可以专做福特配件吗外贸网站示范校建设平台网站

当前位置: 首页 > news >正文

可以专做福特配件吗外贸网站,示范校建设平台网站,电子商务网站建设完整详细流程图,好的推广方式本次修改unity的新输入输出系统。本次修改unity需要重启#xff0c;请先保存项目#xff0c; 点击加号起名为MyCtrl#xff0c; 点击加号设置为一轴的#xff0c; 继续设置W键#xff0c; 保存 生成自动脚本#xff0c; 修改MyPlayer代码#xff1a; using UnityEngine;…本次修改unity的新输入输出系统。本次修改unity需要重启请先保存项目 点击加号起名为MyCtrl 点击加号设置为一轴的 继续设置W键 保存 生成自动脚本 修改MyPlayer代码 using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UI; public class MyPlayer : People{     [Header(子类变量)]     public Transform toolPanel;//道具面板     public Transform skillPanel;//技能面板     CharacterController contro;     Controls action;     float rvalue;     float spdFast 1;     bool isHold;//握刀     GameObject sword;     GameObject swordBack;     public Image imageHp;     public Image imageMp;     new void Start(){         base.Start();         SetInput();     }     void SetInput(){         action new Controls();         action.Enable();         action.MyCtrl.Move.started Move;         action.MyCtrl.Move.performed Move;         action.MyCtrl.Move.canceled StopMove;     }     private void StopMove(InputAction.CallbackContext context){         Anim.SetBool(IsRun, false);     }     private void Move(InputAction.CallbackContext context){         if (GameManager.gameState ! GameState.Play)             return;         Anim.SetBool(IsRun, true);     } } 运行即可实现按键盘w/s键实现跑步松开即停止 但只能实现动画不能移动位置 接下来添加跳跃 修改MyPlayer代码 using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UI; public class MyPlayer : People{     [Header(子类变量)]     public Transform toolPanel;//道具面板     public Transform skillPanel;//技能面板     //public BagPanel bag;//背包     CharacterController contro;     Controls action;     float rvalue;     float spdFast 1;     bool isHold;//握刀     GameObject sword;     GameObject swordBack;     public Image imageHp;     public Image imageMp;     new void Start(){         base.Start();         SetInput();     }     void SetInput(){         action new Controls();         action.Enable();         action.MyCtrl.Move.started Move;         action.MyCtrl.Move.performed Move;         action.MyCtrl.Move.canceled StopMove;         action.MyCtrl.Jump.started Jump;     }     void Jump(InputAction.CallbackContext obj){         Anim.SetTrigger(JumpTrigger);     }     void StopMove(InputAction.CallbackContext context){         Anim.SetBool(IsRun, false);     }     void Move(InputAction.CallbackContext context){         if (GameManager.gameState ! GameState.Play){             return;         }         Anim.SetBool(IsRun, true);     } } 运行即可实现按键盘 空格 键实现跳跃 但只能实现动画 接下来设置旋转 修改MyPlayer代码 using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UI; public class MyPlayer : People{     [Header(子类变量)]     public Transform toolPanel;//道具面板     public Transform skillPanel;//技能面板     //public BagPanel bag;//背包     CharacterController contro;     Controls action;     float rvalue;     float spdFast 1;     bool isHold;//握刀     GameObject sword;     GameObject swordBack;     public Image imageHp;     public Image imageMp;     new void Start(){         base.Start();         SetInput();     }     void SetInput(){         action new Controls();         action.Enable();         action.MyCtrl.Move.started Move;         action.MyCtrl.Move.performed Move;         action.MyCtrl.Move.canceled StopMove;         action.MyCtrl.Jump.started Jump;         action.MyCtrl.Rotate.started Rotate;         action.MyCtrl.Rotate.performed Rotate;     }     void Rotate(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         rvalue obj.ReadValuefloat();     }     void Jump(InputAction.CallbackContext obj){         Anim.SetTrigger(JumpTrigger);     }     void StopMove(InputAction.CallbackContext context){         Anim.SetBool(IsRun, false);     }     void Move(InputAction.CallbackContext context){         if (GameManager.gameState ! GameState.Play){             return;         }         Anim.SetBool(IsRun, true);     } } 继续添加新输入系统 修改MyPlayer代码 using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UI; public class MyPlayer : People{     [Header(子类变量)]     public Transform toolPanel;//道具面板     public Transform skillPanel;//技能面板     //public BagPanel bag;//背包     CharacterController contro;     Controls action;     float rvalue;     float spdFast 1;     bool isHold;//握刀     GameObject sword;     GameObject swordBack;     public Image imageHp;     public Image imageMp;     new void