Ugui Essentials Summary

Source: Internet
Author: User

One: (Collision body) Trigger Information detection:

The two objects that collide should meet the conditions:

NO1: Both bodies should have colliding bodies.

NO2: One with a rigid body;

NO3: The script that detects the triggering information needs to be bound to an object with a rigid body

1.monobehaviour.oncollisionenter (Collision Collisioninfo) when entering the collider
2.monobehaviour.oncollisionexit (Collision Collisioninfo) when exiting the collider
3.monobehaviour.oncollisionstay (Collision Collisioninfo) as a stay collider

Get Material color

Public cube1;//script tied to CUBE1, collider

Public Cube2;//cube2 objects that collide and move

public render rend;

void Start ()

{

Gets the component of the current object

rend = getcomponent<renderer> ();

}

void Oncollisionenter (Collision collisioninfo)

{

Debug.Log (Gameobject.name);

Cube2 Get material Yellow collisioninfo.gameobject.getcomponent<renderer> (). Material.color = Color.yellow;

Cube2.transform.Translate (vector3.down *2f * time.deltatime);

}

void Oncollisionstay (Collision collisioninfo)

{

Debug.Log (Collisioninfo.gameobject);

Cube.position = Vector3.movetowards (new Vector3 (3,2,0), New Vector3 (3,5,0), 2f);

Cube.transform.Translate (Vector3.forward * 2f);

Cube.transform.Translate (Vector3.right*0.5f*time.deltatime);

Rend.material.color = Color.Blue;

Cube1 Gets the color blue

}

void Oncollisionexit (Collision collisioninfo)

{

Debug.Log ("The collision is over!" ");

CUBE1 Get color to Black

Rend.material.color = Color.Black;

}

two: (trigger) Trigger Information Detection :

The two objects that collide should meet the conditions:

NO1: Both objects should have colliding bodies;

NO2: At least one rigid body collider is selected and the Istrigger check box is checked, and the other has a minimum of one collider component;

NO3: The script that detects collisions must be attached to the trigger with a rigid body;
1.monobehaviour.ontriggerenter (Collider Other) when entering the trigger
2.monobehaviour.ontriggerexit (Collider Other) when exiting a trigger
3.monobehaviour.ontriggerstay (Collider Other) when stay trigger

Three: Load Scene

Using Unityengine.scenemanagement;

Scenemanager.loadscene ("Simulation training Scene");

Four: mouse follow (coordinate conversion)

canvas canvas;

Recttransform Recttransform;

Vector2 POS;

Vector3 result;

void Start ()

{

Recttransform = transform as recttransform;

canvas = gameobject.find ("Canvas"). Getcomponent<canvas> ();

}

void Update ()

{

if (Recttransformutility.screenpointtolocalpointinrectangle (Canvas.transform as Recttransform, Input.mousePosition , Canvas.worldcamera, out POS))

{

Recttransform.anchoredposition = pos;

Recttransform.parent = Canvas.transform;

}

}

Five: Toggle Add monitoring

Public Gameobject Tog3;

Tog3.getcomponent<toggle> (). Onvaluechanged.addlistener (delegate

{

This. OnClick (TOG3);

});

void OnClick (Gameobject tog)

{

}

Six: Text label display:

Public list<gameobject> toolpic=new list<gameobject> ();

Public list<gameobject> toolpicname = new list<gameobject> ();

void Start ()

{

for (int i = 0; i < Toolpic.count; i++)

{

Eventtriggerlistener.get (Toolpic[i]). OnEnter + = Onmouseenterimage;

Eventtriggerlistener.get (Toolpic[i]). OnExit + = Onmouseexitimage;

}

}

void Onmouseenterimage (Gameobject btn)

{

for (int i = 0; i < Toolpic.count; i++)

{//display the corresponding text according to the picture

if (btn = = Toolpic[i])

{

Toolpicname[i]. SetActive (TRUE);

}

}

}

void Onmouseexitimage (Gameobject btn)

{

for (int i = 0; i < Toolpic.count; i++)

{

if (btn = = Toolpic[i])

{

Toolpicname[i]. SetActive (FALSE);

}

}

}

Seven:3D object 360 degree rotation

public Transform target;

public float speed = 1f;

void Start ()

{

if (target = = null) target = transform;

}

public void Ondrag (Pointereventdata eventData)

{

Method One:

Target.localeulerangles = new Vector3 (0f, Target.localeulerangles.y + eventdata.position.y-y, 0f);

y = eventdata.position.y;

Method Two:

Target.localrotation = Quaternion.euler (0f, -0.5f * eventdata.delta.x * speed, 0f) * target.localrotation;

}

public void Onbegindrag (Pointereventdata eventData)

{

y = eventdata.position.y;

}

Ugui Essentials Summary

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