本文整理汇总了C#中Vector3.Set方法的典型用法代码示例。如果您正苦于以下问题:C# Vector3.Set方法的具体用法?C# Vector3.Set怎么用?C# Vector3.Set使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Vector3
的用法示例。
在下文中一共展示了Vector3.Set方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Update
// Update is called once per frame
void Update()
{
moveDirection = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0.0f);
moveDirection *= speed;
if((alus.transform.localPosition.x > maxX && Input.GetAxis("Horizontal") > 0 ) || (alus.transform.localPosition.x < minX && Input.GetAxis("Horizontal") < 0 )){
moveDirection.Set(0,moveDirection.y,moveDirection.z);
}
if( (alus.transform.localPosition.y < -15 && Input.GetAxis("Vertical") < 0) ||(alus.transform.localPosition.y > 40 && Input.GetAxis("Vertical") > 0)) {
moveDirection.Set(moveDirection.x,0,moveDirection.z);
}
playerController.Move(moveDirection * Time.deltaTime);
float rotation = rotationSpeed *Input.GetAxis("Horizontal");
if((alus.transform.rotation.y < (maxRotation/10) && Input.GetAxis("Horizontal") < 0) || (alus.transform.rotation.y > (-maxRotation/10) && Input.GetAxis("Horizontal") > 0)){
rotation = rotationSpeed *Input.GetAxis("Horizontal");
alus.transform.Rotate(new Vector3(0,-rotation,0));
}
if(Input.GetAxis("Horizontal") == 0){
if(alus.transform.rotation.y > 0 ){
rotation = rotationSpeed * -1;
}else{
rotation = rotationSpeed;
}
alus.transform.Rotate(new Vector3(0,rotation,0));
}
// alus.transform.rotation.y > -0.50
}
示例2: Update
// Update is called once per frame
void Update()
{
moveDirection = new Vector3(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"), 0.0f);
moveDirection *= speed;
if((alus.transform.localPosition.x > maxX && Input.GetAxis("Horizontal") > 0 ) || (alus.transform.localPosition.x < minX && Input.GetAxis("Horizontal") < 0 )){
moveDirection.Set(0,moveDirection.y,moveDirection.z);
}
if( (alus.transform.localPosition.y < -15 && Input.GetAxis("Vertical") < 0) ||(alus.transform.localPosition.y > 21 && Input.GetAxis("Vertical") > 0)) {
moveDirection.Set(moveDirection.x,0,moveDirection.z);
}
//gameObject.transform.position = gameObject.transform.position + moveDirection*Time.deltaTime*1.5f;
playerController.Move(moveDirection * Time.deltaTime*1.5f);
float rotation = rotationSpeed *Input.GetAxis("Horizontal");
if((alus.transform.rotation.y < (maxRotation/10) && Input.GetAxis("Horizontal") < 0) || (alus.transform.rotation.y > (-maxRotation/10) && Input.GetAxis("Horizontal") > 0)){
rotation = rotationSpeed *Input.GetAxis("Horizontal");
alus.transform.Rotate(new Vector3(0,-rotation,0));
}
if(Input.GetAxis("Horizontal") == 0){
if(alus.transform.rotation.y > 0 ){
rotation = rotationSpeed * -1;
}else{
rotation = rotationSpeed;
}
alus.transform.Rotate(new Vector3(0,rotation,0));
}
if (Input.GetButton("Fire2")){
BroadcastMessage("ActivatePowerup");
}
if (Input.GetButtonDown("Menu")){
if(!paused){
BroadcastMessage("Shooting");
Application.LoadLevelAdditive(0);
Time.timeScale = 0;
hpBar.SetActive(false);
paused = true;
}else{
ResumeGame();
}
}
// alus.transform.rotation.y > -0.50
}
示例3: Shoot
public void Shoot()
{
if ((Input.mousePosition.x > Screen.width / 5 || Input.mousePosition.y > Screen.height / 2.5) && (Input.mousePosition.x > 60 || Input.mousePosition.y < Screen.height - 60) && Input.mousePosition.x > Screen.width / 3)
{
//shooting animation on character
//anim.CrossFade("Shooting", 0f);
Vector3 target = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0);
target = Camera.main.ScreenToWorldPoint(target);
target.Set(target.x, target.y, gameObject.transform.position.z);
//rifle movement
Quaternion rotation = Quaternion.LookRotation(target - transform.position, transform.TransformDirection(Vector3.up));
rifle.transform.rotation = new Quaternion(0, 0, rotation.z, rotation.w); ;
//bullet spawning
GameObject obj = bullets.FirstOrDefault(x => !x.activeInHierarchy);
if (obj == null)
{
obj = (GameObject)Instantiate(bullet);
bullets.Add(obj);
}
obj.SetActive(true);
obj.transform.position = new Vector3(bulletSpawn.transform.position.x,bulletSpawn.transform.position.y,0);
