unity3D
青眼酷白龙
这个作者很懒,什么都没留下…
展开
-
C#调用Lua 1-Lua解析器
using System.Collections;using System.Collections.Generic;using UnityEngine;//引用命名空间using XLua;public class Lesson1_LuaEnv : MonoBehaviour{ // Start is called before the first frame update void Start() { //Lua解析器 能够让我们在Unity中执行L.原创 2021-05-11 23:25:17 · 510 阅读 · 0 评论 -
C#调用Lua 2-Lua文件加载重定向
using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using XLua;public class Lesson2_Loader : MonoBehaviour{ // Start is called before the first frame update void Start() { LuaEnv env = new.原创 2021-05-11 23:23:47 · 403 阅读 · 0 评论 -
C#调用Lua 3-Lua解析器管理器
using System.Collections;using System.Collections.Generic;using System.IO;using UnityEngine;using XLua;/// <summary>/// Lua管理器/// 提供 lua解析器/// 保证解析器的唯一性/// </summary>public class LuaMgr : BaseManager<LuaMgr>{ //执行Lua语言的函数.原创 2021-05-11 23:21:38 · 399 阅读 · 0 评论 -
C#调用Lua 4-全局变量获取
print("Test.Lua")testNumber = 1testBool = truetestFloat = 1.2testString = "123"--我们通过C# 没办直接获取本地局部变量local testLocal = 10--无参无返回testFun = function() print("无参无返回")end--有参有返回testFun2 = function(a) print("有参有返回") return a + 1end--多返回test.原创 2021-05-11 23:18:14 · 229 阅读 · 0 评论 -
C#调用Lua 5-全局函数获取
using System;using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.Events;using XLua;//无参无返回值的委托public delegate void CustomCall();//有参有返回 的委托//该特性是在XLua命名空间中的//加了过后 要在编辑器里 生成 Lua代码[CSharpCallLua]public.原创 2021-05-11 23:14:35 · 174 阅读 · 0 评论 -
C#调用Lua 6-映射到List和Dictionary
using System.Collections;using System.Collections.Generic;using UnityEngine;public class Lesson6_CallListDic : MonoBehaviour{ // Start is called before the first frame update void Start() { LuaMgr.GetInstance().Init(); Lua.原创 2021-05-11 23:12:56 · 205 阅读 · 0 评论 -
C#调用Lua 7-映射到类
如果我们要将LUa中的表映射到C#中的类对象中 那么声明一个自定义类 其中的成员变量 命名 要和Lua中表的自定义索引一致但是它可少可多 无非就是忽略 值拷贝 改变实例化对象中的值 不会影响我们Lua中的表支持嵌套using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.Events;using XLua;public class CallLuaClass.原创 2021-05-11 23:10:57 · 185 阅读 · 0 评论 -
C#调用Lua 8-映射到接口
如果要通过接口获取Lua中表的内容 自定义一个接口 接口中的变量都用属性去声明 多了少了无所谓 会忽略注意:接口前面一定要加上 特性 一定要点击 Xlua中的 生成代码 如果接口结构改了 一定要先清除再生成引用拷贝 改了接口对象中的值 对应Lua表中的值也会改变using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.Events;using XLua;/.原创 2021-05-11 23:08:24 · 148 阅读 · 0 评论 -
C#调用Lua 9-映射到LuaTable
通过LuaTable Xlua提供给我们的类 来获取Lua中的表 得和改变量 通过 Get和Set引用设置用完了 要Dispose不建议使用using System.Collections;using System.Collections.Generic;using UnityEngine;using XLua;public class Lesson9_CallLuaTable : MonoBehaviour{ // Start is called before the fi.原创 2021-05-11 23:05:37 · 189 阅读 · 0 评论 -
unity 对应不同平台的各种路径
public string GetDataPath(string databasePath) {#if UNITY_EDITOR return StringUtil.Concat("data source=", Application.streamingAssetsPath, "/", databasePath);#endif#if UNITY_ANDROID return StringUtil.Concat("URI=file:",原创 2021-04-07 13:00:27 · 280 阅读 · 0 评论 -
unity3D 异步场景加载
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;using UnityEngine.SceneManagement;public class AsyncLoadScene : MonoBehaviour { public Slider slider; public Text text; float loadingSpeed =原创 2021-03-22 09:52:41 · 310 阅读 · 1 评论 -
unity3D PathFinding2D
using UnityEngine;using System.Collections.Generic;using System;using System.Linq;public static class PathFinding2D{ /** * find a path in grid tilemaps */ public static List<Vector2Int> find4(Vector2Int from, Vector2Int to, Di原创 2021-03-21 22:06:54 · 199 阅读 · 0 评论 -
C# 网络编程 echo
using System.Collections;using System.Collections.Generic;using System.Net.Sockets;using UnityEngine;using UnityEngine.UI;using System;public class Echo : MonoBehaviour{ Socket socket; public InputField inputField; public Text text;原创 2021-03-21 21:37:04 · 297 阅读 · 0 评论 -
unity3d 插件 EnhancedScroller的使用教程
