课程链接:http://www.taikr.com/my/course/89Game
Controller.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class GameController : MonoBehaviour {
public InputField username;//username属性名
public InputField password;
public Text showmessage;
public GameObject setting;
public void OnLoginButtonClick() {
string username = this.username.text; //this.属性 访问username属性的值
string password = this.password.text;
if (username == "admin" && password == "admin")
{
//登录成功后,跳转到游戏界面
//Application.LoadLevel("009_menu"); //Unity4.X
SceneManager.LoadScene("009_menu");//using UnityEngine.SceneManagement;
}
else
{
showmessage.gameObject.SetActive(true);//控制显示
showmessage.text = "您得到用户名或密码错误,请重新输入";
StartCoroutine(DisappearMessage()); //StartCoroutine()函数来调用协程函数。
}
}
IEnumerator DisappearMessage() //协程(IEnumerator)
{
yield return new WaitForSeconds(1); //协程方法通过yield这个特殊的属性可以在任何位置、任意时刻暂停。也可以在指定的时间或事件后继续执行,而不影响上一次执行的就结果,提供了极大地便利性和实用性。
showmessage.gameObject.SetActive(false);//控制显示
}
public void OnSoundOff(bool isActive)//是否静音
{
print(isActive);
}
public void OnSoundVolumeChanged(float value) {//音量
print(value);
}
public void OnEasyChanged(bool isActive) {
print(isActive);
}
public void OnNormalChanged(bool isActive) {
print(isActive);
}
public void OnDiffcultChanged(bool isActive) {
print(isActive);
}
private bool isOut = true;//表示设置界面是否在外边
public void OnSettingButtonClick()
{
if (isOut)//如果在外边,isOut为true,需要移进来,进来之后isOut为false
{
isOut = false;
iTween.MoveTo(setting, setting.transform.position + new Vector3(452, 0, 0), 0.5f);
}
else
{
isOut = true;
iTween.MoveTo(setting,setting.transform.position - new Vector3(452,0,0),0.5f);
}
}
}