Unity 常用代码

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01、基本碰撞检测代码
function OnCollisionEnter(theCollision : Collision){
 
 if(theCollision.gameObject.name == "Floor"){
 
  Debug.Log("Hit the floor");
 
   }else if(theCollision.gameObject.name == "Wall"){
 
  Debug.Log("Hit the wall");
  
     }
  }
02、检测输入
function Update () {
          if(Input.GetButtonUp("Jump")){
              Debug.Log("We Have Hit the Space Bar!");
           }
      }
03、销毁对象
function Start () {
 Destroy(gameObject.Find("Box"), 3);
}
04、实例来创建对象
//Simple Instantiation of a Prefab at Start
var thePrefab : GameObject;

function Start () {

var instance : GameObject = Instantiate(thePrefab, transform.position, transform.rotation);

}

建立JAVA,把代码拖入到空GameJect上,然后把Prefab拖入到公共变量上,就可以了
05、简易定时器

 

  1. var myTimer : float = 5.0;
  2.  
  3. function Update () {
  4.  if(myTimer > 0){
  5.   myTimer -= Time.deltaTime;
  6.  }
  7.  if(myTimer <= 0){
  8.   Debug.Log("GAME OVER");
  9.  }
  10. }

06、物体在屏幕上移动

 

  1. var speed : float = 5.0;
  2.  
  3. function Update () {
  4.  transform.Translate(Vector3(0,0,speed)* Time.deltaTime);
  5. }

07、钢体向目标处移动

 

//Basic force to move a rigidbody object
  1. var power : float = 500.0;
  2.  
  3. function Start () {
  4.  rigidbody.AddForce(Vector3(0,0,power));
  5. }

08、碰撞然后转到下一场景

 

  • function OnCollisionEnter (myCollision : Collision){
  •  if(myCollision.gameObject.name =="Floor"){
  •   Application.LoadLevel(myLevel);
  •  }
  • }
  • floor---被动碰撞的的纲体
  • 把代码拉到主动纲体上
  • 然后
    场景设置:file----build seting----对话框,然后把当前场景拖里,然后把下一场景拖里,测试OK


    09.\球体滚动(角):
    var speed = 0.00;
    var force = 0.00;

    function FixedUpdate ()
    {
        var oldAngle = Camera.main.transform.localEulerAngles.x;
        Camera.main.transform.localEulerAngles.x = 0;
        var spin = Camera.main.transform.TransformDirection(Vector3(Input.GetAxis("Vertical") * speed, 0, -Input.GetAxis("Horizontal") * speed));
        Camera.main.transform.localEulerAngles.x = oldAngle;
        rigidbody.AddTorque((spin - rigidbody.angularVelocity) * force);
    }

     

     

     

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