学习记录1
学习记录2
学习记录3
学习记录4
倒计数
IEnumerator PowerupCountdownRoutine() {
yield return new WaitForSecond(7);
hasPowerup = false;
}
设置一个物体的显示与隐藏
public GameObject powerupIndicator; powerupIndicator.gameObject.SetActive(true); powerupIndicator.gameObject.SetActive(false);
统计场景中,某一标签物体的数量
enemyCount = FindObjectOfType().Length;
刚体附加切向力
targetRb.AddTorque(Random.Range(-10, 10), Random.Range(-10, 10)
鼠标点击事件
private void OnMouseDown() {
Destroy(gameObject);
}
间隔特定时间产生对象
public Listtargets; IEnumerator SpawnTarget() { while(true) { yield return new WaitForSeconds(spawnRate); int index = Random.Range(0, targets.Count); Instantiate(targets[index]); } }
下面是List在界面中的展示
切换视图至2D
创建ui
public TextMeshProUGUI scoreText; scoreText.text = "Score: " + score ;
根据对象名获取对象
private GameManager gameManager;
gameManager = GameObject.Find("Game Manager").GetComponent();
场景管理
重新加载当前场景,从而实现游戏重启
using UnityEngine.SceneManaggement;
public void RestartGame() {
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
界面按钮
using UnityEngine.UI; private Button button; button = GetComponent
按钮绑定事件
button.onClick.AddLIistener(SetDifficulty);
void SetDifficulty() {
...
}



