Unity3d 札记-Tanks Tutorial 知识点汇总---子弹爆炸效果的实现

子弹爆炸  是一个范围性的爆炸,整个过程有四部分

1.在该范围内的坦克都会受到冲击力(减血、位移)

2.而且会播放一个爆炸的粒子效果

3.播放音效

4.子弹消失

1UI模型搭建

一个SHELL模型 + ShellExplosion爆炸粒子系统 

其中Shell 中 应该有

          一个Collider用于触发物理碰撞           -----------胶囊型封装器 Capsule Collider

          一个RigidBody使其具有物理属性,比如受力       

          当然还有一个ShellExplosion粒子系统  

          及相应控制爆炸过程的 script 

思考一下 ShellExplosion 爆炸的时候需要什么

             1.物理特效 --------- PaticalSystem  ExplosionParticles

             2.音效    ------------ AudioSource  ExplosionAudio

             3.爆炸半径 ---------- float    ExplosionRadius

             4.爆炸时间 ---------- float maxLifeTime

             5.爆炸产生的冲击力  ------- float ExplosionForce  

             6. 爆炸造成的最大伤害  -----  float maxDamage 

             7.作用对象    --------LayerMask  TankMask

            

再考虑一下 从外部引用还是内部定义获取            ,都是从外部引用           Public

 对UI进行相关的设置之后 (Collider的大小和位置, 添加各种组件 )

直接PO代码

using UnityEngine;

public class ShellExplosion : MonoBehaviour
{
    public LayerMask m_TankMask;
    public ParticleSystem m_ExplosionParticles;       
    public AudioSource m_ExplosionAudio;              
    public float m_MaxDamage = 100f;                  
    public float m_ExplosionForce = 1000f;            
    public float m_MaxLifeTime = 2f;                  
    public float m_ExplosionRadius = 5f;              


    private void Start()
    {
        Destroy(gameObject, m_MaxLifeTime);
    }


    private void OnTriggerEnter (Collider other)
    {
        // Collect all the colliders in a sphere from the shell's current position to a radius of the explosion radius.
        Collider[] colliders = Physics.OverlapSphere (transform.position, m_ExplosionRadius, m_TankMask);

        // Go through all the colliders...
        for (int i = 0; i < colliders.Length; i++)
        {
            // ... and find their rigidbody.
            Rigidbody targetRigidbody = colliders[i].GetComponent<Rigidbody> ();

            // If they don't have a rigidbody, go on to the next collider.
            if (!targetRigidbody)
                continue;

            // Add an explosion force.
            targetRigidbody.AddExplosionForce (m_ExplosionForce, transform.position, m_ExplosionRadius);

            // Find the TankHealth script associated with the rigidbody.
            TankHealth targetHealth = targetRigidbody.GetComponent<TankHealth> ();

            // If there is no TankHealth script attached to the gameobject, go on to the next collider.
            if (!targetHealth)
                continue;

            // Calculate the amount of damage the target should take based on it's distance from the shell.
            float damage = CalculateDamage (targetRigidbody.position);

            // Deal this damage to the tank.
            targetHealth.TakeDamage (damage);
        }

        // Unparent the particles from the shell.
        m_ExplosionParticles.transform.parent = null;

        // Play the particle system.
        m_ExplosionParticles.Play();

        // Play the explosion sound effect.
        m_ExplosionAudio.Play();

        // Once the particles have finished, destroy the gameobject they are on.
        Destroy (m_ExplosionParticles.gameObject, m_ExplosionParticles.duration);

        // Destroy the shell.
        Destroy (gameObject);
    }


    private float CalculateDamage (Vector3 targetPosition)
    {
        // Create a vector from the shell to the target.
        Vector3 explosionToTarget = targetPosition - transform.position;

        // Calculate the distance from the shell to the target.
        float explosionDistance = explosionToTarget.magnitude;

        // Calculate the proportion of the maximum distance (the explosionRadius) the target is away.
        float relativeDistance = (m_ExplosionRadius - explosionDistance) / m_ExplosionRadius;

        // Calculate damage as this proportion of the maximum possible damage.
        float damage = relativeDistance * m_MaxDamage;

        // Make sure that the minimum damage is always 0.
        damage = Mathf.Max (0f, damage);

        return damage;
    }
}

比较值得注意和学习的  

Collider[] colliders = Physics.OverlapSphere (transform.position, m_ExplosionRadius, m_TankMask); //这个函数以某一位置,某一半径,以及相关的LayerMask作为区分 ,获取球形区域内物体的Collider 
 targetRigidbody.AddExplosionForce (m_ExplosionForce, transform.position, m_ExplosionRadius);//这个函数,则是RigidBody自带的,根据FORCE , POSITION , ExplosionRadius对自身施加爆炸冲击力

            // Find the TankHealth script associated with the rigidbody.
            TankHealth targetHealth = targetRigidbody.GetComponent<TankHealth> ();   //泛型获取一个 TankHealth对象 

            // If there is no TankHealth script attached to the gameobject, go on to the next collider.
            if (!targetHealth)
                continue;

            // Calculate the amount of damage the target should take based on it's distance from the shell.
            float damage = CalculateDamage (targetRigidbody.position);

            // Deal this damage to the tank.
            targetHealth.TakeDamage (damage);
原文地址:https://www.cnblogs.com/dongfangliu/p/5801758.html