标签:hit raycast debug space UI ogr pat ref using
1.鼠标点击移动
public NavMeshAgent agent; public Animator anim; // Update is called once per frame void Update () { if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if(Physics.Raycast(ray, out hit)) { //hit.point //print(hit.point); agent.SetDestination(hit.point); } } anim.SetFloat("speed", agent.velocity.magnitude); }
2.
UI0.01说过了 100像素相当于1米
3. transform.Rotate(new Vector3(0, 0, -speed * Time.deltaTime));//试试?
4.
IEnumerator GameOverAnimation() { while (true) { mainCamera.backgroundColor = Color.Lerp(mainCamera.backgroundColor, Color.red, speed * Time.deltaTime); mainCamera.orthographicSize = Mathf.Lerp(mainCamera.orthographicSize, 4, speed * Time.deltaTime); if( Mathf.Abs( mainCamera.orthographicSize-4 )<0.01f) { break; } yield return 0; } yield return new WaitForSeconds(0.2f); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); }
5.
if ( Input.GetMouseButtonDown(0) ) { GameObject b = GameObject.Instantiate(bullet, transform.position, transform.rotation); Rigidbody rgd = b.GetComponent<Rigidbody>(); rgd.velocity = transform.forward * speed; }
6.
void Update () { float h = Input.GetAxis("Horizontal"); float v = Input.GetAxis("Vertical"); //Debug.Log(h); transform.Translate(new Vector3(h, v, 0) * Time.deltaTime * speed ); }
7.
public float speed =1; public float mouseSpeed =60; // Update is called once per frame void Update () { float h = Input.GetAxis("Horizontal"); float v =Input.GetAxis("Vertical"); float mouse = Input.GetAxis("Mouse ScrollWheel"); transform.Translate(new Vector3(h,mouse*mouseSpeed,v)*Time.deltaTime*speed,Space.World); }
8.显示在面板
[System.Serializable] public class Wave { public GameObject enemyPrefab; public int count; public float rate; }
9.暂停 yield return 0帧;
10.GD_Geek了解一下
11.2d赛车运动
public Rigidbody2D m_Rigidbody; public WheelJoint2D m_LeftWheel; public WheelJoint2D m_RightWheel; public float m_Speed; JointMotor2D jmL, jmR; // Use this for initialization void Start () { jmL = m_LeftWheel.motor; jmR = m_RightWheel.motor; } // Update is called once per frame void Update () { Move(); } void Move() { float ax = Input.GetAxis("Horizontal"); float ay = Input.GetAxis("Vertical"); jmL.motorSpeed = ax * m_Speed; jmR.motorSpeed = ax * m_Speed; Debug.LogError(jmL.motorSpeed); m_LeftWheel.motor = jmL; m_RightWheel.motor = jmR; }
缓动分
//是变化分数,缓动增加分数 IEnumerator AddScoreIE(float p_tonum) { while (m_CurrentScore< p_tonum) { //插值运算 m_CurrentScore = Mathf.Lerp(m_CurrentScore, p_tonum, m_changeSpeed * Time.deltaTime); m_Score_Text.text = ((int)m_CurrentScore).ToString(); yield return 0; } }
真运动
using UnityEngine; using System.Collections; public class CarControll2 : MonoBehaviour { public float m_phSpeed = 5.0f; //速度 public float Speed = 5f; //两个轮子 public WheelJoint2D m_LeftWhell; public WheelJoint2D m_RightWhell; public AudioClip IdelClip; public AudioClip RunClip; public AudioSource m_AudioSource; //JointMotor2D,给轮子加动力 JointMotor2D jmL, jmR; private Transform m_Transform; void Awake() { m_Transform = this.transform; } // Use this for initialization void Start () { //获取jmL, jmR; jmL = m_LeftWhell.motor; jmR = m_RightWhell.motor; } // Update is called once per frame void Update () { Move(); } void Move() { //获取输入 float ax = Input.GetAxis("Horizontal"); float ay = Input.GetAxis("Vertical"); //输入速度 jmL.motorSpeed = ax * Speed; jmR.motorSpeed = ax * Speed; //赋值给轮子 m_LeftWhell.motor = jmL; m_RightWhell.motor = jmR; if (ax!=0) { // AudioSource.PlayClipAtPoint(RunClip,m_Transform.position); m_AudioSource.clip = RunClip; if (!m_AudioSource.isPlaying) { m_AudioSource.Play(); } } else { // AudioSource.PlayClipAtPoint(IdelClip, m_Transform.position); //m_AudioSource.clip = IdelClip; //if (!m_AudioSource.isPlaying) //{ // m_AudioSource.Play(); //} m_AudioSource.Stop(); } if (ay!=0) { //旋转赛车, m_Transform.Rotate(m_Transform.forward, ay * m_phSpeed); } } }
标签:hit raycast debug space UI ogr pat ref using
原文地址:https://www.cnblogs.com/xiaomao21/p/9193741.html