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作家相片Ruiqing Guo

Unity筆記

已更新:2019年6月1日

1.陣列命名public GameObject[] XXXX;

2.滑鼠輸入if (Input.GetMouseButtonDown(0)){}//0是左鍵1是右鍵

3.鍵盤輸入if (Input.GetKeyDown("space")){}//左”left”右”rigrt”下”down”上”up”

4.陣列長度 XXXXX.Length

5.控制攝影機:

public GameObject[] gameCameras; private int gameCameraIndex = 0; void Start () { FocusOnCamera(gameCameraIndex); } void Update () { if (Input.GetMouseButtonDown(0)) { CangeCamera(1); } if (Input.GetMouseButtonDown(1)){ CangeCamera(-1); }


6. 遊戲物件改名子

public float ScalSize = 2.5f;

public string NewName ="hi cube";

// Use this for initialization

void Start () {

transform.name = Imput(NewName);

}

// Update is called once per frame

void Update () {

transform.localScale =Vector3.one* ScalSize;

}

string Imput(string name)

{

return"-{"+name+"}-";

}

}


7. 鋼體增加一個力:

GetComponent<Rigidbody>().AddForce(0,0,0);


8.碰撞偵測:

void OnCollisionEnter(Collision collision)

{ if (collision.transform.name == "XXXX")}


9.亂數:

Random.Range(-10f, 10f);


10. While:

while (a < 10) { GameObject WhileCube = Instantiate(player_1); WhileCube.transform.position = new Vector3( Random.Range(-5f, 5f), Random.Range(-5f, 5f), 0);//生成新位子 a++; }


11. 攝影機追隨跟隨物件:

public Transform target; void Update () { transform.LookAt(target); }


12. Switch case用法

switch(level) { case 10: case 9: System.out.println("得A"); break; case 8: System.out.println("得B"); break; case 7: System.out.println("得C"); break; case 6: System.out.println("得D"); break; default: System.out.println("得E(不及格)"


13. 時間倒數: XXX -= Time.deltaTime;

14把原本的float的infotext轉成int:infotext.text = (int).esetTimer + "秒後重新開始";

15. RayCast射線:

Physics.Raycast (origin : Vector3, direction : Vector3, hitInfo :RaycastHit ,distance :float ,LayerMesk:int)

Physics.Raycast(射線初始位置,射線方向,儲存所碰到物件,射線長度(沒設置。無限長),設定忽略物件)


16. private Vector3 XXX;

//預設值0,0,0


17.|| or的意思

18.使用 3D的Text :

public TextMesh XX;改變XX.text=”TTT”;


19.抓取子物件內容有Enemy程式有幾個:

int enemiesRemaining = enemyContainer.GetComponentsInChildren<Enemy>().Length;


20.用hit去抓有DoorButton的程式

(hit.transform.GetComponent<DoorButton>() != null


21. 1. 四捨五入(0.4以下捨去5以上進位)

Mathf.Round(2.2f) 輸出: 2

Mathf.Round(2.7f) 輸出: 3



22. 無條件進位(直接進位)

Mathf.Ceil(3.5f) 輸出: 4

Mathf.Ceil(6.7f) 輸出: 7


23. 無條件捨去(直接捨去)

Mathf.Floor(7.5f) 輸出: 7

Mathf.Floor(9.3f) 輸出: 9

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1 Comment


Ruiqing Guo
Ruiqing Guo
Apr 03, 2019

13

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