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Unity3d初级编程--Unity官方教程_unity3d教程

unity3d教程

官方链接

官方链接: https://learn.unity.com/project/chu-ji-bian-cheng?uv=4.x

话不多说,直接贴代码。

1.作为行为组件的脚本

Unity 中的脚本是什么?了解作为 Unity 脚本的行为组件,以及如何创建这些脚本并将它们附加到对象。

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;
        }
    }
}
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2.变量和函数

什么是变量和函数?它们如何为我们存储和处理信息?

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;
    }
}
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3.约定和语法

了解编写代码的一些基本约定和语法:点运算符、分号、缩进和注释。

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!");
        }
    }
}
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4.IF 语句

如何使用 IF 语句在代码中设置条件。

using UnityEngine;
using System.Collections;

public class IfStatements : MonoBehaviour
{
    float coffeeTemperature = 85.0f;
    float hotLimitTemperature = 70.0f;
    float coldLimitTemperature = 40.0f;
    

    void Update ()
    {
        if(Input.GetKeyDown(KeyCode.Space))
            TemperatureTest();
        
        coffeeTemperature -= Time.deltaTime * 5f;
    }
    
    
    void TemperatureTest ()
    {
        // 如果咖啡的温度高于最热的饮用温度...
        if(coffeeTemperature > hotLimitTemperature)
        {
            // ... 执行此操作。
            print("Coffee is too hot.");
        }
        // 如果不是,但咖啡的温度低于最冷的饮用温度...
        else if(coffeeTemperature < coldLimitTemperature)
        {
            // ... 执行此操作。
            print("Coffee is too cold.");
        }
        // 如果两者都不是,则...
        else
        {
            // ... 执行此操作。
            print("Coffee is just right.");
        }
    }
}
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5.循环

如何使用 For、While、Do-While 和 For Each 循环在代码中重复操作。

ForLoop

using UnityEngine;
using System.Collections;

public class ForLoop : MonoBehaviour
{
    int numEnemies = 3;
    
    
    void Start ()
    {
        for(int i = 0; i < numEnemies; i++)
        {
            Debug.Log("Creating enemy number: " + i);
        }
    }
}
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WhileLoop

using UnityEngine;
using System.Collections;

public class WhileLoop : MonoBehaviour
{
    int cupsInTheSink = 4;
    
    
    void Start ()
    {
        while(cupsInTheSink > 0)
        {
            Debug.Log ("I've washed a cup!");
            cupsInTheSink--;
        }
    }
}
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DoWhileLoop

using UnityEngine;
using System.Collections;

public class DoWhileLoop : MonoBehaviour 
{
    void Start()
    {
        bool shouldContinue = false;
        
        do
        {
            print ("Hello World");
            
        }while(shouldContinue == true);
    }
}
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ForeachLoop

using UnityEngine;
using System.Collections;

public class ForeachLoop : MonoBehaviour 
{   
    void Start () 
    {
        string[] strings = new string[3];
        
        strings[0] = "First string";
        strings[1] = "Second string";
        strings[2] = "Third string";
        
        foreach(string item in strings)
        {
            print (item);
        }
    }
}
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6.作用域和访问修饰符

了解变量和函数的作用域和可访问性。

ScopeAndAccessModifiers

using UnityEngine;
using System.Collections;

public class ScopeAndAccessModifiers : MonoBehaviour
{
    public int alpha = 5;
    
    
    private int beta = 0;
    private int gamma = 5;
    
    
    private AnotherClass myOtherClass;
    
    
    void Start ()
    {
        alpha = 29;
        
        myOtherClass = new AnotherClass();
        myOtherClass.FruitMachine(alpha, myOtherClass.apples);
    }
    
    
    void Example (int pens, int crayons)
    {
        int answer;
        answer = pens * crayons * alpha;
        Debug.Log(answer);
    }
    
    
    void Update ()
    {
        Debug.Log("Alpha is set to: " + alpha);
    }
}
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AnotherClass

using UnityEngine;
using System.Collections;

public class AnotherClass
{
    public int apples;
    public int bananas;
    
    
    private int stapler;
    private int sellotape;
    
    
    public void FruitMachine (int a, int b)
    {
        int answer;
        answer = a + b;
        Debug.Log("Fruit total: " + answer);
    }
    
    
    private void OfficeSort (int a, int b)
    {
        int answer;
        answer = a + b;
        Debug.Log("Office Supplies total: " + answer);
    }
}