Start(){         base.Start();         SetInput();     }     void SetInput(){         action new Controls();         action.Enable();         action.MyCtrl.Move.started Move;         action.MyCtrl.Move.performed Move;         action.MyCtrl.Move.canceled StopMove;         action.MyCtrl.Jump.started Jump;         action.MyCtrl.Rotate.started Rotate;         action.MyCtrl.Rotate.performed Rotate;         action.MyCtrl.HoldRotate.performed Hold;         action.MyCtrl.HoldRotate.canceled Hold;     }     void Hold(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         if(obj.phase InputActionPhase.Canceled)             isHold false;         else             isHold true;     }     void Rotate(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         rvalue obj.ReadValuefloat();     }     void Jump(InputAction.CallbackContext obj){         Anim.SetTrigger(JumpTrigger);     }     void StopMove(InputAction.CallbackContext context){         Anim.SetBool(IsRun, false);     }     void Move(InputAction.CallbackContext context){         if (GameManager.gameState ! GameState.Play){             return;         }         Anim.SetBool(IsRun, true);     } } 接下来设置速度 修改MyPlayer代码 using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UI; public class MyPlayer : People{     [Header(子类变量)]     public Transform toolPanel;//道具面板     public Transform skillPanel;//技能面板     //public BagPanel bag;//背包     CharacterController contro;     Controls action;     float rvalue;     float spdFast 1;     bool isHold;//握刀     GameObject sword;     GameObject swordBack;     public Image imageHp;     public Image imageMp;     new void Start(){         base.Start();         SetInput();     }     void SetInput(){         action new Controls();         action.Enable();         action.MyCtrl.Move.started Move;         action.MyCtrl.Move.performed Move;         action.MyCtrl.Move.canceled StopMove;         action.MyCtrl.Jump.started Jump;         action.MyCtrl.Rotate.started Rotate;         action.MyCtrl.Rotate.performed Rotate;         action.MyCtrl.HoldRotate.performed Hold;         action.MyCtrl.HoldRotate.canceled Hold;         action.MyCtrl.Fast.started FastSpeed;         action.MyCtrl.Fast.performed FastSpeed;         action.MyCtrl.Fast.canceled FastSpeed;     }     void FastSpeed(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         if (Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_A) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_B)){             if (obj.phase InputActionPhase.Canceled)                 spdFast 1;             else                 spdFast 0;         }     }     void Hold(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         if(obj.phase InputActionPhase.Canceled)             isHold false;         else             isHold true;     }     void Rotate(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         rvalue obj.ReadValuefloat();     }     void Jump(InputAction.CallbackContext obj){         Anim.SetTrigger(JumpTrigger);     }     void StopMove(InputAction.CallbackContext context){         Anim.SetBool(IsRun, false);     }     void Move(InputAction.CallbackContext context){         if (GameManager.gameState ! GameState.Play){             return;         }         Anim.SetBool(IsRun, true);     } } 设置获取道具 修改MyPlayer代码 using System; using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UI; public class MyPlayer : People{     [Header(子类变量)]     public Transform toolPanel;//道具面板     public Transform skillPanel;//技能面板     //public BagPanel bag;//背包     CharacterController contro;     Controls action;     float rvalue;     float spdFast 1;     bool isHold;//握刀     GameObject sword;     GameObject swordBack;     public Image imageHp;     public Image imageMp;     new void Start(){         base.Start();         SetInput();     }     void SetInput(){         action new Controls();         action.Enable();         action.MyCtrl.Move.started Move;         action.MyCtrl.Move.performed Move;         action.MyCtrl.Move.canceled StopMove;         action.MyCtrl.Jump.started Jump;         action.MyCtrl.Rotate.started Rotate;         action.MyCtrl.Rotate.performed Rotate;         action.MyCtrl.HoldRotate.performed Hold;         action.MyCtrl.HoldRotate.canceled Hold;         action.MyCtrl.Fast.started FastSpeed;         action.MyCtrl.Fast.performed FastSpeed;         