一.Transform :位移,旋转,伸缩
位移:1.transform.Translate(Vector3.forward);
2.transform .Translate(new Vector3 (0,0,10));
旋转:1.transform .Rotate (Vector3 .forward );
2.transform.Rotate(new Vector3 (0,0,10));
伸缩: transform.localScale += Vector3.forward;
二.Input:键盘,鼠标,自定义
1.键盘:if(Input.Getkey(KeyCode.键盘)){}
2.鼠标:if(Input.GetMouseButton(0)/(1)/(2)){}
||(相同)
3.自定义:if(Input.GetButton("Fire1")){}
三.GameObject
1.创建游戏对象:
GameObject .CreatePrimitive (PrimitiveType.Cube);
2.克隆:
GameObject.Instantiate (Cube,Transform.position,Quaternion .identity );
3.销毁:
GameObject.Destroy (this.gameObject);
4.查找:
GameObject.cube=GameObject.Find("cube");
GameObject .cube=GameObject.FindWithTag("cube");
GameObject .cube=GameObject .FindGameObjectsWithTag("cube");
四.Time:(目的:减缓Updata的频率) 倒计时
属性:deltaTime
倒计时:
float a=3.0f;
a-=Time.deltaTime ;
if(a>=0){
print (a);
}
五.Random(范围):
static function Range (min : float, max : float) : float
Description描述
Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).
返回一个随机浮点数,在min(包含)和max(排除)之间。(只读)
六.yeild Coroutine
void Start(){
StartCoroutine("Get");
}
IEnumerator Get(){
yeild return new WaitForSeconds(2f);
print("aaaaaa");
}
七.SendMessage(同级别发送消息)
SendMessageUpWards(向父级别发送消息)
SendBroandCast(向子类级别发送消息)
八.触发器:Trigger 碰撞器:Collision
触发器:void OnTriggerEnter(Collision){
1.if(col.gameObject.name =="Player")
2.if(col.tag--标签 =="Player")
}
碰撞器:void OnCollisionEnter(Collision col){
1.if(col.gameObject.name=="Player")
2.if(col.tag--标签 =="Player");
}
注意:碰撞器和触发器的区别:触发器必须勾选上IsTriger属性,而碰撞器不需要
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位移:1.transform.Translate(Vector3.forward);
2.transform .Translate(new Vector3 (0,0,10));
旋转:1.transform .Rotate (Vector3 .forward );
2.transform.Rotate(new Vector3 (0,0,10));
伸缩: transform.localScale += Vector3.forward;
二.Input:键盘,鼠标,自定义
1.键盘:if(Input.Getkey(KeyCode.键盘)){}
2.鼠标:if(Input.GetMouseButton(0)/(1)/(2)){}
||(相同)
3.自定义:if(Input.GetButton("Fire1")){}
三.GameObject
1.创建游戏对象:
GameObject .CreatePrimitive (PrimitiveType.Cube);
2.克隆:
GameObject.Instantiate (Cube,Transform.position,Quaternion .identity );
3.销毁:
GameObject.Destroy (this.gameObject);
4.查找:
GameObject.cube=GameObject.Find("cube");
GameObject .cube=GameObject.FindWithTag("cube");
GameObject .cube=GameObject .FindGameObjectsWithTag("cube");
四.Time:(目的:减缓Updata的频率) 倒计时
属性:deltaTime
倒计时:
float a=3.0f;
a-=Time.deltaTime ;
if(a>=0){
print (a);
}
五.Random(范围):
static function Range (min : float, max : float) : float
Description描述
Returns a random float number between and min [inclusive] and max [inclusive] (Read Only).
返回一个随机浮点数,在min(包含)和max(排除)之间。(只读)
六.yeild Coroutine
void Start(){
StartCoroutine("Get");
}
IEnumerator Get(){
yeild return new WaitForSeconds(2f);
print("aaaaaa");
}
七.SendMessage(同级别发送消息)
SendMessageUpWards(向父级别发送消息)
SendBroandCast(向子类级别发送消息)
八.触发器:Trigger 碰撞器:Collision
触发器:void OnTriggerEnter(Collision){
1.if(col.gameObject.name =="Player")
2.if(col.tag--标签 =="Player")
}
碰撞器:void OnCollisionEnter(Collision col){
1.if(col.gameObject.name=="Player")
2.if(col.tag--标签 =="Player");
}
注意:碰撞器和触发器的区别:触发器必须勾选上IsTriger属性,而碰撞器不需要
更多精彩关注: http://www.gopedu.com/