时间函数:
这里只列举了一部分,更多的看Scripting API
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API02Time : MonoBehaviour {
// Use this for initialization
void Start () {
Debug.Log("Time.deltaTime:" + Time.deltaTime);//完成最后一帧(只读)所需的时间(秒)
Debug.Log("Time.fixedDeltaTime:" + Time.fixedDeltaTime);//执行物理和其他固定帧速率更新(如MonoBehaviour的FixedUpdate)的间隔,以秒为单位。
Debug.Log("Time.fixedTime:" + Time.fixedTime);//最新的FixedUpdate启动时间(只读)。这是自游戏开始以来的时间单位为秒。
Debug.Log("Time.frameCount:" + Time.frameCount);//已通过的帧总数(只读)。
Debug.Log("Time.realtimeSinceStartup:" + Time.realtimeSinceStartup);//游戏开始后以秒为单位的实时时间(只读)。
Debug.Log("Time.smoothDeltaTime:" + Time.smoothDeltaTime);//平滑的时间(只读)。
Debug.Log("Time.time:" + Time.time);//此帧开头的时间(仅读)。这是自游戏开始以来的时间单位为秒。
Debug.Log("Time.timeScale:" + Time.timeScale);//时间流逝的尺度。这可以用于慢动作效果。
Debug.Log("Time.timeSinceLevelLoad:" + Time.timeSinceLevelLoad);//此帧已开始的时间(仅读)。这是自加载上一个级别以来的秒时间。
Debug.Log("Time.unscaledTime:" + Time.unscaledTime);//此帧的时间尺度无关时间(只读)。这是自游戏开始以来的时间单位为秒。
float time0 = Time.realtimeSinceStartup;
for(int i = 0; i < 1000; i++)
{
Method();
}
float time1 = Time.realtimeSinceStartup;
Debug.Log("总共耗时:" + (time1 - time0));
}
void Method()
{
int i = 2;
i *= 2;
i *= 2;
}
}
GameObject:
创建物体的3种方法:
1 构造方法
2 Instantiate 可以根据prefab 或者 另外一个游戏物体克隆
3 CreatePrimitive 创建原始的几何体
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API03GameObject : MonoBehaviour {
void Start () {
// 1 第一种,构造方法
GameObject go = new GameObject("Cube");
// 2 第二种
//根据prefab
//根据另外一个游戏物体
GameObject.Instantiate(go);
// 3 第三种 创建原始的几何体
GameObject.CreatePrimitive(PrimitiveType.Plane);
GameObject go2 = GameObject.CreatePrimitive(PrimitiveType.Cube);
}
}
AddComponent:添加组件,可以添加系统组件或者自定义的脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API03GameObject : MonoBehaviour {
void Start () {
GameObject go = new GameObject("Cube");
go.AddComponent();//添加系统组件
go.AddComponent();//添加自定义脚本
}
}
禁用和启用游戏物体:
activeSelf:自身的激活状态
activeInHierarchy:在Hierarchy的激活状态
SetActive(bool):设置激活状态
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API03GameObject : MonoBehaviour {
void Start () {
GameObject go = new GameObject("Cube");
Debug.Log(go.activeInHierarchy);
go.SetActive(false);
Debug.Log(go.activeInHierarchy);
}
}
游戏物体查找:
Find:按名称查找GameObject并返回它
FindObjectOfType:根据类型返回类型的第一个活动加载对象
FindObjectsOfType:根据类型返回类型的所有活动加载对象的列表
FindWithTag:根据标签返回一个活动的GameObject标记。如果没有找到GameObject,则返回NULL。
FindGameObjectsWithTag:根据标签返回活动游戏对象标记的列表。如果没有找到GameObject,则返回空数组。
transform.Find
GameObject.Find和transform.Find的区别:
public static GameObject Find(string name);
适用于整个游戏场景中名字为name的所有处于活跃状态的游戏对象。如果在场景中有多个同名的活跃的游戏对象,在多次运行的时候,结果是固定的。
public Transform Find(string name);
适用于查找游戏对象子对象名字为name的游戏对象,不管该游戏对象是否是激活状态,都可以找到。只能是游戏对象直接的子游戏对象。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API03GameObject : MonoBehaviour {
void Start () {
Light light = FindObjectOfType();
light.enabled = false;
Transform[] ts = FindObjectsOfType();
foreach (Transform t in ts)
{
Debug.Log(t);
}
GameObject mainCamera = GameObject.Find("Main Camera");
GameObject[] gos = GameObject.FindGameObjectsWithTag("MainCamera");
