Unity2015. 1. 13. 13:54

->콜라이더랑 완전히 맞추려면 asset에 콜라이더 mesh정보를 가지고있어서 mesh콜라이더로 하면 완전히 맞출 수 있음(convex도 처리)

->


using UnityEngine;
using System.Collections;

public class csBullet : MonoBehaviour {

	public GameObject exp;
	public float speed = 12.0f;
	public float power =3;

	// Use this for initialization
	void Start () {
	}
	void OnTriggerEnter(Collider obj)
	{
		if(obj.tag=="enemy")
		{
			Destroy (obj.gameObject);

		}
		else if(obj.tag =="barrel"){
			obj.rigidbody.AddForce(transform.forward*power);
		}
		Instantiate(exp,transform.position,transform.rotation);
		Destroy(this.gameObject);
	}
	// Update is called once per frame
	void Update () {

		transform.Translate(Vector3.forward*speed*Time.deltaTime);
	}
}

->하위요소로간다는 것은 어떤것의 부모를 설정해주면됨.

->파티클에서 민,맥스 애미션 차이크면 뭉게뭉게..

->setActive가 오브젝트를 껏다켰다..

using UnityEngine; using System.Collections; public class csMove : MonoBehaviour { public GameObject exp; public float speed = 3f; public float rotSpeed = 60; public GameObject smoke; float passtime = 0f; // Use this for initialization void Start () { smoke.SetActive(false); } // Update is called once per frame void Update () { float mv, mh; mv = Input.GetAxis ("Vertical"); mh = Input.GetAxis ("Horizontal"); if(mh!= 0 || mv!=0) { passtime = 0f; smoke.SetActive (true); }else { passtime = passtime +Time.deltaTime; Debug.Log(passtime); if(passtime>2.0f) { smoke.SetActive (false); passtime = 0f; } } transform.Translate(Vector3.forward*mv*speed*Time.deltaTime); transform.Rotate(Vector3.up*mh*rotSpeed*Time.deltaTime); } }


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Posted by Computer Engineering My Own