In the development of Unity 3D games. The game script requires a 3D simulation combination, the script will be written to drag 3D in order to reach the effect object.
Here's a small example that uses unity 3D to implement a villain that controls movement. 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, for example:
4. Click Add Component. Select Mesh---mesh Renderer, for example, to see:
5. Click Add Component again to add mesh-and mesh Filter
6. Click on the small button in the mesh Filter and select Quad on the popup page.
7. Create a directory resources in project and create four directories in it: Forward,back. Right,left. These four directories are used to place picture files;
Create the file: 2d.js, and use the editor to open the code such as the following:
<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;//Infers whether the button is pressed with a Boolean value of private Var keyforward:boolean;private var Keyback:boolean;privat e var keyleft:boolean;private var keyright:boolean;//current map Array private var anim:object[];//current direction private Var Pointer:int = The value of the 1;//direction vector. That is, the size of the speed private var f:float = 0.001f;function Start () {hero = Gameobject.find ("Hero"); forward = Resources.loadall ("woman/f Orward "), left = Resources.loadall (" Woman/left "), right = Resources.loadall (" Woman/right "), Back = Resources.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 ()//Inference button buttonif (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);} *///inference Current Direction 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;}} Assign the corresponding map to the protagonistObject 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. Enable the camera to see the hero;
11. Execution:
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Unity 3D uses Gameobject to create a simple movable object