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java金融項目案例_JAVA分布式實戰之網際網路金融p2p項目實戰分享

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class player1 : MonoBehaviour {

private float m_nextFire;

///

/// 開火速率

///

public float FireRate = 2.0f;

///

/// 子彈對象

///

public GameObject Bullet;

///

/// 子彈速度

///

public float BulletSpeed;

void FixedUpdate()

{

m_nextFire = m_nextFire + Time.fixedDeltaTime;

if(Input.GetMouseButton(0) && m_nextFire>FireRate)

{

// 擷取滑鼠坐标并轉換成世界坐标

Vector3 m_mousePosition = Input.mousePosition;

m_mousePosition = Camera.main.ScreenToWorldPoint(m_mousePosition);

// 因為是2D,用不到z軸。使将z軸的值為0,這樣滑鼠的坐标就在(x,y)平面上了

m_mousePosition.z = 0;

// 子彈角度

float m_fireAngle = Vector2.Angle(m_mousePosition - this.transform.position, Vector2.up);

if(m_mousePosition.x>this.transform.position.x)

{

m_fireAngle = -m_fireAngle;

}

// 計時器歸零

m_nextFire = 0;

// 生成子彈

GameObject m_bullet = Instantiate(Bullet, transform.position, Quaternion.identity) as GameObject;

// 速度

m_bullet.GetComponent().velocity = ((m_mousePosition-transform.position).normalized * BulletSpeed);

// 角度

m_bullet.transform.eulerAngles = new Vector3(0, 0, m_fireAngle);

}

}

}