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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TestBomb : MonoBehaviour
{
[SerializeField] private float m_GravityScale = 1f;
[SerializeField] private GameObject m_ExplosionEffect;
private TopDownTransform m_Coords;
private Vector3 GRAVITY = new Vector3(0, 0, -9.8f);
private Vector3 m_Velocity; // x, y, fakeHeight
/// <summary>
/// 设置初始参数,都在fake空间下
/// </summary>
/// <param name="initPosition"></param>
/// <param name="initDirection"></param>
/// <param name="initSpeed"></param>
public void Set(Vector3 initPosition, Vector3 initDirection, float initSpeed)
{
m_Coords = GetComponent<TopDownTransform>();
m_Coords.position = initPosition;
m_Velocity = initDirection * initSpeed;
}
private void Update()
{
Vector3 move = m_Velocity * Time.deltaTime;
if (m_Velocity.magnitude > 0 && m_Coords.z + move.z >= 0)
{
m_Coords.x += move.x;
m_Coords.y += move.y;
m_Coords.z += move.z;
m_Velocity += GRAVITY * Time.deltaTime;
//transform.rotation *= Quaternion.Euler(0, 0, 20 * m_Velocity.magnitude * Time.deltaTime);
}
else
{
m_Velocity = Vector3.zero;
this.gameObject.SetActive(false);
Destroy(this.gameObject);
PlayExplosion();
}
}
private void PlayExplosion()
{
GameObject exp = Instantiate<GameObject>(m_ExplosionEffect);
TopDownTransform coord = exp.GetComponent<TopDownTransform>();
coord.position = m_Coords.position;
exp.GetComponent<TopDownSorting>().Sorting();
exp.SetActive(true);
}
}
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