using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;using UnityEngine.AI;
/// <summary>
/// 特效追踪,挂靠在特效物体上面的
/// </summary>
public class EffectTracks : MonoBehaviour {
/// <summary>
/// 攻击目标.
/// </summary>
private GameObject target;
public void SetEnemy(GameObject target) { this.target = target;
} void Update() {
Debug.DrawLine(target.transform.position , this.transform.position , Color.yellow);
transform.rotation = Quaternion.Slerp(
transform.rotation ,
Quaternion.LookRotation(target.transform.position - transform.position) , 2 * Time.deltaTime
);
transform.LookAt(target.transform);
transform.position += transform.forward * 8 * Time.deltaTime; if (Vector3.Distance(transform.position,target.transform.position)<=1)
{
Debug.Log("特效到达地方!开始自爆");
}
}
}粒子特效追踪敌人 | 拾荒者 http://www.shihuangzhe.org/?p=561
本文出自 “旅行的拾荒者” 博客,请务必保留此出处http://shengruqing.blog.51cto.com/3576398/1906774
原文:http://shengruqing.blog.51cto.com/3576398/1906774