🎮
MonoBehaviour
Input 
一种是命名好的,一种是对应的码
检测空格按着 Input.GetKey(“space”);
检测空格按下 Input.GetKeyDown(“space”);
键名大全
十字移动: up down left right
KeyCode.A👉Z
鼠标事件
鼠标按下👈🗡 GetMouseButtonDown(0)
鼠标按着👈🗡 GetMouseButton(0)
鼠标抬起👈🗡 GetMouseButtonUp(0)
请留意:
0代表👈🗡
1👉🗡
2🀄🗡
检测两个物体碰撞
OnCollisionEnter是Mono内置函数
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 | void OnCollisionEnter(Collision collision){
 if (collision.transform.name == "Floor")
 {
 
 Debug.Log("hit the floor");
 }
 }
 
 
 | 
旋转
transform.RotateAround(参数一:某个点(相当于公转),参数二:这个物体的某个轴(相当于自传),参数三:角度(旋转的速度));
机位
只能有一个摄像机生效,但您可以根据需要来使用代码来更改
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 | using System.Collections;using System.Collections.Generic;
 using UnityEngine;
 
 public class GameController : MonoBehaviour
 {
 public GameObject[] gameCameras;
 int gameCamerasCount = 0;
 private void Start()
 {
 print(gameCameras.Length);
 focusOnCamera(gameCamerasCount);
 }
 private void Update()
 {
 if (Input.GetMouseButtonDown(0))
 {
 changeCamera(1);
 
 
 }
 }
 void focusOnCamera(int index)
 {
 
 for (int i = 0; i < gameCameras.Length; i++)
 {
 gameCameras[i].SetActive(i == index);
 }
 
 }
 void changeCamera(int direction)
 {
 gameCamerasCount += direction;
 if (gameCamerasCount >= gameCameras.Length)
 {
 gameCamerasCount = 0;
 }
 if (gameCamerasCount < 0)
 {
 gameCamerasCount = gameCameras.Length - 1;
 }
 focusOnCamera(gameCamerasCount);
 
 }
 }
 
 
 
 
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相机追逐
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 | using System.Collections;using System.Collections.Generic;
 using UnityEngine;
 
 public class ChaseCamera : MonoBehaviour
 {
 
 
 public Transform target;
 
 void Start()
 {
 
 }
 
 
 void Update()
 {
 transform.LookAt(target);
 }
 }
 
 
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在一个脚本内,访问/修改其他脚本文件中的属性
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 | using System.Collections;using System.Collections.Generic;
 using UnityEngine;
 
 public class player : MonoBehaviour
 {
 
 public GameObject bulletPrefab;
 
 void Start()
 {
 }
 
 
 void Update()
 {
 if (Input.GetMouseButtonDown(0))
 {
 GameObject bulletObject = Instantiate(bulletPrefab);
 bullet bullet = bulletObject.GetComponent<bullet>();
 Vector3 shootingDirection = new Vector3(
 .3f,
 .2f,
 1
 );
 bullet.shootingDirection = shootingDirection.normalized;
 
 }
 {
 
 }
 }
 }
 
 
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物体生命周期
以时间为判断
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 | using System.Collections;using System.Collections.Generic;
 using UnityEngine;
 
 public class bullet : MonoBehaviour
 {
 public float shootingForce = 10f;
 public Vector3 shootingDirection;
 public float lifeTime = 3f;
 void Start()
 {
 GetComponent<Rigidbody>().AddForce(shootingDirection * shootingForce);
 }
 
 
 void Update()
 {
 lifeTime -= Time.deltaTime;
 
 if(lifeTime <= 0)
 {
 Destroy(gameObject);
 }
 }
 }
 
 
 | 
String
CompareTo
这是字符串比较的函数,用法👇
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 | string s1 = “c”;string s2 = “b”;
 if(s1.CompareTo(s2)==1)
 {
 }
 
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它有三个返回值
当s1>s2时,s1.CompareTo(s2)==1
当s1=s2时,s1.CompareTo(s2)==0
当s1<s2时 s1.CompareTo(s2)==-1
以上为例,c的 ascⅡ码 大于b,所以返回1
Replace
s.Replace(“.”,”-“)
用-来替换s里的所有的.
Split
指定一个字符来切割元字符串
Substring
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 | string s = "www.llbwy.com";
 s.Substring(4,5);
 
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ToLower & ToUpper
转换成 小写 和 大写
Trim
删除字符串首尾的空白,请留意是首尾
IndexOf & LastIndexOf
在一个字符串中查找有没有包含的字符串,有的话返回第括号内字符第一次出现的下标,不存在的话返回-1
常常用来判断字符串内是否包含一个子字符串
LastIndexOf查看这个特定字符串最后出现的位置
区分大小写
IndexOfAny & LastIndexOfAny
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 | String s = “Hello”;
 char[] anyOf={'H','e','l'};
 
 int i1 = s.IndexOfAny(anyOf));
 
 int i2 = s.LastIndexOfAny(anyOf));
 
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区分大小写