Unity3D basics, unity3d
Mouse event:
OnMouseEnter (): enter with the mouse
OnMouseExit (): move the mouse out
OnMouseDown (): Click
OnMouseUp (): move the mouse up
Static GameObject Instantiate () Clone
Static void Destroy ()
Position, material, collision, rendering
Terrain, pre-made, camera, collision
Using UnityEngine; using System. collections; public class shubiao: MonoBehaviour {// Use this for initialization void Start () {}// Update is called once per frame void Update (){}//: enter void OnMouseEnter () {gameObject. renderer. material. color = Color. black;} void OnMouseExit () {gameObject. renderer. material. color = Color. blue ;}//: move the mouse out of void OnMouseDown () {gameObject. renderer. material. color = Color. yellow;} //: Click void OnMouseUp () {gameObject. renderer. material. color = Color. red; GameObject. destroy (gameObject);} //: move the mouse up}
GUI Layout
Using UnityEngine; using System. collections; public class GIU: MonoBehaviour {private string str = "zhangsan"; private string str2 = ""; private bool sex = false; private string _ userName; // Use this for initialization void Start () {}// Update is called once per frame void Update () {} void OnGUI () {/* if (GUI. button (new Rect (10, 10, 70, 20), "Button") {print ("A");} if (GUI. repeatButton (new Rect (10, 100, 70, 20), "button") {print ("B") ;}str = GUI. textArea (new Rect (10, 20,100, 20), str); str2 = GUI. passwordField (new Rect (10,150,200, 20), str2, '*'); sex = GUI. toggle (new Rect (10,100, 50, 50), sex, "male"); // check */GuI. label (new Rect (10, 10,), "User Name"); _ userName = GUI. textArea (new Rect (100, 10,200, 20), _ userName); _ sex = GUI. toggle (new Rect (10, 70, 50, 20), _ sex, "male"); _ sex = GUI. toggle (new R Ect (10,140, 50, 20 ),! _ Sex, "female ");}}
GUILayOut Layout
Example 1: private string str3 = "tested string"; // global variable
GUILayout. button ("GUILayout Button"); if (GUILayout. button (str3) {str3 + = str3;} if (GUI. button (new Rect (50,100,100,100), str) {str3 + = str3 ;}
Example 2: GUILayout. beginHorizontal (); // horizontally arrange GUILayout. button ("I am GUILayoutButton"); GUILayout. button ("I am GUILayoutButton"); GUILayout. button ("I am GUILayoutButton"); GUILayout. button ("I am GUILayoutButton"); GUILayout. endHorizontal (); GUILayout. beginVertical (); // vertically arranged GUILayout. button ("I am GUILayoutButton"); GUILayout. button ("I am GUILayoutButton"); GUILayout. button ("I am GUILayoutButton"); GUILayout. button ("I am GUILayoutButton"); GUILayout. endVertical ();
Move w key A key S key D key:
Using UnityEngine; using System. collections; public class fouth: MonoBehaviour {// The right side is the Z axis, the top is the Y axis, and the X axis is invisible; GameObject go; // Use this for initialization void Start () {go = GameObject. find ("Cube3"); go. renderer. material. color = Color. red;} // Update is called once per frame void Update () {if (Input. getKey (KeyCode. w) {go. transform. translate (-5 * Time. deltaTime, 0, 0, Space. self);} if (Input. getKey (KeyCode. s) {go. transform. translate (5 * Time. deltaTime, 0, 0, Space. self);} if (Input. getKey (KeyCode. a) {go. transform. translate (0, 0,-5 * Time. deltaTime, Space. self);} if (Input. getKey (KeyCode. d) {go. transform. translate (0, 0, 5 * Time. deltaTime, Space. self );}}}
Rotation:
Using UnityEngine; using System. collections; public class NewBehaviourScript: MonoBehaviour {// Use this for initialization void Start () {}// Update is called once per frame void Update () {// rotate gameObject. transform. rotate (0, 15 * Time. deltaTime, 0, Space. self );}}
Collision:
void OnCollisionEnter(Collision co) { co.gameObject.renderer.material.color = Color.blue; }
Pre-fabricated (clone ):
void Update () { if (Input.GetKeyUp (KeyCode.Space)) { GameObject.Instantiate(go,gameObject.transform.position,gameObject.transform.rotation); } }
Void Update () {if (Input. getKey (KeyCode. leftShift) {if (Input. getKey (KeyCode. leftShift) {gameObject. animation. play ("run"); gameObject. transform. transform (Vector3.forward * Time. deltaTime * 6); // forward and backward movement Distance Speed} else {gameObject. animation. play ("walk"); gameObject. transform. transform (Vector3.forward * Time. deltaTime * 0); // forward and backward movement Distance Speed} else {gameObject. animation. play ("stand"); gameObject. transform. transform (Vector3.forward * Time. deltaTime * 3); // forward and backward movement speed }}
Shadow baking: sets a shadow for the lamp, sets the rest for the baking, and enables the windows light baking back;
Animation Editing: None
C # animation control:
Application
Switch scenario
if (Input.GetKeyDown (KeyCode.A)) { Application.LoadLevel(0); }
Screenshots
if (Input.GetKeyDown (KeyCode.Space)) { Application.CaptureScreenshot(@"c:\1.png") }
Open a website
Application. OpenURL ("H"); // open a URL
Exit:
Application. Quit (); // exit
Left-click the game object to disappear
If (Input. getMouseButtonDown (0) // If you press left to hit {Ray ray = camera. main. screenPointToRay (Input. mousePosition); // get the clicked position RaycastHit hitInfo; if (Physics. raycast (ray, out hitInfo) // click {Destroy (hitInfo. collider. gameObject); // destroy the game object }}