action.MyCtrl.Fast.canceled FastSpeed;         action.MyCtrl.GetTool.started ClickNpcAndTool;     }     void ClickNpcAndTool(InputAction.CallbackContext obj){         //后期拓展     } void FastSpeed(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         if (Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_A) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_B)){             if (obj.phase InputActionPhase.Canceled)                 spdFast 1;             else                 spdFast 0;         }     }     void Hold(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         if(obj.phase InputActionPhase.Canceled)             isHold false;         else             isHold true;     }     void Rotate(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         rvalue obj.ReadValuefloat();     }     void Jump(InputAction.CallbackContext obj){         Anim.SetTrigger(JumpTrigger);     }     void StopMove(InputAction.CallbackContext context){         Anim.SetBool(IsRun, false);     }     void Move(InputAction.CallbackContext context){         if (GameManager.gameState ! GameState.Play){             return;         }         Anim.SetBool(IsRun, true);     } } 修改MyPlayer代码 ————————————————–【添加移动效果】——————————————————- using UnityEngine; using UnityEngine.InputSystem; using UnityEngine.UI; public class MyPlayer : People{     [Header(子类变量)]     public Transform toolPanel;//道具面板     public Transform skillPanel;//技能面板     //public BagPanel bag;//背包     CharacterController contro;     Controls action;     float rvalue;     float spdFast 1;     bool isHold;//握刀     GameObject sword;     GameObject swordBack;     public Image imageHp;     public Image imageMp;     new void Start(){         base.Start();         SetInput();         //添加角色控制器         contro GetComponentCharacterController();     }     void SetInput(){         action new Controls();         action.Enable();         action.MyCtrl.Move.started Move;         action.MyCtrl.Move.performed Move;         action.MyCtrl.Move.canceled StopMove;         action.MyCtrl.Jump.started Jump;         action.MyCtrl.Rotate.started Rotate;         action.MyCtrl.Rotate.performed Rotate;         action.MyCtrl.HoldRotate.performed Hold;         action.MyCtrl.HoldRotate.canceled Hold;         action.MyCtrl.Fast.started FastSpeed;         action.MyCtrl.Fast.performed FastSpeed;         action.MyCtrl.Fast.canceled FastSpeed;         action.MyCtrl.GetTool.started ClickNpcAndTool;     }     void ClickNpcAndTool(InputAction.CallbackContext obj){         //后期拓展     }     void FastSpeed(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         if (Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_A) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_B)){             if (obj.phase InputActionPhase.Canceled)                 spdFast 1;             else                 spdFast 0;         }     }     void Hold(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         if(obj.phase InputActionPhase.Canceled)             isHold false;         else             isHold true;     }     void Rotate(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         rvalue obj.ReadValuefloat();     }     void Jump(InputAction.CallbackContext obj){         Anim.SetTrigger(JumpTrigger);     }     void StopMove(InputAction.CallbackContext context){         Anim.SetBool(IsRun, false);     }     void Move(InputAction.CallbackContext context){         if (GameManager.gameState ! GameState.Play){             return;         }         Anim.SetBool(IsRun, true);     }     void Ctrl() {         if (Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_A) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_B) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Idle_ver_A) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Idle_Fight)) {             float f action.MyCtrl.Move.ReadValuefloat();             contro.Move(transform.forward * f * Time.deltaTime * spdFast * Spd);             contro.Move(transform.up * -9.8f * Time.deltaTime);             if (isHold)                 transform.Rotate(transform.up * rvalue * 0.3f);         }     }     void Update(){         if (GameManager.gameState ! GameState.Play)             return;         Ctrl();     } } 在unity场景中对Player添加角色控制器 运行即可实现移动 设置拔剑 设置攻击 修改MyPlayer代码: using System; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.InputSystem; using UnityEngine.UI; public class MyPlayer : People{     [Header(子类变量)]     public Transform toolPanel;//道具面板     public Transform skillPanel;//技能面板     //public BagPanel bag;//背包     CharacterController contro;     Controls action;     float rvalue;     float spdFast 1;     bool isHold;//握刀     GameObject sword;     GameObject swordBack;     public Image imageHp;     public Image imageMp;     new void Start(){         base.Start();         //添加角色控制器         contro GetComponentCharacterController();         SetInput();     }     void SetInput(){         action new Controls();         action.Enable();         action.MyCtrl.Move.started Move;         action.MyCtrl.Move.performed Move;         action.MyCtrl.Move.canceled StopMove;         action.MyCtrl.Jump.started Jump;         action.MyCtrl.Rotate.started Rotate;         action.MyCtrl.Rotate.performed Rotate;         action.MyCtrl.HoldRotate.performed Hold;         action.MyCtrl.HoldRotate.canceled Hold;         action.MyCtrl.Fast.started FastSpeed;         action.MyCtrl.Fast.performed FastSpeed;         action.MyCtrl.Fast.canceled FastSpeed;         action.MyCtrl.GetTool.started ClickNpcAndTool;         action.MyAtt.SwordOut.started SwordOut;         action.MyAtt.Att.started Attack;     }     void Attack(InputAction.CallbackContext obj){         //if (GameManager.gameState ! GameState.Play)         //    return;         //if (EventSystem.current.IsPointerOverGameObject())         //    return;         if (Anim.GetCurrentAnimatorStateInfo(0).IsName(IdleFight)){             Anim.SetInteger(AttackID, 1);             Anim.SetTrigger(AttackTrigger);         }         else {             int num Anim.GetInteger(AttackID);             if (num 6)                 return;             if (Anim.GetCurrentAnimatorStateInfo(0).IsName(Attack num))                 Anim.SetInteger(AttackID, num 1);         }     }     public void PlayerAttack(string hurt) {         Collider[] cs Physics.OverlapBox(attPoint.position, Vector3.one * 0.5f,             attPoint.rotation, LayerMask.GetMask(Enemy));         if (cs.Length 0)             return;         int value (int)(Att * Anim.GetInteger(AttackID) * 0.5f);         foreach (Collider c in cs) {             print(value);         }     }     void SwordOut(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         Anim.SetBool(IsSwordOut,!Anim.GetBool(IsSwordOut));     }     void ClickNpcAndTool(InputAction.CallbackContext obj){         //后期拓展     }     void FastSpeed(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         if (Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_A) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_B)){             if (obj.phase InputActionPhase.Canceled)                 spdFast 1;             else                 spdFast 0;         }     }     void Hold(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         if(obj.phase InputActionPhase.Canceled)             isHold false;         else             isHold true;     }     void Rotate(InputAction.CallbackContext obj){         if (GameManager.gameState ! GameState.Play)             return;         rvalue obj.ReadValuefloat();     }     void Jump(InputAction.CallbackContext obj){         Anim.SetTrigger(JumpTrigger);     }     void StopMove(InputAction.CallbackContext context){         Anim.SetBool(IsRun, false);     }     void Move(InputAction.CallbackContext context){         if (GameManager.gameState ! GameState.Play){             return;         }         Anim.SetBool(IsRun, true);     }     void Ctrl() {         if (Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_A) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Run_ver_B) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Idle_ver_A) ||            Anim.GetCurrentAnimatorStateInfo(0).IsName(Idle_Fight)) {             float f action.MyCtrl.Move.ReadValuefloat();             contro.Move(transform.forward * f * Time.deltaTime * spdFast * Spd);             contro.Move(transform.up * -9.8f * Time.deltaTime);             if (isHold)                 transform.Rotate(transform.up * rvalue * 0.3f);         }     }     void Update(){         if (GameManager.gameState ! GameState.Play)             return;         Ctrl();     } } 运行及实现 w/s键控制前行后退空格跳跃鼠标右键转动视角按E键进入战斗状态可以进行攻击左键连续点击实现连击效果再按E键进入非战斗状态不能进行攻击 End.