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7.Awake 和 Start

如何使用 Unity 的两个初始化函数 Awake 和 Start。

using UnityEngine;
using System.Collections;

public class AwakeAndStart : MonoBehaviour
{
    void Awake ()
    {
        Debug.Log("Awake called.");
    }
    
    
    void Start ()
    {
        Debug.Log("Start called.");
    }
}
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8.Update 和 FixedUpdate

如何使用 Update 和 FixedUpdate 函数实现每帧的更改,以及它们之间的区别。

using UnityEngine;
using System.Collections;

public class UpdateAndFixedUpdate : MonoBehaviour
{
    void FixedUpdate ()
    {
        Debug.Log("FixedUpdate time :" + Time.deltaTime);
    }
    
    
    void Update ()
    {
        Debug.Log("Update time :" + Time.deltaTime);
    }
}
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9.矢量数学

矢量数学入门以及有关点积和叉积的信息。

// 无代码
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10.启用和禁用组件

如何在运行时通过脚本启用和禁用组件。

using UnityEngine;
using System.Collections;

public class EnableComponents : MonoBehaviour
{
    private Light myLight;
    
    
    void Start ()
    {
        myLight = GetComponent<Light>();
    }
    
    
    void Update ()
    {
        if(Input.GetKeyUp(KeyCode.Space))
        {
            myLight.enabled = !myLight.enabled;
        }
    }
}
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11.激活游戏对象

如何使用 SetActive 和 activeSelf/activeInHierarchy 单独处理以及在层级视图中处理场景内部游戏对象的活动状态。

ActiveObjects

using UnityEngine;
using System.Collections;

public class ActiveObjects : MonoBehaviour
{
    void Start ()
    {
        gameObject.SetActive(false);
    }
}
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CheckState

using UnityEngine;
using System.Collections;

public class CheckState : MonoBehaviour
{
    public GameObject myObject;
    
    
    void Start ()
    {
        Debug.Log("Active Self: " + myObject.activeSelf);
        Debug.Log("Active in Hierarchy" + myObject.activeInHierarchy);
    }
}
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12.Translate 和 Rotate

如何使用两个变换函数 Translate 和 Rotate 来更改非刚体对象的位置和旋转。

using UnityEngine;
using System.Collections;

public class TransformFunctions : MonoBehaviour
{
    public float moveSpeed = 10f;
    public float turnSpeed = 50f;
    
    
    void Update ()
    {
        if(Input.GetKey(KeyCode.UpArrow))
            transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
        
        if(Input.GetKey(KeyCode.DownArrow))
            transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);
        
        if(Input.GetKey(KeyCode.LeftArrow))
            transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime);
        
        if(Input.GetKey(KeyCode.RightArrow))
            transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime);
    }
}
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13.Look At

如何使用 LookAt 函数使一个游戏对象的变换组件面向另一个游戏对象的变换组件。

using UnityEngine;
using System.Collections;

public class CameraLookAt : MonoBehaviour
{
    public Transform target;
    
    void Update ()
    {
        transform.LookAt(target);
    }
}
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14.线性插值

在制作游戏时,有时可以在两个值之间进行线性插值。这是通过 Lerp 函数来完成的。

// 在此示例中,result = 4
float result = Mathf.Lerp (3f, 5f, 0.5f);



Vector3 from = new Vector3 (1f, 2f, 3f);
Vector3 to = new Vector3 (5f, 6f, 7f);

// 此处 result = (4, 5, 6)
Vector3 result = Vector3.Lerp (from, to, 0.75f);


void Update ()
{
    light.intensity = Mathf.Lerp(light.intensity, 8f, 0.5f * Time.deltaTime);
}
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15.Destroy

如何在运行时使用 Destroy() 函数删除游戏对象和组件。

DestroyBasic

using UnityEngine;
using System.Collections;

public class DestroyBasic : MonoBehaviour
{
    void Update ()
    {
        if(Input.GetKey(KeyCode.Space))
        {
            Destroy(gameObject);
        }
    }
}
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DestroyOther

using UnityEngine;
using System.Collections;

public class DestroyOther : MonoBehaviour
{
    public GameObject other;
    
    
    void Update ()
    {
        if(Input.GetKey(KeyCode.Space))
        {
            Destroy(other);
        }
    }
}
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DestroyComponent

using UnityEngine;
using System.Collections;

public class DestroyComponent : MonoBehaviour
{
    void Update ()
    {
        if(Input.GetKey(KeyCode.Space))
        {
            Destroy(GetComponent<MeshRenderer>());
        }
    }
}
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16.GetButton 和 GetKey

