一些有用的函数

------------读取外部文本---------------------------

var MyText: TextAsset;

function OnGUI () {
GUI.Label(Rect(10, 10, 500, 500), Text2.text);
}

-----------GUI函数 判断鼠标按下-------------

  if((Event.current.type == EventType.mouseDown) && (Event.current.button == 0))
  {
     print("asdasdasd");
  }

 

-----------------------跳----------------------------------

function FixedUpdate ()
{
 if (Input.GetButtonDown ("Jump"))
 {
  rigidbody.velocity = Vector3(0,5,0);
 }
}

-------------------------------------------

var speed : float = 6.0;
var jumpSpeed : float = 8.0;
var gravity : float = 20.0;
private var moveDirection : Vector3 = Vector3.zero;

function Update()
{
 var controller : CharacterController = GetComponent(CharacterController);
 if (controller.isGrounded)
 {
  moveDirection = Vector3(Input.GetAxis("Horizontal"), 0,
  Input.GetAxis("Vertical")); //局部坐标
  moveDirection = transform.TransformDirection(moveDirection); //转换成全局坐标
  moveDirection *= speed;//这里把速度给了X和Z轴 Y轴有自己的速度
  if (Input.GetButton ("Jump"))
  {
   moveDirection.y = jumpSpeed;//速度越大越高
  }
 }
 moveDirection.y -= gravity * Time.deltaTime;
 controller.Move(moveDirection * Time.deltaTime);
}

----------------------

var speed : float = 3.0;
var rotateSpeed : float = 3.0;
function Update ()
{
 var controller : CharacterController = GetComponent(CharacterController);
 transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
 var forward : Vector3 = transform.TransformDirection(Vector3.forward);
 var curSpeed : float = speed * Input.GetAxis ("Vertical");
 controller.SimpleMove(forward * curSpeed);
}
@script RequireComponent(CharacterController)
 ----------------载入一个文件夹所有贴图-----------

//一个载入的数组变量
var textures:Object[];

//创建一个Cube模型
go = new GameObject.CreatePrimitive(PrimitiveType.Cube);

//载入这个路径文件夹Texture2D类型的贴图到textures数组中
textures = Resources.LoadAll("Textures", Texture2D);

//循环整个文件夹的贴图,然后做某个事情
for(var k:Texture2D in  textures)
{
   go.renderer.material.mainTexture =textures[4];
   dosomething();
}

 ------------角色控制推动刚体-------------

var pushPower = 2.0;
var speed : float = 6.0;
var jumpSpeed : float = 8.0;
var gravity : float = 20.0;
private var moveDirection : Vector3 = Vector3.zero;

function OnControllerColliderHit (hit : ControllerColliderHit)
{
 var body : Rigidbody = hit.collider.attachedRigidbody;
 if (body == null || body.isKinematic)
 return;
 if (hit.moveDirection.y < -0.3)
 return;
 var pushDir : Vector3 = Vector3 (hit.moveDirection.x, 0, hit.moveDirection.z);
 body.velocity = pushDir * pushPower;
}

posted @ 2010-12-09 09:05  softimagewht  阅读(288)  评论(0编辑  收藏  举报