Unity常用语法

输入:
if(Input.anyKeyDown)

if(Input.GetKeyDown(KeyCode.Keypad0))

if (Input.GetMouseButtonDown(0))

if (Input.GetAxis( "Mouse X") > 0)




射线判断点击
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                        RaycastHit hit;

                        var layerMask = 1 << 8;

                         if (Physics.Raycast(ray, out hit, 1000 /*,layerMask*/))
                        {
                                Debug.DrawLine(ray.origin, hit.point);
                                 if (hit.transform.name == "add")



itween
iTween.ScaleFrom(hit.transform.gameObject, iTween.Hash( "x", 60, "y", 30, "z", 10, "time", 0.5f, "delay", 0.1f));



Transform
transform.Rotate( CommonConstBattle.myWarriorDirection);
transform.Translate( new Vector3(-CommonConstBattle.enemySpeedRun * Time.deltaTime ,0,0),Space.World);




gameobject
public SphereCollider sc;
gameObject.AddComponent( "FoobarScript");
                sc = gameObject.AddComponent( "SphereCollider") as SphereCollider;



animator
private Animator animator;
private AnimatorStateInfo stateInfo;
animator =    GetComponent<Animator> ();
animator.SetFloat( "***",0.1f);
stateInfo = animator.GetCurrentAnimatorStateInfo (0);
if(stateInfo.IsName("Base Layer.idle")){}



静态单例
static UICursor mInstance;
void Awake () { mInstance = this; }
void OnDestroy () { mInstance = null; }



代理
//**********************发消息
public     delegate void timebar_delegate();
public     static event timebar_delegate time_bar_end_make_gold;

在代码中调用time_bar_end_make_gold()

提供cleanDelegate(){
time_bar_end_make_gold= null;
}

//***********************接收
cleanDelegate()
timer_bar_control.time_bar_end_upgrade_iron+=upgrade_finish;

//收到消息后跳转到函数
upgrade_finish(){
........
}





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