GameObject gos1 = GameObject.FindGameObjectWithTag("Finish");
}
}
游戏物体间消息的发送:
BroacastMessage:发送消息,向下传递(子)
SendMessage:发送消息,需要目标target
SendMessageUpwards:发送消息,向上传递(父)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API04Message : MonoBehaviour {
private GameObject son;
void Start () {
son = GameObject.Find("Son");
// 向下传递消息
// SendMessageOptions.DontRequireReceiver表示可以没有接收者
//BroadcastMessage("Test", null, SendMessageOptions.DontRequireReceiver);
// 广播消息
son.SendMessage("Test", null, SendMessageOptions.DontRequireReceiver);
// 向上传递消息
//SendMessageUpwards("Test", null, SendMessageOptions.DontRequireReceiver);
}
}
查找游戏组件:
GetComponet(s):查找单个(所有)游戏组件
GetComponet(s)InChildren:查找children中单个(所有)游戏组件
GetComponet(s)InParent:查找parent中单个(所有)游戏组件
注意:如果是查找单个,若找到第一个后,直接返回,不再向后查找
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API05GetComponent : MonoBehaviour {
void Start () {
Light light = this.transform.GetComponent();
light.color = Color.red;
}
}
函数调用Invoke:
Invoke:调用函数
InvokeRepeating:重复调用
CancelInvoke:取消调用
IsInvoking:函数是否被调用
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API06Invoke : MonoBehaviour {
void Start () {
// Invoke(函数名,延迟时间)
//Invoke("Attack", 3);
// InvokeRepeating(函数名,延迟时间,调用间隔)
InvokeRepeating("Attack", 4, 2);
// CancelInvoke(函数名)
//CancelInvoke("Attack");
}
void Update()
{
// 判断是否正在循环执行该函数
bool res = IsInvoking("Attack");
print(res);
}
void Attack()
{
Debug.Log("开始攻击");
}
}
协同程序:
定义使用IEnumerator
返回使用yield
调用使用StartCoroutine
关闭使用StopCoroutine
StopAllCoroutine
延迟几秒:yield return new WaitForSeconds(time);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API08Coroutine : MonoBehaviour
{
public GameObject cube;
private IEnumerator ie;
void Start()
{
print("协程开启前");
StartCoroutine(ChangeColor());
//协程方法开启后,会继续运行下面的代码,不会等协程方法运行结束才继续执行
print("协程开启后");
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
ie = Fade();
StartCoroutine(ie);
}
if (Input.GetKeyDown(KeyCode.S))
{
StopCoroutine(ie);
}
}
IEnumerator Fade()
{
for (; ; )
{
Color color = cube.GetComponent().material.color;
Color newColor = Color.Lerp(color, Color.red, 0.02f);
cube.GetComponent().material.color = newColor;
yield return new WaitForSeconds(0.02f);
if (Mathf.Abs(Color.red.g - newColor.g) <= 0.01f)
{
break;
}
}
}
IEnumerator ChangeColor()
{
print("hahaColor");
yield return new WaitForSeconds(3);
cube.GetComponent().material.color = Color.blue;
print("hahaColor");
yield return null;
}
}
鼠标相关事件函数:
OnMouseDown:鼠标按下
OnMouseUp:鼠标抬起
OnMouseDrag:鼠标拖动
OnMouseEnter:鼠标移上
OnMouseExit:鼠标移开
OnMouseOver:鼠标在物体上
OnMouseUpAsButton:鼠标移开时触发,且移上和移开在同一物体上才会触发
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API08OnMouseEventFunction : MonoBehaviour {
void OnMouseDown()
{
print("Down"+gameObject);
}
void OnMouseUp()
{
print("up" + gameObject);
}
void OnMouseDrag()
{
print("Drag" + gameObject);
}
void OnMouseEnter()
{
print("Enter");
}
void OnMouseExit()
{
print("Exit");
}
void OnMouseOver()
{
print("Over");
}
void OnMouseUpAsButton()
{
print("Button" + gameObject);
}
}
