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  • Unity3D 5.x 简单实例

    1,Vector3 类型变量存储向量坐标值

    Vector3.forward

    Vector3(0,0,1)

    Vector3.up 

    Vector3(0,1,0)

    Vector3.right

    Vector3(1,0,0)

    Vector3.zero

    Vector3(0,0,0)

    Vector3.one

    Vector3(1,1,1)

    2,给对象RigidBody添加组件 ,然后给RigidBody一个速率(velocity)让它的移动

    using UnityEngine;
    using System.Collections;
    
    public class moveFwd : MonoBehaviour
    {
    
        public float moveSpeed = 0.1f; 
    
        // Use this for initialization
        void Start()
        {
    
        }
    
        // Update is called once per frame
        void Update()
        { 
            Vector3 moveForward = new Vector3(moveSpeed, 0 , moveSpeed);
            this.GetComponent<Rigidbody>().velocity = moveForward;  
        }
    }
    View Code

      

    3, 鼠标移入变红色,鼠标移出还原颜色,点击鼠标播放声音,JS代码实现:

    #pragma strict
    
    var oldColor:Color;
    var audioPlay=false;
    
    function Start () {
        oldColor= this.GetComponent(MeshRenderer).material.color;
    }
    
    
    function Update () {
    
    }
    
    //鼠标移入
    function OnMouseOver(){
        this.GetComponent(MeshRenderer).material.color=Color.red;   
    
        //旋转
        this.transform.Rotate(0,-25*Time.deltaTime,0);
        print("OnMouseOver");
    }
    //鼠标移出
    function OnMouseExit(){
        this.GetComponent(MeshRenderer).material.color=oldColor;   
        print("OnMouseOut"); 
    }
    //点击鼠标
    function OnMouseDown(){
        if (audioPlay==false) {
            this.GetComponent(AudioSource).Play();
            audioPlay=true;
        }else {
            this.GetComponent(AudioSource).Pause();
            audioPlay=false;
        }
        print("OnMouseDown"); 
    
    }
    View Code

     4, 操作文本的时候,记得先引用  UnityEngine.UI:

    using UnityEngine;
    using System.Collections;
    using UnityEngine.UI;
    
    public class count : MonoBehaviour
    {  
        void OnMouseDown() {
            GameObject.Find("Canvas/Text").GetComponent<Text>().text = "Score";
        }
    }
    View Code

     5,给小球添加物理材质,是小球跳动:Asseets → Create → Physic Material :

      

      JS控制小球颜色变化:

    var t:float=0; 
    function Update () {  
      t+=Time.deltaTime;  
      //每3秒换一个随机颜色
      if(parseInt(t)%3==0){ 
        gameObject.Find("Sphere").GetComponent(MeshRenderer).material.color=Color(Random.Range(0,255)/255f,Random.Range(0,255)/255f,Random.Range(0,255)/255f);
      }  
       
    }
    View Code

    6, 获取对象放在Start()方法里面,不要放到Update()里面,这样会提高运行效率,JS控制灯光变强、变弱:

    #pragma strict
    import UnityEngine.Light; 
    
    var directLight:GameObject;
    var theTxt:GameObject;
    var objCube:GameObject;
    
    function Start () { 
        //获取对象
        directLight=gameObject.Find("Directional Light");
        theTxt=gameObject.Find("Canvas/Text");
        objCube=gameObject.Find("Cube");
    } 
    
    function Update () {  
     
      //更改灯光亮度
      if (Input.GetKey(KeyCode.L)) {
        directLight.GetComponent(Light).intensity+=0.1;
      };
      if (Input.GetKey(KeyCode.K)) {
         directLight.GetComponent(Light).intensity-=0.1;  
      };
      theTxt.GetComponent(Text).text = directLight.GetComponent(Light).intensity.ToString(); 
       if (Input.GetKey(KeyCode.S)) {
           //调用了Cube组件中的go方法
          objCube.SendMessage("go");
      };
    }
    View Code

    7,代码实现第一人称控制器,思路:

      ①新建项目,添加地面Plane,创建3D Object(Capsule) ,添加Cute

      ②给Capsule附加脚本让其能够上下左右移动

      ③把Main Camera的Position调节和Capsule一致、略高,然后把MainCamera作为Capsule的Child Object

      JS 代码:

    #pragma strict
    @script RequireComponent(CharacterController)
    
    var speed:float=6.0;
    var jumpspeed:float =8.0;
    var gravity:float =1.0;
    private var movedirection:Vector3=Vector3.zero;
    private var grounded:boolean=false;
    
    function FixedUpdate(){ 
            if (grounded){
                movedirection=Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));
                
                movedirection=transform.TransformDirection(movedirection);
                movedirection*=speed ;
                
                if(Input.GetButton("Jump")){
                    movedirection.y=jumpspeed;            
                }     
            }
            movedirection.y -= gravity*Time.deltaTime;    
            
            var controller:CharacterController=GetComponent(CharacterController);
            //移动命令
            
            var flags=controller.Move(movedirection*Time.deltaTime);
            //CollisionFlags.CollidedBelow    底部发生了碰撞“flags & CollisionFlags.CollidedBelow”返回1
            //CollisionFlags.CollidedNone   没发生碰撞“flags & CollisionFlags.CollidedNone”返回1
            //CollisionFlags.CollidedSides    四周发生了碰撞“flags & CollisionFlags.CollidedSides”返回1
            //CollisionFlags.CollidedAbove   顶端发生了碰撞“flags & CollisionFlags.CollidedAbove”返回1
            // 单个& 表示比较两个二进制数值
            //位掩码技术
            grounded=(flags & CollisionFlags.CollidedBelow)!=0;  
    }
    View Code

    参考 : 

    1,Unity3D中MeshRenderer的使用

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  • 原文地址:https://www.cnblogs.com/i-shanghai/p/5570144.html
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