Unity学习一之(初学脚本 MonoBehaviour类 )

在看到Unity界面的第一眼,突然感觉到无穷的压力.全英文界面对于我这种初学者而且英文渣得一#的人实在是有点吃不消.用了一天的时间了解了Unity的工具栏的使用以及各种按键的作用,同时刷完了我第一个UNITY地形,感觉很有爱.....软件的使用会随着以后的开发练习会逐步熟练,所以不再多说.

我所知道的Unity是基于组件开发的引擎,当然我现在也只出于理解的层面.我们可以在各种游戏对象上添加自己写好的脚本,让我们的游戏对象生龙活虎.所以写脚本是一个Unity程序开发者必须熟练的一个技能.UNITY支持3种脚本,C#,javascript,boo;对于有C或C++基础的人来说,C#会很好上手,毕竟基本语法相差不太大. 如果自己单纯为了玩Unity,自娱自乐的话,javascript就可以应付大部分你想要的,但如果想要做大型的游戏项目,C#必不可少.最后是Boo,我不会而且我从没听说过.

       先说脚本,每一个嵌入在GameObject(游戏对象)里的脚本都有自己的生命周期.  默认的方法执行顺序是(精简版^.^):    Awake() --- > OnEnable()- --->Start() --- >FixUpdate()----->Update() ----> LateUpdate()   ----->OnGUI() ----->OnDisable() -----> OnDestroy().  知道脚本内部执行顺序之后,我们还要知道如果有很多脚本分别嵌入到很多游戏对象上时各脚本的执行顺序.通过实验显示.对多个游戏对象而言,后添加的游戏对象中的脚本先执行,先添加的后执行(有点像数据结构中的栈(LIFO));对于单个游戏对象而言,如果内嵌多个脚本,那么同上,后添加的脚本先执行,先添加的脚本后执行.当然我们还可以自己定义脚本的执行顺序,做法:单击脚本文件,在Inspector中选择Execution Order,就可以点击''+"为添加的脚本文件设置Time值,Unity会很自觉地把这些脚本按照它们屁股后面的值从小到大排列,并从上往下依次执行.

当我第一次创建脚本的时候,发现脚本文件里的那个类都是继承于MonoBehaviour这个类,这个类很重要.以下是MonoBehaviour中的重要方法.



Functions函数

  • Invokes the method methodName in time seconds.
    在time秒调用methodName方法;简单说,根据时间调用指定方法名的方法
  • Invokes the method methodName in time seconds.
    在time秒调用methodName方法;简单说,每隔指定时间调用指定方法名的方法
  • Cancels all Invoke calls on this MonoBehaviour.
    取消这个MonoBehaviour上的所有调用。
  • Is any invoke on methodName pending?
    某指定函数是否在等候调用。
  • Starts a coroutine.
    开始协同程序。
  • Stops all coroutines named methodName running on this behaviour.
    停止这个动作中名为methodName的所有协同程序
  • Stops all coroutines running on this behaviour.
    停止所有动作的协同程序