Mathf类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API09Mathf : MonoBehaviour {
public Transform cube;
public int a = 8;
public int b = 20;
public float t = 0;
public float speed = 3;
void Start()
{
/* 静态变量 */
// 度数--->弧度
print(Mathf.Deg2Rad);
// 弧度--->度数
print(Mathf.Rad2Deg);
// 无穷大
print(Mathf.Infinity);
// 无穷小
print(Mathf.NegativeInfinity);
// 无穷小,接近0
print(Mathf.Epsilon);
// π
print(Mathf.PI);
/* 静态方法 */
// 向下取整
Debug.Log(Mathf.Floor(10.2F));
Debug.Log(Mathf.Floor(-10.2F));
// 取得离value最近的2的某某次方数
print(Mathf.ClosestPowerOfTwo(2));//2
print(Mathf.ClosestPowerOfTwo(3));//4
print(Mathf.ClosestPowerOfTwo(4));//4
print(Mathf.ClosestPowerOfTwo(5));//4
print(Mathf.ClosestPowerOfTwo(6));//8
print(Mathf.ClosestPowerOfTwo(30));//32
// 最大最小值
print(Mathf.Max(1, 2, 5, 3, 10));//10
print(Mathf.Min(1, 2, 5, 3, 10));//1
// a的b次方
print(Mathf.Pow(4, 3));//64
// 开平方根
print(Mathf.Sqrt(3));//1.6
cube.position = new Vector3(0, 0, 0);
}
void Update()
{
// Clamp(value,min,max):把一个值限定在一个范围之内
cube.position = new Vector3(Mathf.Clamp(Time.time, 1.0F, 3.0F), 0, 0);
Debug.Log(Mathf.Clamp(Time.time, 1.0F, 3.0F));
// Lerp(a,b,t):插值运算,从a到b的距离s,每次运算到这个距离的t*s
// Lerp(0,10,0.1)表示从0到10,每次运动剩余量的0.1,第一次运动到1,第二次运动到0.9...
//print(Mathf.Lerp(a, b, t));
float x = cube.position.x;
//float newX = Mathf.Lerp(x, 10, Time.deltaTime);
// MoveTowards(a,b,value):移动,从a到b,每次移动value
float newX = Mathf.MoveTowards(x, 10, Time.deltaTime*speed);
cube.position = new Vector3(newX, 0, 0);
// PingPong(speed,distance):像乒乓一样来回运动,速度为speed,范围为0到distance
print(Mathf.PingPong(t, 20));
cube.position = new Vector3(5+Mathf.PingPong(Time.time*speed, 5), 0, 0);
}
}
Input类:
静态方法:
GetKeyDown(KeyCode):按键按下
GetKey(KeyCode):按键按下没松开
GetKeyUp(KeyCode):按键松开
KeyCode:键盘按键码,可以是键码(KeyCode.UP),也可以是名字("up")
GetMouseButtonDown(0 or 1 or 2):鼠标按下
GetMouseButton(0 or 1 or 2):鼠标按下没松开
GetMouseButtonUp(0 or 1 or 2):鼠标松开
0:左键 1:右键 2:中键
GetButtonDown(Axis):虚拟按键按下
GetButton(Axis):虚拟按键按下没松开
GetButtonUp(Axis):虚拟按键松开
Axis:虚拟轴名字
GetAxis(Axis):返回值为float,上面的是返回bool
cube.Translate(Vector3.right * Time.deltaTime * Input.GetAxis("Horizontal")*10);
静态变量:
anyKeyDown:任何键按下(鼠标+键盘)
mousePosition:鼠标位置
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API10Input : MonoBehaviour {
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
print("KeyDOwn");
}
if (Input.GetKeyUp(KeyCode.Space))
{
print("KeyUp");
}
if (Input.GetKey(KeyCode.Space))
{
print("Key");
}
if (Input.GetMouseButton(0))
Debug.Log("Pressed left click.");
if (Input.GetMouseButtonDown(0))
Debug.Log("Pressed left click.");
if (Input.GetButtonDown("Horizontal"))
{
print("Horizontal Down");
}
// GetAxis:这样使用有加速减速效果,如果是速度改变等情况不会突变
//this.transform.Translate(Vector3.right * Time.deltaTime * Input.GetAxis("Horizontal") * 10);
//GetAxisRaw:没有加速减速效果,速度改变等情况直接突变
this.transform.Translate(Vector3.right * Time.deltaTime * Input.GetAxisRaw("Horizontal") * 10);
if (Input.anyKeyDown)
{
print("any key down");
}
print(Input.mousePosition);
}
}
Input输入类之触摸事件: 推荐使用Easytouch插件
Input.touches.Length:触摸点个数
Input.touches[i]:获取第i个触摸点信息
touch1.position:触摸点位置
