由于Unity3D中一些腳本的方法只能用在JS中,在C#中是無效的,而C#可以與服務器端通訊,JS本身卻不行。所以勢必會遇到這兩種語言腳本中方法的互相調用,以下是示例。
兩個文件 test1.js 和 test2.cs
test1.js
![](https://www.cnblogs.com/Images/OutliningIndicators/None.gif)
![ExpandedBlockStart.gif](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedBlockStart.gif)
![ContractedBlock.gif](https://www.cnblogs.com/Images/OutliningIndicators/ContractedBlock.gif)
![](https://www.cnblogs.com/Images/dot.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![ExpandedSubBlockStart.gif](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
![ContractedSubBlock.gif](https://www.cnblogs.com/Images/OutliningIndicators/ContractedSubBlock.gif)
![](https://www.cnblogs.com/Images/dot.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedSubBlockEnd.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedBlockEnd.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/None.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/None.gif)
![ExpandedBlockStart.gif](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedBlockStart.gif)
![ContractedBlock.gif](https://www.cnblogs.com/Images/OutliningIndicators/ContractedBlock.gif)
![](https://www.cnblogs.com/Images/dot.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedBlockEnd.gif)
test2.cs
![](https://www.cnblogs.com/Images/OutliningIndicators/None.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/None.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/None.gif)
![ExpandedBlockStart.gif](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedBlockStart.gif)
![ContractedBlock.gif](https://www.cnblogs.com/Images/OutliningIndicators/ContractedBlock.gif)
![](https://www.cnblogs.com/Images/dot.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![ExpandedSubBlockStart.gif](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
![ContractedSubBlock.gif](https://www.cnblogs.com/Images/OutliningIndicators/ContractedSubBlock.gif)
![](https://www.cnblogs.com/Images/dot.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![ExpandedSubBlockStart.gif](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
![ContractedSubBlock.gif](https://www.cnblogs.com/Images/OutliningIndicators/ContractedSubBlock.gif)
![](https://www.cnblogs.com/Images/dot.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedSubBlockEnd.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedSubBlockEnd.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![ExpandedSubBlockStart.gif](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedSubBlockStart.gif)
![ContractedSubBlock.gif](https://www.cnblogs.com/Images/OutliningIndicators/ContractedSubBlock.gif)
![](https://www.cnblogs.com/Images/dot.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/InBlock.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedSubBlockEnd.gif)
![](https://www.cnblogs.com/Images/OutliningIndicators/ExpandedBlockEnd.gif)
這里必須要注意的是JS文件必須是在 "Standard Assets"、 "Pro Standard Assets" 和 "Plugins" 這三個目錄中的任何一個里,而CS文件不能與JS文件在一個目錄中。原因是,這三個目錄里的腳本被最先編譯,"Editor"目錄里的稍后編譯,其他的腳本最后編譯。目前Unity3D的2.5的版本似乎不支持C# 3.0,所以無法用var的關鍵字,這樣就只支持強類型,所以如果在一個目錄下則CS文件無法讀取JS里的方法,也就無法編譯通過了。而JS調用CS方法則無此限制。
具體可參考 http://unity3d.com/support/documentation/ScriptReference/index.Script_compilation_28Advanced29.html