c # Unity base induction method (2)

Ctrip call

void Start()
    {
        print("task1");
        print("task2");
        //print("task3");
        StartCoroutine("Task3");//开启携程方法
        print("task4");
    }
    void Update()
    {
        if (Input.GetKey(KeyCode.Space))
        {
            StopCoroutine("Task3");
        }
    }
    IEnumerator Task3()
    {
        yield return new WaitForSeconds(2f);//停顿2s
        print("task3");
    }

Rigid body movement (virtual axis)

Still can not forget the finished "parameter" r pass objects to write their own

	private Rigidbody r;
    // Start is called before the first frame update
    void Start()
    {
        r = gameObject.GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {
        //刚体的移动
        float h = Input.GetAxis("Horizontal");
        float v = Input.GetAxis("Vertical");
        r.MovePosition(r.position+transform.right * h * Time.deltaTime * 2f);

        r.MovePosition(r.position + transform.forward * v * Time.deltaTime * 2f);
    }

Collision events

It is a collection of collision impact parameter, which has all the features you need collision information

	//碰撞事件检测
    private void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.name!="Plane")
        {
            print("Enter: " + collision.gameObject.name);
        }
    }
    private void OnCollisionExit(Collision collision)
    {
        if (collision.gameObject.name!="Plane")
        {
            print("Exit:" + collision.gameObject.name);
        }
    }
    private void OnCollisionStay(Collision collision)
    {
        if (collision.gameObject.name!="Plane")
        {
            print("Stay: " + collision.gameObject.name);
        }
    }

Trigger Trigger

After the collision is a trigger, box collider inside the check is trigger, impactor into a flip-flop.
Collision triggered three conditions:

	//trigger事件,运动的物体必须带有collider和rigidbody
    //另一个物体必须至少有collider
    //其中一个勾选IsTrigger
    private void OnTriggerEnter(Collider other)
    {
        print("triggerEnter: " + other.gameObject.name);
    }
    private void OnTriggerExit(Collider other)
    {
        print("triggerExit: " + other.gameObject.name);
    }
    private void OnTriggerStay(Collider other)
    {
        print("triggerStay: " + other.gameObject.name);
    }
}

Prefabricated destroyed body ( life )

In the creation of the preform you will often need to add a life that automatically destroy destroy ().
Can be found in the prefabs (preform own folder) in the preform, open prefab view
can also be the object> direct cut over to see

void Start()
    {
        Destroy(gameObject, 0.2f);//活不过2s
    }

Physical ray

The same mechanism is triggered.

// Start is called before the first frame update
private Ray ray;
private RaycastHit hit;
public GameObject obj;
// Update is called once per frame
//创建一条射线
//检测射线与其他物体的碰撞,得到碰撞信息
//通过碰撞信息对物体进行处理
void Update()
{
    //鼠标左键按下发射射线
    if (Input.GetMouseButtonDown(0))
    {
        //使用主摄像机创建一条射线,射线方向是到鼠标点击位置
        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        //使用物理类中的射线检测方法
    if (Physics.Raycast(ray,out hit))
    {
        Instantiate(obj, hit.collider.transform.position, hit.collider.transform.rotation);
        //将碰撞到的物体销毁
        GameObject.Destroy(hit.collider.gameObject);
    }
    }
}

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Origin blog.csdn.net/qq_45946890/article/details/104673259