obj.transform.rotation = bulletSpawn.transform.rotation;
obj.GetComponent<Rigidbody2D>().velocity = (target - bulletSpawn.transform.position).normalized * speed;
shoot = false;
Invoke("CanShootAgain", 1f);
}
}
示例4: Start
// Use this for initialization
void Start () {
RotateAxis = Vector3.zero;
RotateAxis.Set(0, 1, -0.2f);
RotateAxis.Normalize();
rotateAroundPos = canvas.transform.position;
RectTransform rekt;
rekt = canvas.GetComponent<RectTransform>();
Vector3 v3 = rekt.lossyScale;
rotateAroundPos.z+= v3.z * 2300;
var q = ControlsButton.transform.rotation;
ControlsButton.transform.RotateAround (rotateAroundPos, RotateAxis, 350);
ControlsButton.transform.rotation = q;
LanguageButton.transform.RotateAround (rotateAroundPos, RotateAxis, 340);
LanguageButton.transform.rotation = q;
CreditsButton.transform.RotateAround (rotateAroundPos, RotateAxis, 330);
CreditsButton.transform.rotation = q;
buttons.Add (AudioButton);
buttons.Add (ControlsButton);
buttons.Add (LanguageButton);
buttons.Add (CreditsButton);
changeAlpha ();
}
示例5: RandomVector3
public static Vector3 RandomVector3(float max_x,float max_y, float max_z)
{
System.Random rand = new System.Random();
Vector3 newVect = new Vector3();
newVect.Set ((float)rand.NextDouble()*max_x,(float)rand.NextDouble()*max_y,(float)rand.NextDouble()*max_z );
return newVect;
}
示例6: CreateVector3
public static Vector3 CreateVector3(double chromosomeVal,float max_x,float max_y, float max_z)
{
// each chromosome is a double - 8 bytes - 64 bits. This means it has a max value of ~ 1.84467441 × 10^19
// We want to use as much of that as possible, in principle. So each axis of the 3 vector will have a max of about .6*10^6
// or 600000. Alternatively we could bit-shift it? If we wanted it to come out nicely we could just ignore two bytes
// and use 2 bytes for each of the axes, but that means a max value about 65000, so we're losing an order of
// magnitude of possible variation / detail. Anyway, this should get cleaned up a bit somehow.
Vector3 vect = new Vector3();
// a double has 8 bytes, or 64 bits. We're going to bitshift the shit out of this to produce longs(16 bits).
// one of the nice things is that with 4 longs we could represent a generic quaternion pretty effectively.
long maxValue = 0xff;
long x_component = ((long)chromosomeVal >> 48) & 0x000000ff;
long y_component = ((long)chromosomeVal >> 32) & 0x000000ff;
long z_component = ((long)chromosomeVal >> 16) & 0x000000ff;
chromosomeVal = (chromosomeVal % 50);
float xval = (float)chromosomeVal * max_x;
chromosomeVal = (chromosomeVal * 10000) % 50;
float yval = (float)chromosomeVal * max_y;
chromosomeVal = (chromosomeVal * 10000) % 50;
float zval = (float)chromosomeVal * max_z;
vect.Set(xval,yval,zval);
return vect;
}
示例7: Start
// Use this for initialization
void Start()
{
// playerEntered = false;
// notClosed = true;
// callFurther = true;
// angle = 0;
Vector3 position = new Vector3(init_radius, init_radius, 0);
// init_angle = 0;
// int hide = (int)Random.Range(0,6);
for(int i=0; i<6; i++)
{
float xPos = init_radius*Mathf.Cos(Mathf.Deg2Rad*init_angle);
float yPos = init_radius*Mathf.Sin(Mathf.Deg2Rad*init_angle);
int index = (int)Random.Range(0,level_segments.Length);
position.Set(xPos,yPos,0);
GameObject child = (GameObject)Instantiate(level_segments[index],position, Quaternion.identity);
child.transform.parent = gameObject.transform;
// if(i == hide)
// {
// child.SetActive(false);
// }
child.transform.Rotate(0,0,(240+init_angle));
init_angle += 60;
}
//start_time = Time.time;
//makeTransparent(3,start_time,0);
}
示例8: Update
void Update()
{
Camera.main.fieldOfView = Options.fov;
if (Input.GetAxis ("RotateCameraSnap") != 0) {
camBase.localEulerAngles = new Vector3(camBase.localEulerAngles.x,
camBase.localEulerAngles.y + Input.GetAxis ("RotateCameraSnap") * 180 * Time.deltaTime,
camBase.localEulerAngles.z);
}
if (Input.GetAxis ("ResetCameraRotation") != 0) {
camBase.localEulerAngles = new Vector3(camBase.localEulerAngles.x,
0, camBase.localEulerAngles.z);
