Unity脚步之NetworkBehaviour下前进、后退、左右转向的简单移动

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;

public class PlayerCtrl : NetworkBehaviour//将默认的MonoBehavior替换为NetworkBehavior
{
    //定义两个方向轴
    private float horizontal = 0.0f;
    private float vertical = 0.0f;

    //子弹预制体
    public GameObject bulletPrefab;

    //子弹初始速度
    public int bulletSpeed = 25;

    //子弹生成器位置
    public Transform bulletSpawn;

    /*不需要Start方法了
    // Use this for initialization
    void Start ()
    {
        
    }
    */

    // Update is called once per frame
    void Update()
    {
        //如果不是本地角色就不往下执行
        if (!isLocalPlayer)
        {
            return;
        }

        horizontal = Input.GetAxis("Horizontal");
        vertical = Input.GetAxis("Vertical");

        //旋转角色,按照Y轴,每次旋转120°
        transform.Rotate(Vector3.up * horizontal * 120 * Time.deltaTime);

        //移动角色,每次移动3米
        transform.Translate(Vector3.forward * vertical * 3 * Time.deltaTime);

        //开火,发射子弹
        if (Input.GetKeyDown(KeyCode.Space))
        {
            Fire();
        }
    }


    //这个方法只会在本地客户端调用
    public override void OnStartLocalPlayer()
    {
        //用<网格渲染器>更改角色材质颜色
        GetComponent<MeshRenderer>().material.color = Color.yellow;
    }

    //开火
    void Fire()
    {
        //子弹预制体实例化
        GameObject bullet = Instantiate(bulletPrefab, bulletSpawn.position, bulletSpawn.rotation) as GameObject;

        //给子弹刚体初始速度赋值
        bullet.GetComponent<Rigidbody>().velocity = bullet.transform.forward * bulletSpeed;

        //2秒之后销毁子弹
        Destroy(bullet, 2);
    }
}
原文地址:https://www.cnblogs.com/sungong1987/p/13388976.html