1.PlayerDatapublic class PlayerData{ public string mName; public string mSex; public PlayerData() { } public string MName { get => mName; set => mName = value; } public string MSex {原创 2021-03-06 10:52:21 · 2081 阅读 · 0 评论 -
Unity制作类宝可梦回合制战斗简易版
1.BattleHUDusing UnityEngine;using UnityEngine.UI;public class BattleHUD : MonoBehaviour{ public Text nameText; public Text levelText; public Slider hpSlider; public void SetHUD(Unit unit) { nameText.text = unit.unitName;原创 2021-03-03 23:14:27 · 1905 阅读 · 1 评论 -
Unity3D 官方案例实现类似红警的移动
Actorusing System.Collections;using UnityEngine;using UnityEngine.AI;public class Actor : MonoBehaviour{ [HideInInspector] public ActorVisualHandler visualHandler; private NavMeshAgent agent; private Animator animator; //角色需要一个当前的攻击目原创 2021-03-03 22:42:26 · 724 阅读 · 1 评论 -
Unity3D改变屏幕分辨率
using UnityEngine;public class FullScreen : MonoBehaviour{ void Update() { // 按ESC退出全屏 if (Input.GetKey(KeyCode.Escape)) { Screen.fullScreen = false; //退出全屏 } //设置为1080*720不全屏原创 2021-03-02 10:49:52 · 1212 阅读 · 0 评论 -
Unity3D ObjectPool对象池案例
using System.Collections;using System.Collections.Generic;using UnityEngine;public class ObjectPool : MonoBehaviour{ // 单例 public static ObjectPool poolInstance; // 池子要存储的物体 public GameObject Object; // 内存区(队列) public Queue<原创 2021-02-26 16:43:22 · 197 阅读 · 0 评论 -
Unity3D合成大西瓜
Unity3D合成大西瓜1.FruitTypeusing UnityEngine;public enum FruitType{ One = 0, Two = 1, Three = 2, Four = 3, Five = 4, Six = 5, Seven = 6, Eight = 7, Nine = 8, Ten = 9, Eleven = 10,}/// <summary>/// 默认Re原创 2021-02-21 22:12:08 · 1754 阅读 · 4 评论 -
Unity3D 单例模式书写
using System.Collections;using System.Collections.Generic;using UnityEngine;public class Singleton<T> : MonoBehaviour where T : Singleton<T>{ private static T instance; public static T Instance { get { return instance;原创 2021-02-08 21:56:24 · 172 阅读 · 0 评论 -
Unity3D Drag and Drop
Unity3D Drag and DropDrag_2Dusing UnityEngine;public class Drag_2D : MonoBehaviour{ #region VERSION 1 //[SerializeField] private bool isSelected;//MARKER Default Value is False //private void OnMouseOver() //{ // if (Input.Get原创 2021-02-06 22:19:11 · 1373 阅读 · 0 评论 -
unity3D实现完美跳跃
1.Destroyerusing UnityEngine;public class Destroyer : MonoBehaviour{ [SerializeField] private float lifeTimer; private void Start() { Destroy(gameObject, lifeTimer); }}2.Echousing UnityEngine;public class Echo : MonoBehav原创 2021-02-06 14:19:52 · 2918 阅读 · 1 评论 -
unity3D save and load
XMLprivate void SaveByXML() { Save save = createSaveGameObject(); XmlDocument xmlDocument = new XmlDocument();//MARKER using System.Xml; NAMESPACE #region CreateXML elements //MARKER XmlElement : one of the most commo原创 2021-02-05 17:53:45 · 326 阅读 · 0 评论 -
C#委托和事件
委托什么是委托?现实中的委托: 3个室友赖床,听到了我要去食堂吃饭的消息,所以他们准备委托我给他们带饭不需要亲自执行,全权委托第三方,处理各种事务。例如律师帮助雇主起诉别人,雇主委托侦探去调查自己的老婆昨晚为什么没有回家。室友委托自己带饭。在程序中委托: 通过委托类型的变量,间接的去调用封装在委托内部的方法委托是一种类,是一种引用类型的数据类型,委托创建的实例可以存储一个,或者多个方法的引用。如何声明委托?//声明了一个无返回值的委托,无任何参数的委托public delegate原创 2021-02-03 22:58:09 · 353 阅读 · 0 评论 -
unity3D 计时器
using UnityEngine;using UnityEngine.UI;public class Timer : MonoBehaviour{ [SerializeField] private float totalTime;//每回合可用的总时间 [SerializeField] private float burningTime;//燃烧时间 [SerializeField] private float playerTime;//玩家剩余的时间,游戏一开始时候,玩家原创 2021-02-02 20:07:35 · 364 阅读 · 1 评论 -
unity2D Raycast的用法
using System.Collections;using System.Collections.Generic;using UnityEngine;public class Security : MonoBehaviour{ [SerializeField] private float rotateSpeed;//装置旋转的速度 [SerializeField] private float maxDist;//装置能检测的最大距离,即Raycast检测的最大范围 pub原创 2021-02-01 21:59:55 · 2367 阅读 · 0 评论 -
unity3D Raycast的用法
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;public class DisplayInfo : MonoBehaviour{ public GameObject displayImage; public Text objectNameText; public LayerMask mask; private voi原创 2021-02-01 20:24:24 · 1192 阅读 · 0 评论 -
