public class Test : MonoBehaviour
{
public GameObject particle;//粒子特效预设
private RaycastHit hit;
private Ray ray;
private GameObject capsule;//角色
private bool keydown;//判断是否按下对应技能键
private GameObject par;//要创建的例子(要释放的技能)
public GameObject firesprite;//2D Sprite的预设
private GameObject fire;//要创建的Sprite
// Use this for initialization
void Start()
{
capsule = GameObject.Find("Capsule");
}
void Update()
{
// Vector3 gameposscreen = Camera.main.WorldToScreenPoint(capsule.transform.position);
// Vector3 mouseposworld = Camera.main.ScreenToWorldPoint(new Vector3( Input.mousePosition.x,Input.mousePosition.y,gameposscreen.z));
// capsule.transform.position = new Vector3(mouseposworld.x, 1,mouseposworld.z);//这几句就是把鼠标的屏幕坐标转为世界坐标的...主要是鼠标的<br>世界坐标跟物体在同一个xoz平面上,也就是y一样。
if (Input.GetKeyDown(KeyCode.A))
{
keydown = true;
fire = GameObject.Instantiate(firesprite, Vector3.zero, Quaternion.identity);//在这里创建Sprite
fire.transform.Rotate(new Vector3(90, 0, 0));//旋转成水平方向
}
if (keydown)
{
if (Input.GetMouseButton(0))
{
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))//射线检测
{
if (hit.collider != null)
{
var coll = new Vector3(hit.point.x, hit.point.y, hit.point.z);//射线检测的位置
fire.transform.position = new Vector3(coll.x, 1, coll.z);//付给Sprite
}
}
}
if (Input.GetMouseButtonUp(0))
{
par = GameObject.Instantiate(particle, fire.transform.position, Quaternion.identity);//创建粒子特效(释放技能
Destroy(fire);
Destroy(par,5f);//摧毁
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}
}
}
}