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子弹击退效果怎么做啊?求助大佬!

用户:墨烬残香墨烬残香查看:2 回复:6 评论:2 创建时间:2023-11-05T16:51:29


玩家角色发射子弹击中敌人,敌人被子弹击退,这种效果怎么做啊?(击退效果越丝滑越好,最好是能用物理实现的)


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我是胡桃的狗114514我是胡桃的狗114514

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我是胡桃的狗114514我是胡桃的狗114514

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梁家齐l0D2梁家齐l0D2

imgsrc="https://static.cod喵/emoji/codemao/%E7%BC%96%E7%A8%8B%E7%8C%AB_%E5%97%A8%E8%B5%B7%E6%9D%A5.gif"alt="emotion_编程猫_嗨起来"

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梁家齐l0D2梁家齐l0D2

imgsrc="https://static.cod喵/emoji/codemao/%E7%BC%96%E7%A8%8B%E7%8C%AB_%E6%90%93%E5%A4%B4.gif"alt="emotion_编程猫_搓头"看喵作imgsrc="https://static.cod喵/emoji/codemao/%E7%BC%96%E7%A8%8B%E7%8C%AB_%E6%90%93%E5%A4%B4.gif"alt="emotion_编程猫_搓头" #include<iostream> usingnamespacestd; intmain(){ cout<<"*"<<endl; cout<<"*"<<endl; cout<<"*"<<endl; cout<<"**"<<endl; cout<<"**"<<endl; cout<<"*"<<endl; return0; }

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何Txa何Txa

击退不会做,但有击退棒,要吗?

 

console.clear()
world.onPlayerJoin(({entity}) => {
    entity.enableDamage = true;
    entity.maxHP = 20;
    entity.player.addWearable({
        bodyPart: Box3BodyPart.RIGHT_HAND,
        mesh: 'mesh/烈焰棒.vb',
        orientation: new Box3Quaternion(1,1,1,1).rotateY(Math.PI),
        offset: new Box3Vector3(-0.1,0.15,0.3),
        scale: new Box3Vector3(0.7, 0.7, 0.7),
    });
});

world.onClick(({ entity, clicker, distance, button}) => {
    if ((distance <= 7) &&
        (entity.hp > 0)){
        entity.hurt(1.7)
        var facingX = clicker.player.facingDirection.x
        var facingY = clicker.player.facingDirection.y
        var facingZ = clicker.player.facingDirection.z
        var velocity = new Box3Vector3(facingX, 0.7, facingZ)
        entity.velocity = velocity.clone()
    };
});

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bcm官方bcm官方

用非线性运动(函数)

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