touch1.phase:触摸点状态
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TouchTest : MonoBehaviour {
// Update is called once per frame
void Update () {
//Debug.Log(Input.touches.Length);
if (Input.touches.Length > 0)
{
Touch touch1 = Input.touches[0];
//touch1.position;
TouchPhase phase = touch1.phase;
}
}
}
Vector2
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API11Vector2 : MonoBehaviour {
void Start()
{
/* 静态变量 */
// up,down,left,right,one,zero:分别表示点(0,1)(0,-1)(-1,0)(1,0)(1,1)(0,0)
print(Vector2.down);
print(Vector2.up);
print(Vector2.left);
print(Vector2.right);
print(Vector2.one);
print(Vector2.zero);
// x,y:x坐标,y坐标(如果有一个向量Vector2 vec,也可以使用vec[0]和vec[1]来表示x和y坐标)
Vector2 vec1 = new Vector2(3, 4);
Debug.Log("x:" + vec1.x);
Debug.Log("x:" + vec1[0]);
Debug.Log("y:" + vec1.y);
Debug.Log("x:" + vec1[1]);
// magnitude:向量的长度
Debug.Log(vec1.magnitude);
// sqrMagnitude:向量的长度的平方(即上面的没开根号前,如果只是用来比较的话,不需要开根号)
Debug.Log(vec1.sqrMagnitude);
// normalized:返回该向量的单位化向量(如果有一向量,返回一个新向量,方向不变,但长度变为1)
Debug.Log(vec1.normalized);
// normalize:返回自身,自身被单位化
vec1.Normalize();
Debug.Log("x:" + vec1.x);
Debug.Log("y:" + vec1.y);
// 向量是结构体,值类型,需要整体赋值
transform.position = new Vector3(3, 3, 3);
Vector3 pos = transform.position;
pos.x = 10;
transform.position = pos;
/* 静态方法 */
// Angle(a,b):返回两个向量的夹角
Vector2 a = new Vector2(2, 2);
Vector2 b = new Vector2(3, 4);
Debug.Log(Vector2.Angle(a, b));
// ClampMagnitude(a,length):限定长度,如果a>length,将向量a按比例缩小到长度为length
Debug.Log(Vector2.ClampMagnitude(b, 2));
// Distance(a,b):返回两个向量(点)之间的距离
Debug.Log(Vector2.Distance(a, b));
// Lerp(a,b,x):在向量a,b之间取插值。最终值为(a.x + a.x * (b.x - a.x), a.y + a.y * (b.y - a.y))
Debug.Log(Vector2.Lerp(a, b, 0.5f));
Debug.Log(Vector2.LerpUnclamped(a, b, 0.5f));
// Max,Min:返回两向量最大最小
Debug.Log(Vector2.Max(a, b));
// + - * /:向量之间可以加减,不能乘除,可以乘除普通数字
Vector2 res = b - a;//1,2
print(res);
print(res * 10);
print(res / 5);
print(a + b);
print(a == b);
}
public Vector2 a = new Vector2(2, 2);
public Vector2 target = new Vector2(10, 3);
void Update()
{
// MoveTowards(a,b,speed):从a到b,速度为speed
a = Vector2.MoveTowards(a, target, Time.deltaTime);
}
}
Random:随机数
静态方法:
Range(a,b):生成>=a且 InitState(seed):使用随机数种子初始化状态
Random.InitState((int)System.DateTime.Now.Ticks);
静态变量:
value:生成0到1之间的小数,包括0和1
state:获取当前状态(即随机数种子)
rotation:获取随机四元数
insideUnitCircle:在半径为1的圆内随机生成位置(2个点)
transition.position = Random.insideUnitCircle * 5; 在半径为5的圆内随机生成位置
insideUnitSphere:在半径为1的球内随机生成位置(3个点)
cube.position = Random.insideUnitSphere * 5;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API12Random : MonoBehaviour {
void Start()
{
Random.InitState((int)System.DateTime.Now.Ticks);
print(Random.Range(4, 10));
print(Random.Range(4, 5f));
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
print(Random.Range(4, 100));
print((int)System.DateTime.Now.Ticks);
}
//cube.position = Random.insideUnitCircle * 5;
this.transform.position = Random.insideUnitSphere * 5;
}
}
四元数Quaternion
一个物体的transform组件中,rotation是一个四元数
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API13Quaternion : MonoBehaviour {
