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洗牌算法(Fisher Yates & Knuth - Pursten Feld),地图与障碍物的随机生成,涉及FIFO,Lerp

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TPS_Game_Development

1.随机连通地图:

洗牌算法(Fisher Yates & Knuth - Pursten Feld),地图与障碍物的随机生成,涉及FIFO,Lerp

2.武器系统
3.Player和Enemy类
4.Bullet类,监听事件与伤害机制
5.部分接口说明
<1>Physics.OverlapSphere方法
Physics.OverlapSphere(transform.position, 0.1f, collisionMask);
//说明:返回以参数1为原点和参数2为半径的球体内'满足条件'的碰撞体集合,该球体为3D相交球
//形参:position:3D相交球的球心
//radius:3D相交球的球半径
//layerMask 在某个Layer层上进行碰撞体检索,例如当前选中Player层,则只会返回周围半径内 Layer标示为Player的GameObject的碰撞体集合
//返回值:Collider[];//排好序的数据,索引越大说明目标碰撞体距离监测点越远

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洗牌算法(Fisher Yates & Knuth - Pursten Feld),地图与障碍物的随机生成,涉及FIFO,Lerp

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