position;...
private Vector3 m_startPos; // 保存⽂本的初始位置 private float m_Speed = 0; // 变慢以后的速度 private Dictionary <int, string> m_cuteList;private void Awake(){ CuteWangList();} private void CuteWangList(){ m_cuteList = new Dictionary< int, string >();m_cuteList .Add(...