void Start()
{
// rotation:四元数
// eulerAngles:欧拉角,rotation中的x,y,z
//this.transform.rotation = new Vector3(10, 0, 0); 错误,左边是四元数,右边是欧拉角
this.transform.eulerAngles = new Vector3(10, 0, 0);
print(this.transform.eulerAngles);
print(this.transform.rotation);
// Euler:将欧拉角转换为四元数
// eulerAngles:将四元数转换为欧拉角
this.transform.eulerAngles = new Vector3(45, 45, 45);
this.transform.rotation = Quaternion.Euler(new Vector3(45, 45, 45));
print(this.transform.rotation.eulerAngles);
}
public Transform player;
public Transform enemy;
void Update()
{
// LookRotation:控制Z轴的朝向,一般处理某个物体望向某个物体 案例:主角望向敌人
// Lerp:插值,比Slerp快,但当角度太大的时候,没Slerp效果好
// Slerp:插值 案例:主角缓慢望向敌人
if (Input.GetKey(KeyCode.Space))
{
Vector3 dir = enemy.position - player.position;
dir.y = 0;
Quaternion target = Quaternion.LookRotation(dir);
player.rotation = Quaternion.Lerp(player.rotation, target, Time.deltaTime);
}
}
}
刚体Rigibody
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API14RigidbodyPosition : MonoBehaviour {
public Rigidbody playerRgd;
public Transform enemy;
public int force = 10;
void Update()
{
// position:可以使用刚体的position来改变位置,突然改变
playerRgd.position = playerRgd.transform.position + Vector3.forward * Time.deltaTime * 10;
// MovePosition(Vector3 position):移动到目标位置,有插值的改变
playerRgd.MovePosition(playerRgd.transform.position + Vector3.forward * Time.deltaTime * 10);
// rotation:可以使用刚体的rotation来控制旋转
// MoveRotation:旋转,有插值的改变
if (Input.GetKey(KeyCode.Space))
{
Vector3 dir = enemy.position - playerRgd.position;
dir.y = 0;
Quaternion target = Quaternion.LookRotation(dir);
playerRgd.MoveRotation(Quaternion.Lerp(playerRgd.rotation, target, Time.deltaTime));
}
// AddForce:给物体添加一个力
playerRgd.AddForce(Vector3.forward * force);
}
}
Camera
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API15Camera : MonoBehaviour {
private Camera mainCamera;
void Start()
{
// 获取摄像机
//mainCamera= GameObject.Find("MainCamera").GetComponent();
mainCamera = Camera.main;
}
void Update()
{
// ScreenPointToRay:把鼠标点转换为射线
Ray ray = mainCamera.ScreenPointToRay(Input.mousePosition);
// 射线碰撞到的游戏物体
RaycastHit hit;
bool isCollider = Physics.Raycast(ray, out hit); //射线检测
// 如果碰撞到物体,输出物体名字
if (isCollider)
{
Debug.Log(hit.collider);
}
Ray ray = mainCamera.ScreenPointToRay(new Vector3(200, 200, 0));
Debug.DrawRay(ray.origin, ray.direction * 10, Color.yellow);
}
}
Application类
Application Datapath:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class API16Application_xxxPath : MonoBehaviour {
void Start()
{
// 数据路径,工程路径
print(Application.dataPath);
// 可以通过文件流读取的数据
// 注:单独创建StreamingAssets文件夹,在此文件夹中的数据打包的时候不会进行处理
print(Application.streamingAssetsPath);
// 持久化数据
print(Application.persistentDataPath);
// 临时缓冲数据
print(Application.temporaryCachePath);
}
}
Application 常用:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class API17Application : MonoBehaviour {
void Start()
{
print(Application.identifier);// 标识
print(Application.companyName);// 公司名
print(Application.productName);// 产品名字
print(Application.installerName);// 安装名
print(Application.installMode);
