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IP属地:福建1楼2015-03-30 22:54回复
    Fire
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    publicclass abcd : MonoBehaviour {
    public Rigidbody projectile;
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    if(Input.GetButtonDown("Fire1")) {
    Rigidbody clone;
    clone = Instantiate(projectile,transform.position, transform.rotation) as Rigidbody;
    clone.velocity =transform.TransformDirection(Vector3.forward * 20);
    }
    }
    }
    左右视角转
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    publicclass abc
    // Use this for initialization :MonoBehaviour {
    public Transform tower;
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    floatx=Input.GetAxis("Mouse X");
    tower.Rotate(newVector3(0,x*2,0));
    }
    }
    滑鼠上下
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    publicclass abcde : MonoBehaviour {
    public Transform swObject;
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    floatsw=Input.GetAxis("Mouse ScrollWheel");
    swObject.Rotate(0,sw*50,0);
    }
    void OnCollisionEnter(Collision c){
    //Debug.Log("OK");
    }
    void OnCollisionExit(Collision c)
    {
    //Debug.Log("Exit");
    }
    void OnCollisionStay(Collisioncollision)
    {
    //Debug.Log("Stay");
    }
    }
    Win
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    usingUnityEngine.SceneManagement;
    publicclass win : MonoBehaviour {
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    }
    void OnTriggerEnter(Collider other) {
    if(other.gameObject.tag=="Tank")
    {
    SceneManager.LoadScene("main",LoadSceneMode.Single);}
    }
    }
    Blood
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    usingUnityEngine.UI;
    publicclass Blood : MonoBehaviour {
    publicstatic float b=100.0f;
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    //print(gameObject.GetComponent<Slider>().value);
    gameObject.GetComponent<Slider>().value=b;
    }
    public static void TankOnHit()
    {
    b-=5.0f;
    }
    }
    Move
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    publicclass move : MonoBehaviour {
    public float speed = 10.0F;
    public float rotationSpeed = 100.0F;
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    float translation =Input.GetAxis("Vertical") * speed;
    float rotation =Input.GetAxis("Horizontal") * rotationSpeed;
    translation *= Time.deltaTime;
    rotation *= Time.deltaTime;
    transform.Translate(0, 0, translation);
    transform.Rotate(0, rotation, 0);
    }
    }
    Lookat_tank
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    publicclass lookat_tank : MonoBehaviour {
    publicTransform target;
    public Rigidbody projectile;
    public Transform shooter_location;
    float current_time=0.0f;
    float last_time=0.0f;
    float spawn_rate=1.0f;
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    float dist =Vector3.Distance(target.position, transform.position);
    //print("Distance to target: " +dist);
    if(dist<=20)
    {
    //transform.LookAt(target);
    //Vector3 relativePos = target.position -transform.position;
    Quaternion target_rotation =Quaternion.LookRotation(target.position - transform.position);
    transform.rotation =Quaternion.Slerp(transform.rotation, target_rotation, Time.deltaTime*5);
    current_time=Time.time;
    if((current_time-last_time)>=spawn_rate)
    {
    shooter_func(shooter_location,projectile,target);
    last_time=current_time;
    }
    }
    }
    void shooter_func (Transformshooter_target,Rigidbody projectile,Transform target_pos) {
    Rigidbody clone;
    clone = Instantiate(projectile,shooter_location.position, shooter_location.rotation) as Rigidbody;
    clone.velocity =shooter_location.TransformDirection(Vector3.forward * 20);
    print(target_pos.position);
    }
    }
    Menu
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    usingUnityEngine.SceneManagement;
    publicclass menu : MonoBehaviour {
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    }
    public void testFunc(){
    SceneManager.LoadScene("SampleScene",LoadSceneMode.Single);
    }
    }
    Remove
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    usingUnityEngine.UI;
    publicclass remove : MonoBehaviour {
    // Use this for initialization
    void Start () {
    Destroy(gameObject,3);
    }
    // Update is called once per frame
    void Update () {
    }
    void OnCollisionEnter(Collision c)
    {
    if(c.gameObject.tag=="Enemy")
    {
    Score.myIntScore+=5;
    Destroy(c.gameObject);
    }
    if(c.gameObject.tag=="Enemy2")
    {
    Score.myIntScore+=10;
    Destroy(c.gameObject);
    }
    if(c.gameObject.tag=="Tank")
    Blood.TankOnHit();
    }
    }
    score
    usingSystem.Collections;
    usingSystem.Collections.Generic;
    usingUnityEngine;
    using UnityEngine.UI;
    publicclass Score : MonoBehaviour {
    publicText myScore;
    publicstatic int myIntScore=0;
    // Use this for initialization
    void Start () {
    }
    // Update is called once per frame
    void Update () {
    myScore.text =""+myIntScore;
    }
    }


    IP属地:福建3楼2018-11-13 01:53
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