UNITY3D学习笔记13



using UnityEngine;
using System.Collections;

public class TestC1 : MonoBehaviour {

	private Quaternion qua1,qua2;

	const int UP = 0;
	const int DOWN = 1;

	private int state = UP;

	// Use this for initialization
	void Start () {
		//qua1 = Quaternion.Euler(120f,transform.rotation.eulerAngles.y,transform.rotation.eulerAngles.z);
		qua2 = Quaternion.Euler(-85f,transform.rotation.eulerAngles.y,transform.rotation.eulerAngles.z);
		qua1 = Quaternion.Euler(120f,transform.rotation.eulerAngles.y,transform.rotation.eulerAngles.z);
	}
	
	// Update is called once per frame
	void Update () {
		//transform.rotation = Quaternion.Lerp(transform.rotation,qua1,Time.deltaTime * 0.2f);

		switch(state){
		case UP:
			transform.rotation = Quaternion.Lerp(transform.rotation,qua1,Time.deltaTime * 0.2f);
			if(transform.rotation.eulerAngles.x >= 85f){
				state = DOWN;
			}
			break;
		case DOWN:
			transform.rotation = Quaternion.Lerp(transform.rotation,qua2,Time.deltaTime * 1.2f);
			break;
		}
	}
}



using UnityEngine;
using System.Collections;

public class TestA3 : MonoBehaviour {

	// Use this for initialization
	void Start () {
		Destroy(gameObject,3.0f);
	}
	
	// Update is called once per frame
	void Update () {
	
	}
}




using UnityEngine;
using System.Collections;

public class TestA2 : MonoBehaviour {
	float x,z;
	int speed = 5;  

	public int HP = 100;

	string colName = "";
	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
		x = Input.GetAxis("Horizontal")*Time.deltaTime * speed;  
		z = Input.GetAxis("Vertical")*Time.deltaTime * speed;  
		
		this.transform.Translate(x,0,z);  
	}

	void OnCollisionEnter(Collision col){
		//print (col.collider.name);
		colName = col.collider.name;
		if(colName ==("Sphere(Clone)")){
			//print ("HP--");
			HP--;
		}
	}
	//Sphere(Clone)
	void OnGUI(){
		GUILayout.Label("HP:"+HP,GUILayout.Height(200));
	}
}



using UnityEngine;
using System.Collections;

public class TestA1 : MonoBehaviour {

	GameObject camera;
	public Transform newobject,bulletTrans;


	float i11 = 0;
	float i22 = 0.0f;
	// Use this for initialization
	void Start () {
		camera = GameObject.Find("Main Camera");
	}
	
	// Update is called once per frame
	void Update () {
		//transform.Translate(Vector3.left*Time.deltaTime*0.5f);
		i11 = Vector3.Distance(transform.position,camera.transform.position);
		//print(i11);
		//Debug.Log(i11);

		transform.LookAt(camera.transform);
		transform.Translate(Vector3.forward*Time.deltaTime*1.5f);

		if(i11<20.0f){
			if(i22>2){
				shot();
				i22 = 0;
			}else{
				i22 = i22 + Time.deltaTime; 
			}
		}
	}

	void shot(){
		Transform n = Instantiate(bulletTrans,this.transform.position,this.transform.rotation)as Transform;
		Vector3 fwd = this.transform.TransformDirection(Vector3.forward);
		n.rigidbody.AddForce(fwd*2800);
	}
}
//x = Input.GetAxis("Horizontal")*Time.deltaTime * speed;  
//z = Input.GetAxis("Vertical")*Time.deltaTime * speed;  

//this.transform.Translate(x,0,z);  
/*
Transform n = Instantiate(newobject,transform.position,transform.rotation)as Transform;  
Vector3 fwd = transform.TransformDirection(Vector3.forward);  
n.rigidbody.AddForce(fwd*2800); 
*/


  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值