Shooting Game
Shooting Game1.IDamageablepublic interface IDamageable { void TakenDamage(float _damageAmount);}2.LivingEntityusing System;using UnityEngine;//这个脚本是PlayerController和Enemy的父、基类,PlayerController和Enemy是这个类的子类、继承类//C#他是这不支持多继承的,也就是说只能继承一个父类。但是我们原创 2021-01-31 13:43:21 · 407 阅读 · 0 评论 -
unity 2D 人物按钮控制移动
unity 2D 人物按钮控制移动using System.Collections;using System.Collections.Generic;using UnityEngine;[RequireComponent(typeof(Animator))]public class CharacterControllerScript : MonoBehaviour{ public float x; public float y; public float move原创 2021-01-30 21:02:48 · 1422 阅读 · 0 评论 -
C#事件大全
C#事件大全布局LayoutMdiChildActiveMovePaddingChangedResize操作ClickDoubleClickMouseCaptureChangedMouseClickMouseDoubleClickResizeBeginResizeEndScroll行为ChangeUICuesControlAddedControlRemovedFormClosedFormClosingHelpButtonClickedHelpReque原创 2021-01-29 23:42:01 · 405 阅读 · 0 评论 -
BomberMan
Unity3D BomberMan1.Done_BoardManagerusing System.Collections.Generic;using UnityEngine;/// <summary>/// 地图管理器,负责墙体的生成和销毁,道具的放置等/// </summary>public class Done_BoardManager : MonoBehaviour{ /// <summary> /// 用于管理可炸毁墙体数量原创 2020-12-12 10:49:51 · 246 阅读 · 0 评论 -
Unity3D Ruby‘s Adventure
Ruby’s Adventure1.DamageZoneusing UnityEngine;public class DamageZone : MonoBehaviour{ private void OnTriggerStay2D(Collider2D collision) { //Debug.Log("与我们发生碰撞的对象是:"+collision); RubyController rubyController = collision.GetCom原创 2020-12-11 23:31:37 · 828 阅读 · 0 评论 -
Unity3D Tower Defense Project
Tower Defense Project1.BuildManagerusing System.Collections;using UnityEngine;using UnityEngine.EventSystems;using UnityEngine.UI;public class BuildManager : MonoBehaviour{ public TurretData laserTurretData; public TurretData missileTurretD原创 2020-12-01 21:31:49 · 483 阅读 · 0 评论 -
unity3d MatchSweets
MatchSweets1.ClearedSweetusing System.Collections;using UnityEngine;public class ClearedSweet : MonoBehaviour{ public AnimationClip clearAnimation; private bool isClearing; public AudioClip destoryAudio; public bool IsClearing原创 2020-12-01 20:53:07 · 284 阅读 · 0 评论 -
2D记忆翻牌游戏
2D记忆翻牌游戏1.BoardMoveusing UnityEngine;public class BoardMove : MonoBehaviour{ const float TIME = 8f; const float DISTANCE = 4.2f; bool isup = true; private void Start() { this.transform.position = this.transform.position +原创 2020-11-29 22:54:48 · 593 阅读 · 0 评论 -
unity3D Toggle Group 控制
using UnityEngine;public class ToggleScript : MonoBehaviour{ public CanvasGroup canvasGroup1; public CanvasGroup canvasGroup2; public CanvasGroup canvasGroup3; public bool isActive1 = false; public bool isActive2 = false; publi..原创 2020-11-29 21:38:33 · 526 阅读 · 0 评论 -
unity3D通过控制button移动人物
通过控制button移动人物using System.Collections;using UnityEngine;using UnityEngine.UI;[RequireComponent(typeof(Animator))]public class CharacterButtonControl : MonoBehaviour{ public Button buttonUp; public Button buttonDown; public Button butto.原创 2020-11-29 21:25:29 · 2926 阅读 · 1 评论 -
Unity3D Speed Down
Speed Down1.AnimationBGusing UnityEngine;public class AnimationBG : MonoBehaviour{ Material material; Vector2 movement; public Vector2 speed; void Start() { material = GetComponent<Renderer>().material; } vo原创 2020-11-29 21:04:45 · 247 阅读 · 0 评论 -
unity3D射击游戏
射击游戏1.Enemyusing UnityEngine;[AddComponentMenu("MyGame/Enemy")]public class Enemy : MonoBehaviour{ public float speed = 3.0f; public float life = 10.0f; protected float rotSpeed = 30; internal Renderer renderer; internal bool isAc原创 2020-11-29 20:37:10 · 1814 阅读 · 0 评论 -
unity3D坦克大战
坦克大战1.Barriarusing UnityEngine;public class Barriar : MonoBehaviour{ public AudioClip hitAudio; public void PlayAudio() { AudioSource.PlayClipAtPoint(hitAudio, transform.position); }}2.Bornusing UnityEngine;public class原创 2020-11-29 19:52:50 · 399 阅读 · 0 评论