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  • Unity 3D Script Note

    1.Shoot,Throw|Instantiate

    var speed = 3.0;
    var grenadePrefab:Transform; 
    
    function Update () 
    {
        //find out if a fire button is pressed
        if(Input.GetButtonDown("Fire1"))
        {
            if(Collisions.GRENADE_AMMO > 0)
            {
                //create the prefab
                var grenade = Instantiate(grenadePrefab, transform.position, Quaternion.identity);
            
                //add force to the prefab
                grenade.rigidbody.AddForce(transform.forward * 2000);
                
                Collisions.GRENADE_AMMO --;
           //modify the gui text.
                GameObject.Find("g_Count").guiText.text = ""+Collisions.GRENADE_AMMO;//"" is to convent the int to string
                print("YOU NOW HAVE "+ Collisions.GRENADE_AMMO +" GRENADES");
            }
        }
    }

    2.Collision(Raycast) ,PlayAnimation

    static var GRENADE_AMMO = 0;
    
    function OnControllerColliderHit(hit : ControllerColliderHit)
    {
        if(hit.gameObject.tag == "crateGrenades")
        {
            //destroy the ammo box
            Destroy(hit.gameObject);
            
            //add ammo to inventory
            GRENADE_AMMO += 8;
            print("YOU NOW HAVE "+ GRENADE_AMMO +" GRENADES");
            GameObject.Find("g_Count").guiText.text = ""+GRENADE_AMMO;
        }
    }
    
    
    var rayCastLength = 5;
    
    function Update()
    {    
        var hit : RaycastHit;
        
        //check if we're colliding
        if(Physics.Raycast(transform.position, transform.forward, hit, rayCastLength))
        {
            //...with a door
            if(hit.collider.gameObject.tag == "door")
            {
                //open the door
                hit.collider.gameObject.animation.Play("door_open");
            }
        }
    }

    3.Grenade Explosion

    var creationTime = Time.time;
    var explosionPrefab : Transform;
    var lifeTime = 3;
    
    function Awake()
    {
        creationTime = Time.time;
    }
    
    function Update () 
    {
        if(Time.time > (creationTime+lifeTime))
        {
            Destroy(gameObject);
            Instantiate(explosionPrefab, transform.position, Quaternion.identity);
        }
    }

     4.MenuItem:

    var isQuitBtn = false;
    
    function OnMouseEnter () 
    {
        renderer.material.color = Color.red;
    }
    
    function OnMouseExit () 
    {
        renderer.material.color = Color.white;
    }
    
    function OnMouseUp()
    {
        if(isQuitBtn)
        {
            Application.Quit();
        }
        else
        {
            Application.LoadLevel(1);
        }
    }

     5.Denfender AI (Look at slowly,Visible range,InvokeRepeating)

    var target : Transform;
    var range = 10.0;
    var leftFlame : GameObject;
    var rightFlame : GameObject;
    static var mode = "idle";
    var gunSpeed = 0.05;
    
    function Awake()
    {
        target = GameObject.FindWithTag("Player").transform;
        leftFlame.renderer.enabled = false;
        rightFlame.renderer.enabled = false;
    }
    
    function Update () 
    {    
        if(target && CanAttackTarget())
        {
            //transform.LookAt(target);
            var targetRotation = Quaternion.LookRotation(target.position - transform.position, Vector3.up);
            transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * 1.2);
            
            var forward = transform.forward;
            var targetDir = target.position - transform.position;
            var angle = Vector3.Angle(targetDir, forward);
            if(angle < 10.0)
            {
                DoDamage();
            }
            else
            {
            }
        }
    }
    
    var damageTimer = 0.0;
    
    function DoDamage()
    {
        if(damageTimer==0.0)
        {
            damageTimer = Time.time;
        }
        if((damageTimer+0.05) > Time.time)
        {
            return;
        }
        else
        {
            Player.HEALTH -= 1;
            print(Player.HEALTH);
            damageTimer = Time.time;
        }
    }
    
    function CanAttackTarget()
    {
        //Check if the target is close enough
        if(Vector3.Distance(transform.position, target.position) > range)
        {
            Disengage();
            return false;
        }
        
        var hit : RaycastHit;
        
        //Check if there's collision inbetween turret & target
        if(Physics.Linecast(transform.position, target.position, hit))
        {
            if(hit.collider.gameObject.tag != "Player")
            {
                Disengage();
                return false;
            }
            else
            {
                Attack();
                return true;
            }
        }
        return true;
    }
    
    function Attack()
    {
        if(mode != "attack")
        {
            InvokeRepeating("FalconAnimate", 2, gunSpeed);
            mode = "attack";
        }
    }
    
    function Disengage()
    {
        if(mode != "idle")
        {
            CancelInvoke();
            mode = "idle";
            leftFlame.renderer.enabled = false;
            rightFlame.renderer.enabled = false;
        }
    }
    
    function FalconAnimate()
    {
        if(leftFlame && rightFlame)
        {
            if(leftFlame.renderer.enabled)
            {
                leftFlame.renderer.enabled = false;
                rightFlame.renderer.enabled = true;
            }
            else
            {
                leftFlame.renderer.enabled = true;
                rightFlame.renderer.enabled = false;
            }
        }
        else
        {
            print("Effects on Turret not set!");
        }
    }

    6.GUI

    a.Set Text

      GameObject.Find("g_Count").guiText.text = ""+5;

    b.Set Texture

      var h80 : Texture2D;

      GameObject.Find("g_Health").guiTexture.texture=h80;

    7.Audio

    var audiofile : AudioClip;

    audiofile.PlayOneShot();

    //audiofile.Play();

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  • 原文地址:https://www.cnblogs.com/qiengo/p/2842395.html
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