本教程演示如何在 Unity 项目中获取用于输入的按钮或键,以及这些轴的行为或如何通过 Unity Input Manager 进行修改。

KeyInput

using UnityEngine;
using System.Collections;

public class KeyInput : MonoBehaviour
{
    public GUITexture graphic;
    public Texture2D standard;
    public Texture2D downgfx;
    public Texture2D upgfx;
    public Texture2D heldgfx;
    
    void Start()
    {
        graphic.texture = standard;
    }
    
    void Update ()
    {
        bool down = Input.GetKeyDown(KeyCode.Space);
        bool held = Input.GetKey(KeyCode.Space);
        bool up = Input.GetKeyUp(KeyCode.Space);
        
        if(down)
        {
            graphic.texture = downgfx;
        }
        else if(held)
        {
            graphic.texture = heldgfx;
        }
        else if(up)
        {
            graphic.texture = upgfx;
        }
        else
        {
            graphic.texture = standard; 
        }
        
        guiText.text = " " + down + "\n " + held + "\n " + up;
    }
}
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ButtonInput

using UnityEngine;
using System.Collections;

public class ButtonInput : MonoBehaviour
{
    public GUITexture graphic;
    public Texture2D standard;
    public Texture2D downgfx;
    public Texture2D upgfx;
    public Texture2D heldgfx;
    
    void Start()
    {
        graphic.texture = standard;
    }
    
    void Update ()
    {
        bool down = Input.GetButtonDown("Jump");
        bool held = Input.GetButton("Jump");
        bool up = Input.GetButtonUp("Jump");
        
        if(down)
        {
            graphic.texture = downgfx;
        }
        else if(held)
        {
            graphic.texture = heldgfx;
        }
        else if(up)
        {
            graphic.texture = upgfx;
        }
        else
        {
            graphic.texture = standard;
        }
    
        guiText.text = " " + down + "\n " + held + "\n " + up;
    }
}
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17.GetAxis

如何在 Unity 中为游戏获取基于轴的输入,以及如何通过 Input Manager 修改这些轴。

AxisExample

using UnityEngine;
using System.Collections;

public class AxisExample : MonoBehaviour
{
    public float range;
    public GUIText textOutput;
    
    
    void Update () 
    {
        float h = Input.GetAxis("Horizontal");
        float xPos = h * range;
        
        transform.position = new Vector3(xPos, 2f, 0);
        textOutput.text = "Value Returned: "+h.ToString("F2");  
    }
}
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AxisRawExample

using UnityEngine;
using System.Collections;

public class AxisRawExample : MonoBehaviour
{
    public float range;
    public GUIText textOutput;
    
    
    void Update () 
    {
        float h = Input.GetAxisRaw("Horizontal");
        float xPos = h * range;
        
        transform.position = new Vector3(xPos, 2f, 0);
        textOutput.text = "Value Returned: "+h.ToString("F2");  
    }
}

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DualAxisExample

using UnityEngine;
using System.Collections;

public class DualAxisExample : MonoBehaviour 
{
    public float range;
    public GUIText textOutput;
    
    
    void Update () 
    {
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
        float xPos = h * range;
        float yPos = v * range;
        
        transform.position = new Vector3(xPos, yPos, 0);
        textOutput.text = "Horizontal Value Returned: "+h.ToString("F2")+"\nVertical Value Returned: "+v.ToString("F2");    
    }
}
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18.OnMouseDown

如何检测碰撞体或 GUI 元素上的鼠标点击。

using UnityEngine;
using System.Collections;

public class MouseClick : MonoBehaviour
{
    void OnMouseDown ()
    {
        rigidbody.AddForce(-transform.forward * 500f);
        rigidbody.useGravity = true;
    }
}
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19.GetComponent

如何使用 GetComponent 函数来处理其他脚本或组件的属性。

UsingOtherComponents

using UnityEngine;
using System.Collections;

public class UsingOtherComponents : MonoBehaviour
{
    public GameObject otherGameObject;
    
    
    private AnotherScript anotherScript;
    private YetAnotherScript yetAnotherScript;
    private BoxCollider boxCol;
    
    
    void Awake ()
    {
        anotherScript = GetComponent<AnotherScript>();
        yetAnotherScript = otherGameObject.GetComponent<YetAnotherScript>();
        boxCol = otherGameObject.GetComponent<BoxCollider>();
    }
    
    
    void Start ()
    {
        boxCol.size = new Vector3(3,3,3);
        Debug.Log("The player's score is " + anotherScript.playerScore);
        Debug.Log("The player has died " + yetAnotherScript.numberOfPlayerDeaths + " times");
    }
}
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AnotherScript

using UnityEngine;
using System.Collections;

public class AnotherScript : MonoBehaviour
{
    public int playerScore = 9001;
}
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YetAnotherScript

using UnityEngine;
using System.Collections;

public class YetAnotherScript : MonoBehaviour
{
    public int numberOfPlayerDeaths = 3;
}
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20.DeltaTime

