【发布时间】:2014-08-16 06:23:55
【问题描述】:
我正在统一开发一款 2D 游戏。游戏中的一项功能是使用鼠标左键射击弹丸。释放左键后,弹丸会以一定的力量发射,这取决于玩家按住左键的时间。
问题是,有时当我释放左键时,游戏似乎没有检测到它,并且代码的释放部分在我再次单击并释放之前不会执行。我听起来可能不是一个大问题,但输入可靠性将在这场比赛中发挥重要作用。
那么,有没有什么办法可以让鼠标输入更加真实呢?我已经尝试过使用 Input.GetMouseButtonDown 和不同类型的条件以使其更可靠,但它没有成功。提前谢谢!
这是我正在使用的代码:
using UnityEngine;
using System.Collections;
public class ShootPlasma : MonoBehaviour {
//prefab
public Transform bulletPrefab;
//Reloading variables:
public int numberOfBullets;
private int numberOfBulletsRecord;
private bool canShoot=true;
public float timeToReload;
private float timeToReloadRecord;
//direction and bullet Speed variables:
Transform sightPosition;
public Vector3 SpawnRiseVector;
private Vector2 direction;
public float bulletBoost;
private float bulletBoostRecord;
public float MAX_BOOST;
//Arrow Guide
public Transform aimingArrow;
//Helper variables;
private CharacterController2D charControllerScript;
void Start () {
timeToReloadRecord = timeToReload;
numberOfBulletsRecord = numberOfBullets;
charControllerScript = transform.parent.GetComponent<CharacterController2D> ();
bulletBoostRecord = bulletBoost;
sightPosition = GetComponent<Transform> ();
aimingArrow.GetComponentInChildren<Renderer>().enabled=false;
}
// Update is called once per frame
void FixedUpdate () {
if(numberOfBullets<=0){
canShoot=false;
if(!canShoot){
timeToReload-=Time.deltaTime;
//if the waiting time has ended restart variables.
if(timeToReload<=0.0f){
canShoot=true;
timeToReload=timeToReloadRecord;
numberOfBullets=numberOfBulletsRecord;
}
}
}
////////////////////////////////// SHOOTING CODE ////////////////////////////////////////////
///
/// MOUSE DOWN
/////////////////////////////////////////////////////////////////////////////////////////
else if(Input.GetMouseButton(0)&& canShoot && !Input.GetMouseButtonUp(0)){
//show the Arrow Guide:
if(aimingArrow.GetComponentInChildren<Renderer>().enabled!=true){
aimingArrow.GetComponentInChildren<Renderer>().enabled=true;
}
//calculate the distance between the mouse and the sight;
Vector3 mousePositionRelative=Camera.main.ScreenToWorldPoint(Input.mousePosition);
direction= new Vector2(mousePositionRelative.x- sightPosition.position.x,
mousePositionRelative.y- sightPosition.position.y).normalized;
//If Y is less or equal 0:
if(direction.y<=0.0f && direction.x>=0.0f){
direction=new Vector2(1.0f,0.0f);
}
else if(direction.y<=0.0f && direction.x<0.0f){
direction=new Vector2(-1.0f,0.0f);
}
//Rotate the aiming arrow
if(charControllerScript.facingFront){
if(direction.x>=0.0f){
aimingArrow.rotation=Quaternion.Euler(new Vector3(0.0f,0.0f,(Mathf.Asin(direction.y/direction.magnitude))*Mathf.Rad2Deg));
}
else if(direction.x<0.0f){
aimingArrow.rotation=Quaternion.Euler(new Vector3(0.0f,180.0f,(Mathf.Asin(direction.y/direction.magnitude))*Mathf.Rad2Deg));
}
}
else if(!charControllerScript.facingFront){
if(direction.x>=0.0f){
aimingArrow.rotation=Quaternion.Euler(new Vector3(0.0f,180.0f,(Mathf.Asin(direction.y/direction.magnitude))*Mathf.Rad2Deg));
}
else if(direction.x<0.0f){
aimingArrow.rotation=Quaternion.Euler(new Vector3(0.0f,0.0f,(Mathf.Asin(direction.y/direction.magnitude))*Mathf.Rad2Deg));
}
}
Debug.Log(direction);
//Charge
bulletBoost+=Time.deltaTime*bulletBoost;
if(bulletBoost>=MAX_BOOST){
bulletBoost=MAX_BOOST;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
/// MOUSE UP
/// ///////////////////////////////////////////////////////////////////////////////////////////////
else if(Input.GetMouseButtonUp(0)&& canShoot && !Input.GetMouseButton(0)){
//Hide the Arrow Guide:
if(aimingArrow.GetComponentInChildren<Renderer>().enabled!=false){
aimingArrow.GetComponentInChildren<Renderer>().enabled=false;
}
//Fire
var shootPrefab= Instantiate(bulletPrefab,sightPosition.position+SpawnRiseVector,Quaternion.identity) as Transform;
shootPrefab.GetComponent<Rigidbody2D>().AddForce(direction*bulletBoost);
bulletBoost=bulletBoostRecord;
//Reduce the Ammo by one:
numberOfBullets-=1;
}
}
}
【问题讨论】:
标签: c# unity3d mouseevent