Unity3d工具方法小集

1、获取垂直水平方向上的输入:

float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");

2、给刚体一个力:

Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
GetComponent<Rigidbody>().AddForce(movement * speed * Time.deltaTime);

3、摄像头45度俯视角:

Camera:

Position:  x(0)   y(5)    z(-6)

Rotate:    x(45)  y(0)    z(0)

Scale:     x(1)   y(1)    z(1)

4、摄像机跟随:

public GameObject player;
private Vector3 offset;

// Use this for initialization
void Start () {
    //摄像机与跟随物体的初始相对位置
    offset = transform.position - player.transform.position;
}

// Update is called once per frame
void LateUpdate () {
    //跟随物体的位置加上相对位置
    transform.position = player.transform.position + offset;
}

5、物体自己旋转(固定时间,跟幀率无关):

void Update () {
    transform.Rotate(new Vector3(15, 30, 45) * Time.deltaTime);
}

6、检测碰撞(且碰撞后对方消失):

private void OnTriggerEnter(Collider other)
{
    //这里的TAG为对方物体Tag
    if (other.gameObject.CompareTag(TAG))
    {
        //要让对方消失,对方物体要设置为碰撞触发器(即IsTrigger属性要为true)
        other.gameObject.SetActive(false);
    }
}

7、设置Button里的Text值

GetComponentInChildren<Text>().text = "";

8、移除刚体上的力:

GetComponent<Rigidbody>().velocity = Vector3.zero;
GetComponent<Rigidbody>().angularVelocity = Vector3.zero;

9、背景滾动:

using UnityEngine;

public class BGScroller : MonoBehaviour {

    public float scrollSpeed;
    public float tileSizeZ;

    private Vector3 startPosition;
    
    void Start () {
        startPosition = transform.position;
    }
    
    void Update () {
        float newPosition = Mathf.Repeat(Time.time * scrollSpeed, tileSizeZ);
        transform.position = startPosition + Vector3.forward * newPosition;
    }
}

10、出边界后销毀:

using UnityEngine;

public class DestoryByBoundary : MonoBehaviour {

    void OnTriggerExit(Collider other)
    {
        Destroy(other.gameObject);
    }
}

11、把prefabs放入场景中:

Instantiate(object, position, rotation);

12、一定时间后销毁:

using UnityEngine;

public class DestoryByTime : MonoBehaviour {

    public float lifetime;
    
    void Start () {
        Destroy(gameObject, lifetime);
    }
}

13、游戏开始等待一定时间,过程中时间间隔,每一关时间间隔:

void Start()
{
    StartCoroutine (SpawnWaves());
}

IEnumerator SpawnWaves()
{
    yield return new WaitForSeconds(startWait);
    while (true) {
        playerObject.GetComponent<PlayerController>().SetFireByLevel(level);
        for (int i = 0; i < hazardCount; i++)
        {
            GameObject hazard = hazards[Random.Range(0, hazards.Length)];
            Vector3 spawnPosition = new Vector3(Random.Range(-spawnValues.x, spawnValues.x), spawnValues.y, spawnValues.z);
            Quaternion spawnRotation = Quaternion.identity;
            Instantiate(hazard, spawnPosition, spawnRotation);
            yield return new WaitForSeconds(spawnWait);
        }
        level++;
        yield return new WaitForSeconds(waveWait);
        if (gameOver)
        {
            restartButton.SetActive(true);
            restart = true;
            break;
        }
    }
}

14、加载场景:

SceneManager.LoadScene("_Scenes/Main", LoadSceneMode.Single);

15、物体倾斜:

rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * -tilt);

16、随机旋转:

GetComponent<Rigidbody>().angularVelocity = Random.insideUnitSphere * tumble;

tumble在5左右。

17、开火触模板:

using UnityEngine;
using UnityEngine.EventSystems;

public class SimpleTouchAreaButton : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
    private bool touched;
    private int pointerID;
    private bool canFire;

    void Awake()
    {
        touched = false;
        canFire = false;
    }

    public void OnPointerDown(PointerEventData eventData)
    {
        if (!touched)
        {
            touched = true;
            pointerID = eventData.pointerId;
            canFire = true;
        }
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        if (eventData.pointerId == pointerID)
        {
            canFire = false;
            touched = false;
        }
    }

    public bool CanFire()
    {
        return canFire;
    }
}

18、位置方向触模板:

using UnityEngine;
using UnityEngine.EventSystems;

public class SimpleTouchPad : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{
    public float smoothing;

    private Vector2 origin;
    private Vector2 direction;
    private Vector2 smoothDirection;
    private bool touched;
    private int pointerID;

    void Awake()
    {
        direction = Vector2.zero;
        touched = false;
    }

    public void OnPointerDown(PointerEventData eventData)
    {
        if (!touched)
        {
            touched = true;
            pointerID = eventData.pointerId;
            //set our start point
            origin = eventData.position;
        }
    }

    public void OnDrag(PointerEventData eventData)
    {
        if (eventData.pointerId == pointerID)
        {
            //compare the difference between our start point and current pointer pos
            Vector2 currentPosition = eventData.position;
            Vector2 directionRaw = currentPosition - origin;
            direction = directionRaw.normalized;
        }
    }

    public void OnPointerUp(PointerEventData eventData)
    {
        if (eventData.pointerId == pointerID)
        {
            //reset everything
            direction = Vector2.zero;
            touched = false;
        }
    }

    public Vector2 GetDirection()
    {
        smoothDirection = Vector2.MoveTowards(smoothDirection, direction, smoothing);
        return smoothDirection;
    }
}

19、延迟重复执行:

InvokeRepeating("Fire", delay, fireRate);

20、向目标靠近:

using System.Collections;
using UnityEngine;

public class EvasiveManeuver : MonoBehaviour {

    public float dodge;
    public float smoothing;
    public float tilt;
    public Vector2 startWait;
    public Vector2 maneuverTime;
    public Vector2 maneuverWait;
    public Boundary boundary;

    private Transform playTransform;

    private float currentSpeed;
    private float targetManeuver;
    private Rigidbody rb;

    void Start () {
        rb = GetComponent<Rigidbody>();
        GameObject playerObject = GameObject.FindGameObjectWithTag("Player");
        if (playerObject != null) {
            playTransform = playerObject.transform;
        }
        currentSpeed = rb.velocity.z;
        StartCoroutine(Evade());
    }

    IEnumerator Evade()
    {
        yield return new WaitForSeconds(Random.Range(startWait.x, startWait.y));
        while(true)
        {
            targetManeuver = Random.Range(1, dodge) * -Mathf.Sign(transform.position.x);
            if (playTransform != null)
            {
                targetManeuver = playTransform.position.x;
            }
            yield return new WaitForSeconds(Random.Range(maneuverTime.x, maneuverTime.y));
            targetManeuver = 0;
            yield return new WaitForSeconds(Random.Range(maneuverWait.x, maneuverWait.y));
        }
    }
    
    void FixedUpdate () {
        float newManeuver = Mathf.MoveTowards(rb.velocity.x, targetManeuver, Time.deltaTime * smoothing);
        rb.velocity = new Vector3(newManeuver, 0.0f, currentSpeed);
        rb.position = new Vector3(
            Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax),
            0.0f,
            Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax)
        );
        rb.rotation = Quaternion.Euler(0.0f, 0.0f, rb.velocity.x * tilt);
    }
}

21、给按钮绑定事件:

posted @ 2017-05-09 10:04  观海云不远  阅读(447)  评论(0编辑  收藏  举报