什么是 Delta Time?如何在游戏中将其用于对值进行平滑和解释?

using UnityEngine;
using System.Collections;

public class UsingDeltaTime : MonoBehaviour
{
    public float speed = 8f; 
    public float countdown = 3.0f;

    
    void Update ()
    {
        countdown -= Time.deltaTime;
        if(countdown <= 0.0f)
            light.enabled = true;
        
         if(Input.GetKey(KeyCode.RightArrow))
            transform.position += new Vector3(speed * Time.deltaTime, 0.0f, 0.0f);
    }   
}
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21.数据类型

了解“值”和“引用”数据类型之间的重要区别,以便更好地了解变量的工作方式。

using UnityEngine;
using System.Collections;

public class DatatypeScript : MonoBehaviour 
{
    void Start () 
    {
        //值类型变量
        Vector3 pos = transform.position;
        pos = new Vector3(0, 2, 0);
        
        //引用类型变量
        Transform tran = transform;
        tran.position = new Vector3(0, 2, 0);
    }
}
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22.类

如何使用类来存储和组织信息,以及如何创建构造函数以便处理类的各个部分。

SingleCharacterScript

using UnityEngine;
using System.Collections;

public class SingleCharacterScript : MonoBehaviour
{
    public class Stuff
    {
        public int bullets;
        public int grenades;
        public int rockets;
        
        public Stuff(int bul, int gre, int roc)
        {
            bullets = bul;
            grenades = gre;
            rockets = roc;
        }
    }
    
    
    public Stuff myStuff = new Stuff(10, 7, 25);
    public float speed;
    public float turnSpeed;
    public Rigidbody bulletPrefab;
    public Transform firePosition;
    public float bulletSpeed;
    
    
    void Update ()
    {
        Movement();
        Shoot();
    }
    
    
    void Movement ()
    {
        float forwardMovement = Input.GetAxis("Vertical") * speed * Time.deltaTime;
        float turnMovement = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
        
        transform.Translate(Vector3.forward * forwardMovement);
        transform.Rotate(Vector3.up * turnMovement);
    }
    
    
    void Shoot ()
    {
        if(Input.GetButtonDown("Fire1") && myStuff.bullets > 0)
        {
            Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position, 			                                                        firePosition.rotation) as Rigidbody;
            bulletInstance.AddForce(firePosition.forward * bulletSpeed);
            myStuff.bullets--;
        }
    }
}
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Inventory

using UnityEngine;
using System.Collections;

public class Inventory : MonoBehaviour
{
    public class Stuff
    {
        public int bullets;
        public int grenades;
        public int rockets;
        public float fuel;
        
        public Stuff(int bul, int gre, int roc)
        {
            bullets = bul;
            grenades = gre;
            rockets = roc;
        }
        
        public Stuff(int bul, float fu)
        {
            bullets = bul;
            fuel = fu;
        }
        
        // 构造函数
        public Stuff ()
        {
            bullets = 1;
            grenades = 1;
            rockets = 1;
        }
    }
    

    // 创建 Stuff 类的实例(对象)
    public Stuff myStuff = new Stuff(50, 5, 5);
    
    public Stuff myOtherStuff = new Stuff(50, 1.5f);
    
    void Start()
    {
        Debug.Log(myStuff.bullets); 
    }
}
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MovementControls

using UnityEngine;
using System.Collections;

public class MovementControls : MonoBehaviour
{
    public float speed;
    public float turnSpeed;
    
    
    void Update ()
    {
        Movement();
    }
    
    
    void Movement ()
    {
        float forwardMovement = Input.GetAxis("Vertical") * speed * Time.deltaTime;
        float turnMovement = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
        
        transform.Translate(Vector3.forward * forwardMovement);
        transform.Rotate(Vector3.up * turnMovement);
    }
}

