文章分类 - Unity3D
摘要:public class Cube_Test : MonoBehaviour { public Transform[] target; private float t; private int i = 0; private int temp = 1; void Update() { t = Mathf.Repeat(Time.time, 1); if (Time.time - temp >= 0) { temp += 1; i += 1; if (i == 16) { i = 0; } } transform.position = Vector3.Lerp(target...
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摘要:float y = -Input.GetAxis("Horizontal"); float speed; //加速 if (Input.GetKey("left shift")) speed = 20 * 2; else speed = 20; //移动 Vector3 r = new Vector3(0, 180, -8.35f); r.x = 0; //移动方式 tr.position += Quaternion.Euler(r) * Vector3.left * y * Time.deltaTime * speed;
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摘要:float distance = Mathf.Sqrt((v1.x - v2.x) * (v1.x - v2.x) + (v1.y - v2.y) * (v1.y - v2.y) + (v1.z - v2.z) * (v1.z - v2.z));
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摘要:public var isRendering:boolean=false;private var lastTime:float=0;private var curtTime:float=0;function Update(){isRendering=curtTime!=lastTime?true:false;lastTime=curtTime;}function OnWillRenderObject(){curtTime=Time.time;}
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摘要:private void MakeStroke(Rect position,string txtString,Color txtColor,Color outlineColor,int outlineWidth ){ position.y-= outlineWidth; GUI.color=outlineColor; GUI.Label(position, txtString); position.y+=outlineWidth*2; GUI.Label(position, txtString); position.y-=outlineWidth; position.x-=outlineWid
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摘要:Transform GetTransform(Transform check,string name) { foreach (Transform t in check.GetComponentsInChildren<Transform>()) { if(t.name==name){return t;} GetTransform(t,name); } return null; }
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摘要:private void Enable() { target.transform.parent = transform.parent; target.SetActiveRecursively(true); transform.parent = target.transform; }private void Disable() { transform.parent = target.transform.parent; target.transform.parent = transform; target.SetActiveRecursively(false); }
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摘要:private string timerValue = "0:00:00"; // Use this for initialization void Start() { InvokeRepeating("TimerUpdate", 1.0f, 0.13f); timerSkin = (GUISkin)Resources.Load("TimerGUISkin"); } private void TimerUpdate() { float minutes = Mathf.FloorToInt(Time.time / 60); float
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摘要:GUI.SetNextControlName("InputFieldLC"); inputLC = GUI.TextField(new Rect(Screen.width / 2 + 240,Screen.height - 30,100,20),inputLC); if(GUI.Button(new Rect(Screen.width / 2 + 340, Screen.height - 30,40,20),"定位")) { if(wwwIng == false) { wwwIng = true; Application.ExternalCall(&qu
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摘要:var hit : RaycastHit;private var ButtonClicked = false;private var lastTime :float= 0;private var nowTime :float = 0;function Update (){if(Input.GetMouseButtonDown(0)){ nowTime = Time.time; if (lastTime +0.3 > nowTime) { ButtonClicked = true; } else { ButtonClicked = false; } lastTime = nowTime;
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摘要:DontDestroyOnLoad(instance1);instance1.SetActiveRecursively(false);var www = new WWW("file://f://zhongjian.unity3d"); yield www; var instance : GameObject = Instantiate(www.assetBundle.mainAsset); instance.name = "xxxxxx";
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摘要:/** 用到了unity3d非常好的协同机制实现这一点,OnMouseDown事件表示鼠标已作了射线判断得到了对象。* 拖拽时保持z轴不变,因为屏幕是xy二维的,空间是三维的。* */IEnumerator OnMouseDown (){var camera = Camera.mainCamera;if (camera) {//转换对象到当前屏幕位置Vector3 screenPosition = camera.WorldToScreenPoint (transform.position);//鼠标屏幕坐标Vector3 mScreenPosition=new Vector3 (Input.m
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摘要:代码很简单 :var mouse_pic:Texture;function Start(){Screen.showCursor=false;}function OnGUI(){var mouse_pos=Input.mousePosition;GUI.DrawTexture(Rect(mouse_pos.x,Screen.height-mouse_pos.y,16,20),mouse_pic);}原理其实很简单,首先是隐藏原有的鼠标,然后将一张 小图,放在鼠标的位置上。
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摘要:private var first = Vector2.zero; private var second = Vector2.zero; function Update (){} function OnGUI (){ if(Event.current.type == EventType.MouseDown) { //记录鼠标按下的位置 first = Event.current.mousePosition ; } if(Event.current.type == EventType.MouseDrag) { //记录鼠标拖动的位置 ...
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