currentZoomLevel = defaultZoomLevel;
UpdateEyeDepth ();
}
float scroll = Input.GetAxis ("Mouse ScrollWheel");
if (scroll != 0) {
currentZoomLevel = Mathf.Clamp (currentZoomLevel - scroll * zoomSensitivity * (currentZoomLevel / 10), minZoomLevel, maxZoomLevel);
UpdateEyeDepth ();
}
Vector3 move = new Vector3 (Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
if (move.sqrMagnitude != 0) {
move = camBase.TransformDirection (move);
move.Set (move.x, 0, move.z);
move = move.normalized * moveSpeed;
camBase.localPosition += move * Time.deltaTime * Mathf.Pow(currentZoomLevel, 1.25f) / 25;
camBase.localPosition = new Vector3 (Mathf.Clamp (camBase.localPosition.x, -80, 80), camBase.localPosition.y,
Mathf.Clamp (camBase.localPosition.z, -80, 80));
}
}
示例9: Start
void Start()
{
if (GlobalData.difficultyLevel == 1){
totalGoods = new GameObject[]{greenGood, blueGood};
}
else if(GlobalData.difficultyLevel == 2){
totalGoods = new GameObject[]{yellowGood, blueGood, greenGood};
}
else {
totalGoods = new GameObject[]{redGood, blueGood, greenGood, yellowGood};
}
positionWhenOneGood = new Vector3();
positionWhenOneGood.Set (transform.position.x, transform.position.y, transform.position.z);
positionsWhenTwoGoods = new Vector3[2];
positionsWhenTwoGoods[0].Set(transform.position.x, transform.position.y + offsetWhenTwoGoods, transform.position.z);
positionsWhenTwoGoods[1].Set(transform.position.x, transform.position.y - offsetWhenTwoGoods, transform.position.z);
positionsWhenThreeGoods = new Vector3[3];
positionsWhenThreeGoods[0].Set(transform.position.x, transform.position.y + offsetWhenThreeGoods, transform.position.z);
positionsWhenThreeGoods[1].Set(transform.position.x, transform.position.y, transform.position.z);
positionsWhenThreeGoods[2].Set(transform.position.x, transform.position.y - offsetWhenThreeGoods, transform.position.z);
currentGoods = new GameObject[1];
GenerateNewLot();
rate = rateOfChange;
}
示例10: Start
// Use this for initialization
void Start()
{
startTime = Time.time;
startMarker = transform.position;
endMarker = startMarker;
endMarker.Set(endMarker.x, endMarker.y - distance, endMarker.z);
journeyLength = Vector3.Distance(startMarker, endMarker);
}
示例11: ApplyVector3FromLocalVector2
public void ApplyVector3FromLocalVector2(ref Vector3 outVector, Vector2 localVector, float z)
{
outVector.Set
(
localVector.x*a + localVector.y*c + tx,
localVector.x*b + localVector.y*d + ty,
z
);
}
示例12: OnPlayerDeath
void OnPlayerDeath()
{
GetComponent<Camera>().targetTexture = null;
popUpDisplay.SetActive(false);
Vector3 newPosition = new Vector3();
newPosition.Set(target.transform.position.x, 200, target.transform.position.z);
SetPosition(newPosition);
SetRotation(new Vector3(90, 0, 0));
}
示例13: OnJoinedRoom
void OnJoinedRoom()
{
Debug.Log (isHost);
Vector3 location = new Vector3();
location.Set (-0.0f, -0.0f, -1.00f);
GameObject player = PhotonNetwork.Instantiate("New Prefab", location, Quaternion.identity, 0);
player.GetComponent<myThirdPersonController>().isControllable = true;
player.GetComponent<myThirdPersonController>().isHost = isHost;
isHost = false;
}
示例14: enemyWave
void enemyWave()
{
waves++;
for (int i = 0; i < noEnemies; i++) {
int rand = Random.Range (0, 5);
Vector3 pos = new Vector3 (13, 0, Random.Range(-7f, 9f));
GameObject Enemey = Instantiate (enemies[rand], pos, Quaternion.identity) as GameObject;
pos.Set (pos.x * -1f, pos.y, Random.Range (-7f, 9f));
GameObject Enemy = Instantiate (enemies[rand], pos, Quaternion.identity) as GameObject;
}
}
示例15: Follow
private float relCameraPosMag; // The distance of the camera from the player.
#endregion Fields
#region Methods
public void Follow(GameObject player)
{
// Setting up the reference.
//player = GameObject.FindGameObjectWithTag("Player").transform;
this.player = player.transform;
// Setting the relative position as the initial relative position of the camera in the scene.
relCameraPos = transform.position - this.player.position;
relCameraPos.Set(0, 0, relCameraPos.z);
relCameraPosMag = relCameraPos.magnitude - 0.5f;
}