1.脚本本身就是作为行为组件.
//引入命名空间
using UnityEngine;
using System.Collections;
public class ExampleBehaviourScript : MonoBehaviour
{
void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
GetComponent<Renderer> ().material.color = Color.red;
}
if (Input.GetKeyDown(KeyCode.G))
{
GetComponent<Renderer>().material.color = Color.green;
}
if (Input.GetKeyDown(KeyCode.B))
{
GetComponent<Renderer>().material.color = Color.blue;
}
}
}
每个脚本都是继承,MonoBehaviour。MonoBehaviour is the base class every script derives from. 更多介绍
2.变量和函数
using UnityEngine;
using System.Collections;
public class VariablesAndFunctions : MonoBehaviour
{
int myInt = 5;
void Start ()
{
myInt = MultiplyByTwo(myInt);
Debug.Log (myInt);
}
int MultiplyByTwo (int number)
{
int ret;
ret = number * 2;
return ret;
}
}
上面代码中首先定义了myInt=5这个变量,在Start ()函数中调用 MultiplyByTwo函数,并将函数结果返回给myInt. more
3.基本约定和语法
using UnityEngine;
using System.Collections;
public class BasicSyntax : MonoBehaviour
{
void Start ()
{
Debug.Log(transform.position.x);
if(transform.position.y <= 5f)
{
Debug.Log ("I'm about to hit the ground!");
}
}
}