1、随机数:
NGUITOOLS.RandomRange(0,3);
2、异步加载场景:
Application.LoadLevelAsyn("abc场景名");
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AsyncOpration async=Application.LoadLevelAsync("level");
3、任务栏
Transform【】 allchildren=GetComponetsInChildren<Transform>();
4、生成随机位置(敌人)
IEnumerator EnemyDelay(int a,int b, int c,int d,int e,int f,int g,int h)
{
yieldreturnnewWaitForSeconds(1);
for(int i=0;i<a;i++)
{
Instantiate(chuxian,EnemyPoint[h+i].position,Quaternion.identity);
}
for(int j=0;j<b;j++)
{
Instantiate(chuxian,EnemyPoint[h+a+j].position,Quaternion.identity);
}
for(int k=0;k<c;k++)
{
Instantiate(chuxian,EnemyPoint[h+a+b+k].position,Quaternion.identity);
}
for(int l=0;l<d;l++)
{
Instantiate(chuxian,EnemyPoint[h+a+b+c+l].position,Quaternion.identity);
}
for(int m=0;m<e;m++)
{
Instantiate(chuxian,EnemyPoint[h+a+b+c+d+m].position,Quaternion.identity);
}
for(int n=0;n<f;n++)
{
Instantiate(chuxian,EnemyPoint[h+a+b+c+d+e+n].position,Quaternion.identity);
}
for(int o=0;o<g;o++)
{
Instantiate(chuxian,EnemyPoint[h+a+b+c+d+e+f+o].position,Quaternion.identity);
}
yieldreturnnewWaitForSeconds(2);
if(NPC!=null)
{
//Debug.Log ("Third Step");
transform.rotation=Quaternion.Slerp (transform.rotation,
Quaternion.LookRotation(new Vector3(NPC.transform.position.x,transform.position.y,NPC.transform.position.z)-transform.position),
rotationSpeed*Time.deltaTime);
}
else
{
transform.rotation=Quaternion.Slerp (transform.rotation,
Quaternion.LookRotation(new Vector3(target.transform.position.x,transform.position.y,target.transform.position.z)-transform.position),
rotationSpeed*Time.deltaTime);
}
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点开始后,进入对应的地图场景,这个level值是怎么传的。