print(Application.isEditor);
print(Application.isFocused);
print(Application.isMobilePlatform);
print(Application.isPlaying);
print(Application.isWebPlayer);
print(Application.platform);
print(Application.unityVersion);
print(Application.version);
print(Application.runInBackground);
Application.Quit();// 退出应用
Application.OpenURL("www.sikiedu.com");// 打开一个网址
//Application.CaptureScreenshot("游戏截图"); // 弃用
UnityEngine.ScreenCapture.CaptureScreenshot("游戏截图");// 截图,参数是保存截图的名字
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
//UnityEditor.EditorApplication.isPlaying = false;
SceneManager.LoadScene(1);
}
}
}
场景管理SceneManager:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class API18SceneManager : MonoBehaviour {
void Start()
{
// 当前加载的场景数量
print(SceneManager.sceneCount);
// 在BuildSetting里的场景数量
print(SceneManager.sceneCountInBuildSettings);
// 得到当前场景 通过name可以获得名字
print(SceneManager.GetActiveScene().name);
// 根据index获取场景,注意index只能是已经加载场景的
print(SceneManager.GetSceneAt(0).name);
SceneManager.activeSceneChanged += OnActiveSceneChanged;
SceneManager.sceneLoaded += OnSceneLoaded;
}
// 场景改变事件(要卸载的场景,要加载的场景)
void OnActiveSceneChanged(Scene a, Scene b)
{
print(a.name);
print(b.name);
}
// 加载场景(加载的场景,加载的模式)
void OnSceneLoaded(Scene a, LoadSceneMode mode)
{
print(a.name + "" + mode);
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
// LoadScene:加载场景,可以通过名字或者序号加载
// LoadSceneAsync:异步加载,可以取得加载场景的进度
//SceneManager.LoadScene(1);
//SceneManager.LoadScene("02 - MenuScene");
print(SceneManager.GetSceneByName("02 - MenuScene").buildIndex);
SceneManager.LoadScene(1);
}
}
}
射线检测:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
void Update () {
// 创建一条射线:new Ray(起点,方向);
Ray ray = new Ray(transform.position+transform.forward, transform.forward);
// 检测碰撞:返回值表示是否碰撞到物体 Physics.Raycast(射线[, 距离]);
//bool isCollider = Physics.Raycast(ray); //无限距离
//bool isCollider = Physics.Raycast(ray, 1); //检测1米距离
// 检测碰撞到哪个物体: Physics.Raycast(射线, 碰撞信息);
RaycastHit hit;
//bool isCollider = Physics.Raycast(ray, out hit);
// 碰撞检测时只检测某些层: Physics.Raycast(射线, 距离, 检测层);
// Mathf.Infinity表示无限距
bool isCollider = Physics.Raycast(ray, Mathf.Infinity, LayerMask.GetMask("Enemy1", "Enemy2", "UI"));
Debug.Log(isCollider);
//Debug.Log(hit.collider);
//Debug.Log(hit.point);
//注:射线检测的重载方法有很多,不止以上几种
//注:如果是2D的射线检测,要使用Physics2D.Raycast(),使用时要保证物体添加了2D碰撞器
//注:上面的方法只会检测碰撞到的第一个物体,如果要检测碰撞到的所有物体,使用RaycastAll(),返回RaycastHit数组
}
}
UGUI事件监听:3种方法
1 拖拽:
2 代码添加:
using System.Collections;
using System.Collections.Generic;
using System;
using UnityEngine;
using UnityEngine.UI;
public class UIEventManager : MonoBehaviour {
public GameObject btnGameObject;
public GameObject sliderGameObject;
public GameObject dropDownGameObject;
public GameObject toggleGameObject;
// Use this for initialization
void Start () {
btnGameObject.GetComponent
3 通过实现接口:通过这种方式,只能监听当前UGUI组件
鼠标相关事件或拖拽相关事件的实现
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System;
//interface
public class UIEventManager2 : MonoBehaviour//, IPointerDownHandler,IPointerClickHandler,IPointerUpHandler,IPointerEnterHandler,IPointerExitHandler
