Objective
Beginners who learn the unity development engine are exposed to a large number of script classes, and the relationships between these classes are often easily overlooked.
In this paper, some common classes and their relationships in unity engine development are summarized briefly.
The starting address of the blog: Http://blog.csdn.net/duzixi
Unity common script class inheritance diagram
Knowing a little bit about unity development, there are 4 basic levels in the Unity Development Framework: Engineering (applications), scenes, game objects, and components.
In the script, the entire application and scene are controlled by the application class, and both the game object and the component class inherit from the object class.
In derived classes of the object class, there are also classes that most of them belong to resources and are part of the constituent components and game objects.
Some of the commonly used classes do not inherit from the object class in Unityengine, and the main function of these classes is to control the macro from a certain aspect.
In this sense, the application class and other classes with macroscopic control functions can be classified into one category.
In this way, the common scripting classes in unity can be easily divided into the following four categories:
First, macro control class
The main role is to do macro control on one aspect of the Unity program.
Including:
application--Application Classes
input--Input Class
gui--Graphics Output Class
physics--Physics engine class
resources--Resource Class
time--Time Class
Wait a minute
Second, the game object (Gameobject) class
Since unity is a component-oriented development pattern (not object-oriented), it can be seen from the inheritance relationships of classes:
For the Gameobject class there is not much ink, but more content is given to the following component class.
Third, component (Component) class
component classes in script development tend to correspond to the view panels in the graphical interface.
The details of each game object are set and manipulated with the help of component classes.
In a common component class, there are two inheritance relationships that need to be specifically mentioned:
(1) The role controller (Charactercontroller) class inherits from the Collider (Collider) class
(2) There is a set of classes that do not inherit directly from the component class, but inherit indirectly from the behavior class, including our well-known Monobehavior class
As for why this design class, in the introductory chapter is not discussed in depth. But we can first form a perceptual knowledge based on the existing cognition of these component classes.
Iv. Resource Categories
For beginners who are just getting started, resources are typically used directly after the graphical interface is imported.
There are not many scenarios for creating resources through scripts or modifying the resources themselves.
Personally, the mastery of resources is a very important step out of the beginner stage, and it is also an important means for code development to get rid of material limitations.
Post-language
On the way to color marked the foundation, expansion and advanced three categories.
This is for beginners, and for experienced unity developers, these commonly used classes should all belong to the "basics".
On the other hand, each person's learning route is different, the stage division will be not the same, for reference only.
The field is still shallow, welcome to the predecessors of the road to add.
Inheritance relationships for common script classes of "Unity" (introductory article)