The game is developed on unity and requires game scripting to be combined with 3D modeling to drag a written script into a 3D object to achieve the effect.
Here's a small example, using unity 3D to achieve a control of the movement of the villain, the villain can move forward, backward, left and right.
1. Create a scene from the File-> New scene;
2. Create a gameobject by creating Empty, which is the game object;
3, in the Inspector panel to change the name of this object to "Hero" (Remember to press ENTER), wait a while the script will use this name to find this object, such as:
4. Click Add Component, select Mesh---mesh Renderer as shown:
5. Click on Add Component again to add mesh-and mesh Filter
6. Click the small button in the mesh Filter and select Quad on the popup page.
7. Create a folder in Project resources and create four folders in it: Forward,back,right,left, these four folders are used to place picture files;
Create the file: 2d.js, and use the editor to open the code as follows:
<strong><span style= "Font-size:18px;color: #ff0000;" > #pragma strictprivate var hero:gameobject;//map array private var forward:object[];p rivate var left:object[];p Rivate v Ar right:object[];p rivate var back:object[];//Figure Walk Chart counter private var counter:int;//frames per second private var fps:float = 2;//Limit Frame Time private var time:float = 0;//Determines whether the button is pressed with a Boolean value of private var keyforward:boolean;private var keyback:boolean;private va R keyleft:boolean;private Var keyright:boolean;//current map Array private var anim:object[];//current direction private var Pointer:int = 1 ;//The value of the direction vector, that is, the size of the speed private var f:float = 0.001f;function Start () {hero = Gameobject.find ("Hero"); forward = Resources.loadal L ("Woman/forward"); left = Resources.loadall ("Woman/left"), right = Resources.loadall ("Woman/right"), back = Resource S.loadall ("Woman/back"); anim = Forward;counter = 0;} function Ongui () {guilayout.beginhorizontal ();//four buttons arranged horizontally keyforward = Guilayout.repeatbutton ("forward"); Keyleft = Guilayout.repeatbutton ("left"); keyright = GuilayoUt. RepeatButton ("right"); Keyback = Guilayout.repeatbutton ("backwards"); Guilayout.endhorizontal ();//the button to determine the button if (keyforward) {setanimation (1,forward); Hero.transform.Translate ( Vector3.forward * f);} if (keyleft) {setanimation (2,left); Hero.transform.Translate (-vector3.right * f);} if (keyright) {setanimation (3,right); Hero.transform.Translate (Vector3.right * f);} if (keyback) {setanimation (4,back); Hero.transform.Translate (Vector3.back * f);} *///determine the current direction of switch (pointer) {case 1:hero.transform.translate (-vector3.forward * f); Break;case 2: Hero.transform.Translate (-vector3.right * f); Break;case 3:hero.transform.translate (Vector3.right * f); Break;case 4: Hero.transform.Translate (Vector3.forward * f); break;} Response Animation Handleanimation (ANIM);} function Setanimation (p:int,o:object[]) {pointer = p;//specified direction is Panim = o;//Specify map array}function handleanimation (tex:object[]) {//Calculate limit frame time + + time.deltatime;//limit frame toggle Picture if (Time >= 1.0/fps) {counter++;time = 0;if (counter >= anim.length) {C Ounter = 0;}} Assigns the corresponding map to the protagonist object Hero.renderer.Material.maintexture = Tex[counter];var Rect:rect = rect (100,100,32,48); Gui. Drawtexture (rect,tex[counter],scalemode.stretchtofill,true,0); Side of the Thumbnail object}</span></strong>
8, after saving, drag the file to hero;
9. Select material for mesh renderer
10, by adjusting the camera and hero position, so that the camera can see Hero;
11. Operation:
Unity uses Gameobject to create simple, movable objects