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  • unity之UI

    1.Vector3坐标

    2.地球,月球,太阳的旋转关系

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class spere01 : MonoBehaviour {
        public GameObject moon;
        public GameObject sun;
        // Use this for initialization
        void Start () {
            
        }
        
        // Update is called once per frame
        void Update () {
            // transform.Rotate(Vector3.up, 2, Space.World);//up表示围绕上面轴旋转
            moon.transform.Rotate(0, 1, 0);//月球自传
            transform.Rotate(0, 1, 0);//地球自转
            sun.transform.Rotate(Vector3.up);//太阳自转
            moon.transform.RotateAround(transform.position, Vector3.up, 1);//月亮围绕地球转
            transform.RotateAround(sun.transform.position, Vector3.up, 1);//地球围绕太阳转
    
        }
    }

    3.UI之游戏界面

     登录错误提示:

     提示登录失败用:

    if (this.gameObject.activeSelf)
    {
    time += Time.deltaTime;//计时器
    if (time > 3)
    {
    failText.gameObject.SetActive(false);//登录失败消失
    time = 0;
    }
    }

    进入游戏就有声音:
     slider.maxValue = 100;
            slider.minValue = 0;
            slider.value = 50;//赋初值
      if (toggle.isOn==true)
            {
    
                audio.mute = true;//静音
            }
            else
            {
                audio.mute = false;
            }
           
            audio.volume =(float) (slider.value/100);//把音量条的值赋给背景音乐

     

    //总代码
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.SceneManagement;
    using UnityEngine.UI;
    
    public class UIcontrol : MonoBehaviour {
        public InputField InputUserName;
        public InputField InputPassWord;
        public Button button;
        public GameObject failText;
        public Button closeSetting;
        public GameObject Panel;
        public Slider slider;
        public Toggle toggle;
        AudioSource audio;
         
        
        // Use this for initialization
        void Start () {
            InputUserName = InputUserName.GetComponent<InputField>();
            InputPassWord = InputPassWord.GetComponent<InputField>();
            button = button.GetComponent<Button>();
            closeSetting = closeSetting.GetComponent<Button>();
            slider = slider.GetComponent<Slider>();
            audio = GetComponent<AudioSource>();
            slider.maxValue = 100;
            slider.minValue = 0;
            slider.value = 50;
    
        }
        
        public void GetButton()
        {
            if (InputUserName.text == "huangwei" && InputPassWord.text == "123")
            {
                SceneManager.LoadScene(1);
            }
            else
            {
                failText.gameObject.SetActive(true);//登录失败出现
            }
        }
        public void OpenSetting()
        {
            Panel.gameObject.SetActive(true);//打开设置
        }
        public void CloseSetting()//关闭设置
        {
            Panel.gameObject.SetActive(false);
        }
        // Update is called once per frame
        float time;
    
        void Update()
        {
            if (this.gameObject.activeSelf)
            {
                time += Time.deltaTime;//计时器
                if (time > 3)
                {
                    failText.gameObject.SetActive(false);//登录失败消失
                    time = 0;
                }
            }
    
            if (toggle.isOn==true)
            {
    
                audio.mute = true;//静音
            }
            else
            {
                audio.mute = false;
            }
           
            audio.volume =(float) (slider.value/100);//把音量条的值赋给背景音乐
        }
    }
    4.进度条slider:
    
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class test : MonoBehaviour {
    
        Text test01;
        int num = 0;
        float time;
    
        public Slider slider;
        // Use this for initialization
        void Start () {
            test01 = this.GetComponent<Text>();
            slider = slider.GetComponent<Slider>();
            slider.maxValue = 100;
            slider.value = slider.minValue;
        }
        
        // Update is called once per frame
        void Update () {
            time += Time.deltaTime;
            //if (time >0.1f)
            //{
            //    num++;
            //    if (num >100)
            //    {
            //        num = 100;
            //        test01.text = num + "  %";
            //    }
            //    else
            //    {
            //        slider.value = num;
            //        time = 0;
            //    }
    
    
            //}
            //test01.text = num + "  %";
            //另一种方法
    
            if (time > 10)
            {
                time = 10;
            }
            slider.value = time * 10;
                test01.text = (int)(time*10)+ "  %";
        }
    }
     

    5.

    技能冷却:
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UnityEngine.UI;
    
    public class CoolSkill : MonoBehaviour
    {
        public Image image;
        float time;
        float f;
        public Text text;
        bool b = false;
        bool bb = true;
        // Use this for initialization
        void Start()
        {
            image = image.GetComponent<Image>();
            text = text.GetComponent<Text>();
            image.fillAmount = 0;//默认可以发出技能
        }
        public void GetBool()
        {
            if (bb)//限制技能开启后才能使用
            {
                b = true;
                bb = false;
            }
        }
        // Update is called once per frame
        void Update()
        {
            if (b)
            {
                time += Time.deltaTime;
                if (time <= 5)//技能控制在5秒冷却
                {
                    f = (5 - time);//5秒倒计时
                    image.fillAmount = (f) / 5;//image也在360度递减
                    text.text = (f).ToString();//文本输出倒计时
                    if (f < 0.1f && f >= 0)/控制在0.1秒以内结束时才可以重新开启技能
                    {
                        bb = true;//重新开启技能Button可以点击了
                    }
                }
                else
                {
                    time = 0;//超过5秒后时间置零
                    b = false;/tton点击后又可以计时了
                }
    
    
            }
    
        }
    }
     
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  • 原文地址:https://www.cnblogs.com/huang--wei/p/9534285.html
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