using UnityEngine;
using System.Collections;
public class TestB2 : MonoBehaviour {
public AudioSource music;
public float musicVolume;
// Use this for initialization
void Start () {
musicVolume = 0.5f;
}
// Update is called once per frame
void Update () { }
void OnGUI(){
if(GUI.Button(new Rect(10,10,100,50),"播放音乐")){
if(!music.isPlaying){
music.Play();
}
}
if(GUI.Button(new Rect(10,60,100,50),"停止音乐")){
if(!music.isPlaying){
music.Stop();
}
}
if(GUI.Button(new Rect(10,110,100,50),"暂停音乐")){
if(!music.isPlaying){
music.Pause();
}
}
musicVolume = GUI.HorizontalSlider(new Rect(160,10,100,50),musicVolume,0.0f,1.0f);
GUI.Label(new Rect(160,50,300,20),"游戏音量"+(int)(musicVolume * 100)+"%");
if(music.isPlaying){
music.volume = musicVolume;
}
}
}
using UnityEngine;
using System.Collections;
using UnityEditor;
public class TestB3 : MonoBehaviour {
public MovieTexture movTexture;
// Use this for initialization
void Start () {
//movTexture = new MovieTexture();
//movTexture = (MovieTexture)AssetDatabase.LoadAssetAtPath("Assets/Movie/1.mp4",typeof(MovieTexture));
renderer.material.mainTexture = movTexture;
movTexture.loop = true;
}
//texture = (Texture2D)AssetDatabase.LoadAssetAtPath("Assets/Texture/0.png",typeof(Texture2D));
// Update is called once per frame
void Update () { }
void OnGUI(){
if(GUILayout.Button("Play/Co..")){
if(!movTexture.isPlaying){
movTexture.Play();
}
}
if(GUILayout.Button("pause")){
movTexture.Pause();
}
if(GUILayout.Button("Stop")){
movTexture.Stop();
}
}
}
using UnityEngine;
using System.Collections;
public class TestB4 : MonoBehaviour {
public MovieTexture movTexture;
// Use this for initialization
void Start () {
movTexture.loop = true;
}
// Update is called once per frame
void Update () {
}
void OnGUI(){
GUI.DrawTexture(new Rect(0,0,Screen.width,Screen.height),movTexture,ScaleMode.StretchToFill);
if(GUILayout.Button("Play/Co..")){
if(!movTexture.isPlaying){
movTexture.Play();
}
}
if(GUILayout.Button("pause")){
movTexture.Pause();
}
if(GUILayout.Button("Stop")){
movTexture.Stop();
}
}
}
using UnityEngine;
using System.Collections;
public class TestB5 : MonoBehaviour {
private Texture tex0;
private Texture tex1;
IEnumerator loadLocal(){
if(tex0 == null){
WWW date = new WWW("file://"+Application.dataPath+"/Image/pic1.png");
yield return date;
tex0 = date.texture;
}
renderer.material.mainTexture = tex0;
}
IEnumerator loadNetWork(){
if(tex1==null){
WWW date = new WWW("http://10.33.91.13/test3/1.jpg");
yield return date;
tex1 = date.texture;
}
renderer.material.mainTexture = tex1;
}
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnGUI(){
if(GUILayout.Button("local")){
StartCoroutine(loadLocal());
}
if(GUILayout.Button("network")){
StartCoroutine(loadNetWork());
}
}
}
//http://10.33.91.13/test3/1.jpg
using UnityEngine;
using System.Collections;
using UnityEditor;
using System.IO;
public class TestB6 : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
[MenuItem("zidingyi/create res")]
static void ExecCreateAssetBunles(){
string targetDir = Application.dataPath +"/AssetBundles";
Object[] SelectedAsset = Selection.GetFiltered(typeof(Object),SelectionMode.DeepAssets);
if(!Directory.Exists(targetDir)){
Directory.CreateDirectory(targetDir);
}
for(int i = 0;i<SelectedAsset.Length;i++){
string filePath = targetDir + "/" + SelectedAsset[i].name +".unity3d";
if(File.Exists(filePath)){
File.Delete(filePath);
}
if(BuildPipeline.BuildAssetBundle(SelectedAsset[i],null,filePath,
BuildAssetBundleOptions.CollectDependencies))
{
Debug.Log ("OK");
AssetDatabase.Refresh();
}else{
Debug.Log ("faild");
}
}
}
}
using UnityEngine;
using System.Collections;
public class TestB7 : MonoBehaviour {
IEnumerator loadBundleMat(string name){
Material mat;
WWW date = new WWW("file://"+Application.dataPath+"/AssetBundle/"+name+".unity3d");
yield return date;
mat = (Material)date.assetBundle.mainAsset;
renderer.material = mat;
date.assetBundle.Unload(false);
}
IEnumerator loadBundleObject(string name){
WWW date = new WWW("file://"+Application.dataPath+"/AssetBundles/"+name+".unity3d");
yield return Instantiate(date.assetBundle.mainAsset);
date.assetBundle.Unload(false);
}
// Use this for initialization
void Start () { }
// Update is called once per frame
void Update () { }
public void OnGUI(){
if(GUILayout.Button("down red")){
StartCoroutine(loadBundleMat("red"));
}
if(GUILayout.Button("down black")){
StartCoroutine(loadBundleMat("black"));
}
if(GUILayout.Button("down blue")){
StartCoroutine(loadBundleMat("blue"));
}
if(GUILayout.Button("down and create Object")){
StartCoroutine(loadBundleObject("Cube"));
}
}
}