Demo_cs (move, switch guns, shoot bullets)

Source: Internet
Author: User

usingUnityengine;usingSystem.Collections; Public classGun:monobehaviour {PrivateAnimator ANI; //Fire Sound     PublicAudioClip Fireclip; //loading and changing the sound of bullets     PublicAudioClip Reloadclip; //Preparing the Sound     PublicAudioClip Readyclip; //Spark Effects     PublicGameobject Muzzleflash; //Bullet Preset Body     PublicGameobject Bullet; PrivateTransform Firepoint; voidAwake () {ANI= getcomponent<animator> (); Firepoint= transform. Find ("Firepoint"); }     Public voidFire () {//If the current animation state is normal        if(ANI. Getcurrentanimatorstateinfo (0). Isname ("Normal")) {            //Play Fire animationsAni. Settrigger ("Kindle"); //play fire sound in the current locationAudiosource.playclipatpoint (fireclip,transform.position); //Show Spark EffectsMuzzleflash.setactive (true); }    }     Public voidReload () {//If the current animation state is normal        if(ANI. Getcurrentanimatorstateinfo (0). Isname ("Normal")) {            //Play AnimationsAni. Settrigger ("Reload"); //Play SoundAudiosource.playclipatpoint (reloadclip,transform.position); }    }    /// <summary>    ///Generate bullets (frame events)/// </summary>     Public voidInitbullet () {//Generate BulletsGameobject Currentblt =Instantiate (bullet, Firepoint.position, firepoint.rotation) asGameobject; //add speed to bulletsCurrentblt. Getcomponent<rigidbody>(). Velocity= Firepoint.forward *Ten; }}
usingUnityengine;usingSystem.Collections; Public classGunmanager:monobehaviour {//Current firearm serial number    Private intCurrentgunindex =0; //Current Gun Script    PrivateGun Currentgun; voidStart () {//Find the default gunCurrentgun =transform.            Getchild (Currentgunindex). Getcomponent<Gun> (); }    voidUpdate () {if(Input.getmousebuttondown (0)) {            //FireCurrentgun.fire (); }        if(Input.getkeydown (KEYCODE.R)) {//Change Bullets .currentgun.reload (); }        if(Input.getkeydown (KEYCODE.Q)) {//Change the gun .Gunswitch (); }    }    /// <summary>    ///Change the gun ./// </summary>    voidGunswitch () {//hide the currently used firearmstransform.            Getchild (Currentgunindex). Gameobject.setactive (false); //to replace a gun .currentgunindex++; //prevent sub-object ordinals from crossing//when the serial number equals the number of firearms, the number is zero after taking the remainderCurrentgunindex =currentgunindex%Transform.childcount; //show the new gunstransform.            Getchild (Currentgunindex). Gameobject.setactive (true); //Update FirearmsStart (); }}
usingUnityengine;usingSystem.Collections; Public classMuzzleflash:monobehaviour {//Spark Display Time     Public floatInterval =0.1f; /// <summary>    ///when it was activated,/// </summary>    voidonenable () {//after interval time, execute hideInvoke ("Hide", Interval); }    /// <summary>    ///hide the current game object/// </summary>    voidHide () {gameobject.setactive (false); }}

Demo_cs (move, switch guns, shoot bullets)

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