这篇文章主要为大家介绍了Unity的粒子系统由粒子发射器、粒子动画器、粒子渲染器组成,通过使用一或两个纹理多次绘制,创造一个混沌的效果,通过复习粒子系统做一个手雷和实弹投掷现场
一、创建地形
1、GameObject ->3D Object-> Terrain,创建带有地形属性的平面
2、Terrain-〉最后一个工具(Terrain Settings)->Set Resolution-〉SetHeightmap resolution ,把地形设置为500*500
3、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)
4、设置地形高度
SetHeight
Height->200
5、设置地形背景
二、应用资源包
1、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”
2、导入资源
Assets->Import Package->Custom Package->依次选中Package包
3、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)。
4、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
1、导入SceneShot.unitypackage
2、将Grenade置入场景中
3、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");
}
}
}
4、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");
}
}
}
}
5、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);
}
}
}
6、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
7、最终效果
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本文标题为:c#语言使用Unity粒子系统制作手雷爆炸
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