Overridable Functions可重写函数

  • Update is called every frame, if the MonoBehaviour is enabled.
    当MonoBehaviour启用时,其Update在每一帧被调用。
  • LateUpdate is called every frame, if the Behaviour is enabled.
    当Behaviour启用时,其LateUpdate在每一帧被调用。
  • This function is called every fixed framerate frame, if the MonoBehaviour is enabled.
    当MonoBehaviour启用时,其  FixedUpdate 在每一帧被调用。
  • Awake is called when the script instance is being loaded.
    当一个脚本实例被载入时Awake被调用。
  • Start is called just before any of the Update methods is called the first time.
    Start仅在Update函数第一次被调用前调用。
  • Reset to default values.
    重置为默认值。
  • OnMouseEnter is called when the mouse entered the GUIElement or Collider.
    当鼠标进入到GUIElement(GUI元素)或Collider(碰撞体)中时调用OnMouseEnter。
  • OnMouseOver is called every frame while the mouse is over the GUIElement or Collider.
    当鼠标悬浮在GUIElement(GUI元素)或Collider(碰撞体)上时调用  OnMouseOver .
  • OnMouseExit is called when the mouse is not any longer over the GUIElement or Collider.
    当鼠标移出GUIElement(GUI元素)或Collider(碰撞体)上时调用OnMouseExit。
  • OnMouseDown is called when the user has pressed the mouse button while over the GUIElement or Collider.
    当鼠标在GUIElement(GUI元素)或Collider(碰撞体)上点击时调用OnMouseDown。
  • OnMouseUp is called when the user has released the mouse button.
    当用户释放鼠标按钮时调用OnMouseUp。
  • OnMouseDrag is called when the user has clicked on a GUIElement or Collider and is still holding down the mouse.
    当用户鼠标拖拽GUIElement(GUI元素)或Collider(碰撞体)时调用  OnMouseDrag 
  • OnTriggerEnter is called when the Collider other enters the trigger.
    当Collider(碰撞体)进入trigger(触发器)时调用OnTriggerEnter。
  • OnTriggerExit is called when the Collider other has stopped touching the trigger.
    当Collider(碰撞体)停止触发trigger(触发器)时调用OnTriggerExit。
  • OnTriggerStay is called once per frame for every Collider other that is touching the trigger.
    当碰撞体接触触发器时,OnTriggerStay将在每一帧被调用。
  • OnCollisionEnter is called when this collider/rigidbody has begun touching another rigidbody/collider.
    当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionEnter将被调用。
  • OnCollisionExit is called when this collider/rigidbody has stopped touching another rigidbody/collider.
    当此collider/rigidbody停止触发另一个rigidbody/collider时,OnCollisionExit将被调用。
  • OnCollisionStay is called once per frame for every collider/rigidbody that is touching rigidbody/collider.
    当此collider/rigidbody触发另一个rigidbody/collider时,OnCollisionStay将会在每一帧被调用。
  • OnControllerColliderHit is called when the controller hits a collider while performing a Move.
    在移动的时,当controller碰撞到collider时OnControllerColliderHit被调用。
  • Called when a joint attached to the same game object broke.
    当附在同一对象上的关节被断开时调用。
  • OnParticleCollision is called when a particle hits a collider.
    当粒子碰到collider时被调用。
  • OnBecameVisible is called when the renderer became visible by any camera.
    当renderer(渲染器)在任何相机上可见时调用OnBecameVisible。
  • OnBecameInvisible is called when the renderer is no longer visible by any camera.
    当renderer(渲染器)在任何相机上都不可见时调用OnBecameInvisible。
  • This function is called after a new level was loaded.
    当一个新关卡被载入时此函数被调用。
  • This function is called when the object becomes enabled and active.
    当对象变为可用或激活状态时此函数被调用。
  • This function is called when the behaviour becomes disabled () or inactive.
    当对象变为不可用或非激活状态时此函数被调用。
  • This function is called when the MonoBehaviour will be destroyed.
    当MonoBehaviour将被销毁时,这个函数被调用。
  • OnPreCull is called before a camera culls the scene.
    在相机消隐场景之前被调用。
  • OnPreRender is called before a camera starts rendering the scene.
    在相机渲染场景之前被调用。
  • OnPostRender is called after a camera finished rendering the scene.
    在相机完成场景渲染之后被调用。
  • OnRenderObject is called after camera has rendered the scene.
    在相机场景渲染完成后被调用。
  • OnWillRenderObject is called once for each camera if the object is visible.
    如果对象可见每个相机都会调用它。
  • OnGUI is called for rendering and handling GUI events.
    渲染和处理GUI事件时调用。
  • OnRenderImage is called after all rendering is complete to render image
    当完成所有渲染图片后被调用,用来渲染图片后期效果。
  • Implement this OnDrawGizmosSelected if you want to draw gizmos only if the object is selected.
    如果你想在物体被选中时绘制gizmos,执行这个函数。
  • Implement this OnDrawGizmos if you want to draw gizmos that are also pickable and always drawn.
    如果你想绘制可被点选的gizmos,执行这个函数。
  • Sent to all game objects when the player pauses.
    当玩家暂停时发送到所有的游戏物体。
  • Sent to all game objects when the player gets or looses focus.
    当玩家获得或失去焦点时发送给所有游戏物体。
  • Sent to all game objects before the application is quit.
    在应用退出之前发送给所有的游戏物体。
  • Called on the server whenever a new player has successfully connected.
    当一个新玩家成功连接时在服务器上被调用。
  • Called on the server whenever a Network.InitializeServer was invoked and has completed.
    当Network.InitializeServer被调用并完成时,在服务器上调用这个函数。
  • Called on the client when you have successfully connected to a server
    当你成功连接到服务器时,在客户端调用。
  • Called on the server whenever a player disconnected from the server.
    当一个玩家从服务器上断开时在服务器端调用。
  • Called on the client when the connection was lost or you disconnected from the server.
    当失去连接或从服务器端断开时在客户端调用。
  • Called on the client when a connection attempt fails for some reason.
    当一个连接因为某些原因失败时在客户端调用。
  • Called on clients or servers when there is a problem connecting to the MasterServer.
    当报告事件来自主服务器时在客户端或服务器端调用。
  • Called on clients or servers when reporting events from the MasterServer.
    当报告事件来自主服务器时在客户端或服务器端调用。
  • Called on objects which have been network instantiated with Network.Instantiate
    当一个物体使用Network.Instantiate进行网络初始化时调用。
  • Used to customize synchronization of variables in a script watched by a network view.
    在一个网络视图脚本中,用于自定义变量同步。

Class Functions类函数

  • Logs message to the Unity Console. This function is identical to Debug.Log.

    记录消息到Unity控制台,这个函数和Debug.Log作用相同。

Inherited members继承成员

Inherited Variables继承变量

  • Enabled Behaviours are Updated, disabled Behaviours are not.
    启用行为被更新,禁用行为不更新。
  • The name of the object. //物体的名字
  • Should the object be hidden, saved with the scene or modifiable by the user?
    物体是否被隐藏、保存在场景中或被用户修改?


常用的控制台调试方法是上面的print(),其实它的内部实现就是Debug.Log().


当然以上这些方法对于我们初学者而言,想要全部掌握需要时间去练习.当然也不一定要全部掌握,因人而异吧.

今天先整这一点,加油.



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