VR模拟枪支打靶,消灭鬼怪,换弹以及上弦等等硬核枪支操作。 使用HTCVive设备,开启SteamVR进行游玩。
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using HTC.UnityPlugin.Vive;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletClip : MonoBehaviour {
public bool isUsed;
public int maxBulletNum;
public int nowBulletNum;
private GameObject handOff;
public GameObject self_;
public int Damage;
public GameObject bulletHole;
public GameObject bulletExplode;
//定义弹夹的类型(会被装在什么样的枪上)
//1为手枪
//2为冲锋枪
//--------往后依次进行设定--------//
public int Type;
// Use this for initialization
void Start () {
isUsed = true;
nowBulletNum = maxBulletNum;
handOff = GameObject.FindGameObjectWithTag("handOff");
}
// Update is called once per frame
void Update () {
/*if (nowBulletNum<=0 && isUsed) {
self_.GetComponent<Rigidbody>().isKinematic = false;
self_.transform.parent = handOff.transform;
isUsed = false;
}*/
}
public void DrawPieces(RaycastHit Hit_loaded)
{
GameObject Bullet_H = Transform.Instantiate(bulletHole);
Bullet_H.transform.position = new Vector3(Hit_loaded.point.x, Hit_loaded.point.y, Hit_loaded.point.z);
GameObject Bullet_Par = Transform.Instantiate(bulletExplode);
Bullet_Par.transform.position = new Vector3(Hit_loaded.point.x, Hit_loaded.point.y, Hit_loaded.point.z);
//Clamp强制取区间的数值,如果不在区间内则取最大/最小值
float angle_x = Mathf.Acos(Mathf.Clamp(Hit_loaded.normal.x, -1f, 1f)) * 180 / Mathf.PI - 90.0f;
float angle_y = Mathf.Asin(Mathf.Clamp(Hit_loaded.normal.y, -1f, 1f)) * 180 / Mathf.PI;
if (Hit_loaded.normal.z > 0.0f)
{
angle_x = 180 - angle_x;
}
//print(new Vector3(angle_y, angle_x, 0.0f));
if (Bullet_H.transform.eulerAngles.y != 0f)
{
Bullet_H.transform.eulerAngles += new Vector3(-angle_y, angle_x, 0.0f);
}
else
{
Bullet_H.transform.eulerAngles += new Vector3(angle_y, angle_x, 0.0f);
}
Destroy(Bullet_H, 1.0f);
Destroy(Bullet_Par, 2.0f);
}
public GameObject getHandOff() {
return handOff;
}
}