,IBeginDragHandler,IDragHandler,IEndDragHandler,IDropHandler
{
public void OnBeginDrag(PointerEventData eventData)
{
Debug.Log("OnBeginDrag");
}
public void OnDrag(PointerEventData eventData)
{
Debug.Log("OnDrag");
}
public void OnDrop(PointerEventData eventData)
{
Debug.Log("OnDrop");
}
public void OnEndDrag(PointerEventData eventData)
{
Debug.Log("OnEndDrag");
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("OnPointerClick");
}
public void OnPointerDown(PointerEventData eventData)
{
Debug.Log("OnPointerDown");
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("OnPointerEnter");
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("OnPointerExit");
}
public void OnPointerUp(PointerEventData eventData)
{
Debug.Log("OnPointerUp");
}
}
WWW类:下载专用
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WWWTest : MonoBehaviour {
public string url = "https://ss0.bdstatic.com/70cFuHSh_Q1YnxGkpoWK1HF6hhy/it/u=2622066562,1466948874&fm=27&gp=0.jpg";
IEnumerator Start()
{
WWW www = new WWW(url);
yield return www;
Renderer renderer = GetComponent();
renderer.material.mainTexture = www.texture;
}
}
角色控制器CharacterController:物体需要添加Character Controller组件
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCC : MonoBehaviour {
public float speed = 3;
private CharacterController cc;
// Use this for initialization
void Start () {
cc = GetComponent();
}
void Update () {
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
cc.SimpleMove(new Vector3(h, 0, v) * speed);//有重力效果
//cc.Move(new Vector3(h, 0, v) * speed * Time.deltaTime);//无重力效果
Debug.Log(cc.isGrounded);//是否在地面
}
private void OnControllerColliderHit(ControllerColliderHit hit)//自带的检测碰撞事件
{
Debug.Log(hit.collider);
}
}
网格Mesh和材质Material
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeshAndMat : MonoBehaviour {
public Mesh mesh;
private Material mat;
void Start () {
//GetComponent().sharedMesh = mesh;//改变网格,样子跟着变
//Debug.Log(GetComponent().mesh == mesh);//改变网格,样子不变
mat = GetComponent().material;
}
void Update () {
mat.color = Color.Lerp(mat.color, Color.red, Time.deltaTime);//改变材质颜色
}
}
unity 4.x 5.x 2017的异同
GetComponent
GetComponent
GetComponent
Unity 5.3:
ParticleSystem main = smokePuff.GetComponent
main.startColor
Unity 5.5+:
ParticleSystem.MainModule main = smokePuff.GetComponent
main.startColor
SceneManagement 代替 Application
OnLevelWasLoaded() 在 Unity 5中被弃用了,使用OnSceneLoaded代替
public class UnityAPIChange : MonoBehaviour {
private Rigidbody rgd;
void Start () {
rgd = GetComponent();
SceneManager.sceneLoaded += this.OnSceneLoaded;
}
void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
}
void Update () {
//rigidbody.AddForce(Vector3.one);
//rgd.AddForce(Vector3.one);
//audio.Play();//弃用的
//GetComponent().Play();
//GetComponent();
//GetComponent();
//Application.LoadLevel("Level2");
SceneManager.LoadScene("Scene2");
Scene scene = SceneManager.GetActiveScene();
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
private void OnLevelWasLoaded(int level) 弃用
{
}
}