unity3D添加游戏音效15
添加组件

选择文件 设置循环

给手枪添加音效

子弹和怪物碰撞
添加第二个音效

手枪开火
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GunManager : MonoBehaviour
{
//15.音效
private AudioSource gunAudio;
//1.枪旋转角度 xy轴轩轩角度
private float maxYRotation = 120;
private float minYRotation = 0;
private float maxXRotation = 60;
private float minXRotation = 0;
//2.枪射击时间 射击间隔时长
private float shootTime = 1;
private float shootTimer = 0;
//7.得到子弹物体和位置信息
public GameObject bulletGO;
public Transform firePosition;
//15.定义音效
private void Awake()
{
gunAudio = gameObject.GetComponent<AudioSource>();
}
//3.更新
private void Update()
{
//14.调用GameManager
if (GameManager._instance.isPaused == false)
{
shootTimer += Time.deltaTime;
if (shootTimer > shootTime)
{
//8.点击鼠标左键进行射击
if (Input.GetMouseButtonDown(0))
{
//9.实例化子弹
GameObject bulletCurrent = GameObject.Instantiate(bulletGO, firePosition.position, Quaternion.identity);
//11.获得子弹后 通过刚体组件给子弹添加一个正前方向上的力,以达到让子弹向前运动的效果
bulletCurrent.GetComponent<Rigidbody>().AddForce(transform.forward * 2400);
//12.获得组件后做操作 播放手枪开火动画
gameObject.GetComponent<Animation>().Play();
//10.计时器归零 每1秒生成一次
shootTimer = 0;
//15.音效
gunAudio.Play();
//13.调用UIManager
UIManager._instance.AddShootNum();
}
}
//4.旋转 获取鼠标在屏幕上的位置坐标 去旋转手枪
float xPosPrecent = Input.mousePosition.x / Screen.width;
float yPosPrecent = Input.mousePosition.y / Screen.height;
//5.规定旋转角度最大最小值范围
float xAngle = -Mathf.Clamp(yPosPrecent * maxXRotation, minXRotation, maxXRotation) + 15;
float yAngle = Mathf.Clamp(xPosPrecent * maxYRotation, minYRotation, maxYRotation) - 60;
//6.赋值给枪的组件值
transform.eulerAngles = new Vector3(xAngle, yAngle, 0);
}
}
}
撞击音效

赋值
删除多余Target
将manager上的撞击音效移动到Targets上

将音效赋值

撞击音效
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MonsterManager : MonoBehaviour
{
//3.定义动画
private Animation anim;
//5.定义两个动画状态
public AnimationClip idleClip;
public AnimationClip dieClip;
//12.撞击音效播放器
public AudioSource kickAudio;
private void Awake()
{
//4.获得动画组件
anim = gameObject.GetComponent<Animation>();
//6.赋值动画
anim.clip = idleClip;
}
//1.检测是否被子弹打中
private void OnCollisionEnter(Collision collision)
{
if(collision.collider.tag == "Bullet")
{
//2.销毁子弹
Destroy(collision.collider.gameObject);
//7.切换动画
anim.clip = dieClip;
//12.播放撞击音效
kickAudio.Play();
anim.Play();
//10.关闭组件
gameObject.GetComponent<BoxCollider>().enabled = false;
StartCoroutine("Deactivate");
//11.调用UIManager
UIManager._instance.AddScore();
}
}
//8.当怪物disable的时候,将默认的动画修改为idle动画
private void OnDisable()
{
anim.clip = idleClip;
}
//9.迭代器
IEnumerator Deactivate()
{
//两次射击间隔为1s 所以这里时间小于1s
yield return new WaitForSeconds(0.8f);
//使当前的怪物变为未激活状态,并使整个循环重新开始。TargetManager.cs
TargetManager._instance.UpdateMonsters();
}
}
修改数组长度


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