这篇文章主要介绍“c#怎么使用Unity粒子系统制作手雷爆炸”,在日常操作中,相信很多人在c#怎么使用Unity粒子系统制作手雷爆炸问题上存在疑惑,小编查阅了各式资料,整理出简单好用的操作方法,希望对大家解答”c#怎么使用Unity粒子系统制作手雷爆炸”的疑惑有所帮助!接下来,请跟着小编一起来学习吧!
一、创建地形
GameObject ->3D Object-> Terrain,创建带有地形属性的平面
Terrain-〉最后一个工具(Terrain Settings)->Set Resolution-〉SetHeightmap resolution ,把地形设置为500*500
调整视图
Hierarchy->Camera,选择默认的摄像机
Hierarchy->Camera->Inspector->Position->X=250,Y=100,Z=-250, Game中能看到一个梯形状的平面(以后随时调整XYZ值得到最佳效果)
设置地形高度
SetHeight
Height->200
设置地形背景
二、应用资源包
下载资源
从unity官网中下载好所需要的资源包
“Third Person Controller - Basic Locomotion FREE.unitypackage”
“Environment Pack Free Forest Sample.unitypackage”
导入资源
Assets->Import Package->Custom Package->依次选中Package包
Project ->All Prefabs->将显示人像的ThirdPersonController_LITE预制件拖拉到Scene窗口中的地面上(参数可以选用默认值),同时将与ThirdPersonController_LITE相隔3个的vThirdPersonCamera_LITE预制件拖拉到Scene窗口中(该预制件能跟踪人体的运动,替代默认的Camera)。
选中Hierarchy-〉Untitled->Main Camera,在Inspector下的Main Camera左边的小框中的勾选去掉,让Main Camera失效。
三、制作手雷
导入SceneShot.unitypackage
将Grenade置入场景中
Collisions.cs脚本程序(1) //拖拽到ThirdPersonController_LITE上
using System.Collections;using System.Collections.Generic;using UnityEngine;public class Collisions : MonoBehaviour{ public static int GRENADE_AMMO = 0; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { RaycastHit hit; //check if we are collidering float rayCastLength = 5; Vector3 offset = new Vector3(0,0.5f,0); if (Physics.Raycast(transform.position+offset, transform.forward,out hit ,rayCastLength )) { //...with a door if (hit.collider.gameObject.tag == "Door") { //open the door hit.collider.gameObject.GetComponent<Animation>().Play("Door-open"); } } Debug.DrawRay(transform.position + offset, transform.forward, Color.red); } void OnTriggerEnter(Collider hit) { if (hit.gameObject.tag == "CrateGrenades") { Debug.Log("hit"); //destory the ammo box Destroy(hit.gameObject); //add ammo to inventory GRENADE_AMMO += 200; print("YOU NOW HAVE " + GRENADE_AMMO + " GRENADES"); } }}
Shooting.cs脚本程序 //拖拽到ThirdPersonController_LITE上
using System.Collections;using System.Collections.Generic;using UnityEngine;public class Shooting : MonoBehaviour{ // Start is called before the first frame update float speed = 3; Vector3 offset = new Vector3(0, 1.0f, 0f); [Tooltip("gp")] public GameObject GrenadePrefab; void Start() { } // Update is called once per frame void Update() { Screen.lockCursor = true; //find out if a fire button is pressed if (Input.GetMouseButtonDown(0)) { Debug.Log("shoot"); if (Collisions.GRENADE_AMMO > 0) { //create the prefab GameObject grenade = Instantiate(GrenadePrefab, this.transform.localPosition+ offset+ transform.forward, Quaternion.identity); //add force to the prefab grenade.GetComponent<Rigidbody>().AddForce(transform.forward * 20, ForceMode.Impulse); Collisions.GRENADE_AMMO--; print("YOU NOW HAVE " + Collisions.GRENADE_AMMO + " GRENADES"); } } }}
GrenadeScript.cs脚本程序 //将脚本拖拽到grenade预制体上
using System;using System.Collections;using System.Collections.Generic;using UnityEngine;public class GrenadeScript:MonoBehaviour{ private float creationTime; public GameObject explosionPrefab; int lifetime = 3; // Start is called before the first frame update void Start() { } void Awake() { Debug.Log("count"); creationTime = Time.time; } // Update is called once per frame void Update() { if (Time.time > (creationTime + lifetime)) { //Destroy(this.gameObject); Instantiate(explosionPrefab, transform.position, Quaternion.identity); } }}
在当前工程文件的Assets目录下,建一个Audio文件夹,将手榴弹爆炸音效文件Grenade.mp3,拷贝到Audio文件夹中
点击Project->Assets->Audio->Grenade音乐文件,在Inspector面板最下方有一个运行按钮(右下方的Grenade栏右边的箭头),可以倾听音效
Project-〉Prefabs-〉explosion- >在Inspector中点击Add Component ->Audio->Audio Source,在Inspector中的Audio Source下有AudioClip,
选Grenade音乐组件单击Hierarchy-〉vThirdPersonCamera_LITE,查看Inspector面板上的组件属性,Audio Listener起到在游戏运行时侦听场景中的音乐效果
运行,按键盘的左健,发射手榴弹,手榴弹落地后消失,在产生火焰爆炸特效的同时,可以侦听到手榴弹爆炸的声音特效
最终效果
到此,关于“c#怎么使用Unity粒子系统制作手雷爆炸”的学习就结束了,希望能够解决大家的疑惑。理论与实践的搭配能更好的帮助大家学习,快去试试吧!若想继续学习更多相关知识,请继续关注编程网网站,小编会继续努力为大家带来更多实用的文章!