先学习一些基本的脚本实现:
1.动态创建物体.默认位置是(0,0)位置
GameObject goNew = GameObject.CreatePrimitive(PrimitiveType.Cube);
//创建的位置
goNew.transform.position = new Vector3(0, 0, -2);
goNew.AddComponent<Rigidbody>();//添加刚体组件,是一种泛型
2.判断用户是否按下鼠标左键
if(Inut.GetMouseButtonDown(0))
3.按下鼠标左键,给它一个往前的脉冲力,forward就是一个默认长度为1的单位向量
this.gameObject.rigidbody.AddForce(Vector3.forward * 50, ForceMode.Impulse);
4.给当前物体添加一个往鼠标点击的方向的多大的力,它就会往那个方向去走
//点击目标然后从摄像机的位置发射出一个小球,这里要计算力的方向向量
Vector3 targetPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 3));
Vector3 dir = targetPos - Camera.main.transform.position;
//给当前的物体添加某个方向的力
this.gameObject.rigidbody.AddForce(dir * 5,ForceMode.Impulse);
5.点击鼠标生成对象
if (Input.GetMouseButtonDown(0))
{
GameObject goNew = GameObject.CreatePrimitive(PrimitiveType.Sphere);
goNew.transform.position = new Vector3(0, 0, 0);
goNew.AddComponent<Rigidbody>();
}
6.对象销毁回收内存
if (Input.GetMouseButtonDown(0))
{
GameObject s1 = GameObject.Find("Sphere");//相当于document.getElementById();
Destroy(s1,2); //延时2秒销毁对象
}
制作游戏:
using UnityEngine;
using System.Collections;
public class gameText : MonoBehaviour {
private GameObject goPlane;
// Use this for initialization
void Start () {
//找到地形对象
goPlane = GameObject.Find("Plane");
//创建4*4的cube
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
GameObject go = GameObject.CreatePrimitive(PrimitiveType.Cube);
go.transform.position = new Vector3(i, j, -1);
go.AddComponent<Rigidbody>();
go.AddComponent<AutoDistory>();//相当于实例化一个脚本销毁对象的一个类然后挂到每个对象中,让他不可见的时候自行销毁
}
}
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0))
{
//创建子弹的object
GameObject goBullet = GameObject.CreatePrimitive(PrimitiveType.Sphere);
goBullet.transform.position = Camera.main.transform.position;
goBullet.AddComponent<Rigidbody>();
//让对象不可见的时候自行销毁
goBullet.AddComponent<AutoDistory>();
//获取到这个对象的多有资源,在发射的时候播放一个音乐
goPlane.GetComponent<AudioSource>().Play();
//点击鼠标,从摄像机的位置开始发射小球
Vector3 targetPos = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 3));
goBullet.rigidbody.AddForce((targetPos - Camera.main.transform.position) * 20, ForceMode.Impulse);
}
}
void OnGUI()
{
string s = "作者:丁小未";
GUIStyle bb = new GUIStyle();
bb.normal.background = null;//设置背景
bb.normal.textColor = new Color(1,0,0);//设置颜色
bb.fontSize = 40;
GUI.Label(new Rect(40, 10, 100, 50), s, bb);
}
}
AutoDistory脚本:
using UnityEngine;
using System.Collections;
//当东西不可见的时候就让他自动销毁
public class AutoDistory : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnBecameInvisible()
{
Destroy(this.gameObject);
}
}
其他提示:
1.天空盒的导入,提醒不要全部导入,不然文件会很大,应用是点击Edit-》Render Setting,然后导入天空盒
2.音频文件是在Camera上添加Component->Audio->Audio Sourse,他自动附带的Audio Listenner
详细项目源码:http://download.csdn.net/my
==================== 迂者 丁小未 CSDN博客专栏=================
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