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u3d新手 零碎知识点记录

2016-02-17 10:26 225 查看
*** U3D使用哪个IDE?

默认mono,使用VS 2013比较好。

如何设置脚本编辑工具:

Edit-- >Preferences-->External Tools面板有一个External Script Editor 选择脚本编辑软件

*** 如何设置vs的快捷键和eclipse一样?

一个一个设置,没有批量导入功能。不爽。

*** 给一个物体一个力

1) 物体加上 rigidBody ,

2)

Rigidbody rd;

rd = GetComponent<Rigidbody>();

float x = Input.GetAxis ("Horizontal"
);

float z = Input.GetAxis ("Vertical");

Vector3 pos = new Vector3 (x,0.0f,z);

rd.AddForce (pos * speed);

*** 碰撞

void OnTriggerEnter(Collider other) {

if(other.gameObject.CompareTag("pick up")){

Debug.Log("碰撞了");

other.gameObject.SetActive(false);

}

}

*** 相机跟随

1)

Vector3 offset;

offset = transform.position - player.transform.position;

transform.position = player.transform.position + offset;

2) 在 smooth s内跟随移动

public Transform target;

public float smoothing =5f;

Vector3 offset;

offset = transform.position - target.position;

Vector3 targetCamPos = target.position + offset;

transform.position = Vector3.Lerp(transform.position,targetCamPos,smoothing * Time.deltaTime);

*** Update、Fixedupdate、LateUpdate 区别

Update 每一帧都调用

FixedUpdate 固定更新 处理刚体 物理逻辑时用

lateUpdate 晚于更新 相机跟随用

*** 花1s时间 物体从 pos 移动得到 target

var start : Transform;

var end : Transform;

function Update () {

transform.position = Vector3.Lerp(start.position, end.position, Time.time);

}

*** 脚本绘制一个纹理

oneTexture = (Texture2D)Resources.Load("OneTexture/Grass");

GUI.DrawTexture(new Rect(110, 20, 120, 120), oneTexture, ScaleMode.ScaleToFit, true, 0);

*** 声音播放

public AudioClip fire;

audio.PlayOneShot(fire);

*** 移动物体

playerRigidbody.MovePosition(transform.position + movement);

*** 旋转向鼠标点击的方向

Ray camRay = Camera.main.ScreenPointToRay(Input.mousePosition);

RaycastHit floorHit;

if(Physics.Raycast(camRay,out floorHit,camRayLength,floorMask)){

Vector3 playerToMouse = floorHit.point - transform.position;

playerToMouse.y = 0f;

Quaternion newRotation = Quaternion.LookRotation(playerToMouse);

playerRigidbody.MoveRotation(newRotation);

}

*** 加载正运行的场景 scene

Application.LoadLevel (Application.loadedLevel);

*** 敌人攻击脚本

void OnTriggerEnter (Collider other)

{

if(other.gameObject == player)

{

playerInRange = true;

}

}

void OnTriggerExit (Collider other)

{

if(other.gameObject == player)

{

playerInRange = false;

}

}

timer += Time.deltaTime;

if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)

{

Attack ();

}

if(playerHealth.currentHealth <= 0)

{

anim.SetTrigger ("PlayerDead");

}
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