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Shooting

using UnityEngine;
using System.Collections;

public class Shooting : MonoBehaviour
{
    public Rigidbody bulletPrefab;
    public Transform firePosition;
    public float bulletSpeed;
    
    
    private Inventory inventory;
    
    
    void Awake ()
    {
        inventory = GetComponent<Inventory>();
    }
    
    
    void Update ()
    {
        Shoot();
    }
    
    
    void Shoot ()
    {
        if(Input.GetButtonDown("Fire1") && inventory.myStuff.bullets > 0)
        {
            Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position,                                                                    firePosition.rotation) as Rigidbody;
            bulletInstance.AddForce(firePosition.forward * bulletSpeed);
            inventory.myStuff.bullets--;
        }
    }
}
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23.Instantiate

如何在运行期间使用 Instantiate 创建预制件的克隆体。

UsingInstantiate

using UnityEngine;
using System.Collections;

public class UsingInstantiate : MonoBehaviour
{
    public Rigidbody rocketPrefab;
    public Transform barrelEnd;
    
    
    void Update ()
    {
        if(Input.GetButtonDown("Fire1"))
        {
            Rigidbody rocketInstance;
            rocketInstance = Instantiate(rocketPrefab, barrelEnd.position, barrelEnd.rotation) as Rigidbody;
            rocketInstance.AddForce(barrelEnd.forward * 5000);
        }
    }
}
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RocketDestruction

using UnityEngine;
using System.Collections;

public class RocketDestruction : MonoBehaviour
{
    void Start()
    {
        Destroy (gameObject, 1.5f);
    }
}
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24.数组

使用数组将变量集合在一起以便于管理。

using UnityEngine;
using System.Collections;

public class Arrays : MonoBehaviour
{
    public GameObject[] players;

    void Start ()
    {
        players = GameObject.FindGameObjectsWithTag("Player");
        
        for(int i = 0; i < players.Length; i++)
        {
            Debug.Log("Player Number "+i+" is named "+players[i].name);
        }
    }
}
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25.Invoke

Invoke 函数可用于安排在以后的时间进行方法调用。在本视频中,您将学习如何在 Unity 脚本中使用 Invoke、InvokeRepeating 和 CancelInvoke 函数。

InvokeScript

using UnityEngine;
using System.Collections;

public class InvokeScript : MonoBehaviour 
{
    public GameObject target;
    
    
    void Start()
    {
        Invoke ("SpawnObject", 2);
    }
    
    void SpawnObject()
    {
        Instantiate(target, new Vector3(0, 2, 0), Quaternion.identity);
    }
}
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InvokeRepeating

using UnityEngine;
using System.Collections;

public class InvokeRepeating : MonoBehaviour 
{
    public GameObject target;
    
    
    void Start()
    {
        InvokeRepeating("SpawnObject", 2, 1);
    }
    
    void SpawnObject()
    {
        float x = Random.Range(-2.0f, 2.0f);
        float z = Random.Range(-2.0f, 2.0f);
        Instantiate(target, new Vector3(x, 2, z), Quaternion.identity);
    }
}
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26.枚举

枚举可用于创建相关常量的集合。在本视频中,您将学习如何在代码中声明和使用枚举。

public class EnumScript : MonoBehaviour 
{
    enum Direction {North, East, South, West};

        void Start () 
    {
        Direction myDirection;
        
        myDirection = Direction.North;
    }
    
    Direction ReverseDirection (Direction dir)
    {
        if(dir == Direction.North)
            dir = Direction.South;
        else if(dir == Direction.South)
            dir = Direction.North;
        else if(dir == Direction.East)
            dir = Direction.West;
        else if(dir == Direction.West)
            dir = Direction.East;
        
        return dir;     
    }
}
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27.Switch 语句

Switch 语句的作用类似于简化条件。当您希望将单个变量与一系列常量进行比较时,这类语句很有用。在本视频中,您将学习如何编写和使用 switch 语句。

using UnityEngine;
using System.Collections;

public class ConversationScript : MonoBehaviour 
{
    public int intelligence = 5;
    
    
    void Greet()
    {
        switch (intelligence)
        {
        case 5:
            print ("Why hello there good sir! Let me teach you about Trigonometry!");
            break;
        case 4:
            print ("Hello and good day!");
            break;
        case 3:
            print ("Whadya want?");
            break;
        case 2:
            print ("Grog SMASH!");
            break;
        case 1:
            print ("Ulg, glib, Pblblblblb");
            break;
        default:
            print ("Incorrect intelligence level.");
            break;
        }
    }
}
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