1.物体操作

public class EmptyTest : MonoBehaviour
{
    //对应子组件,通过拖拽进行关联
    public GameObject cube;
    //获取预设体(unity编辑器里,拖拽关联)
    public GameObject Prefab;

    // Start is called before the first frame update
    void Start()
    {
        //物体名
        Debug.Log(gameObject.name);
        //物体标签
        Debug.Log(gameObject.tag);
        //物体图层
        Debug.Log(gameObject.layer);
        //画线
        Debug.DrawLine(new Vector3(1, 0, 0), new Vector3(1, 1, 0), Color.red);
        //是否真正激活(也许会跟着父物体一起)
        Debug.Log(cube.activeInHierarchy);
        //自身激活
        Debug.Log(cube.activeSelf);
        //获取Transform组件
        Debug.Log(transform.position);
        //获取其他组件
        BoxCollider bc = GetComponent<BoxCollider>();
        //获取当前物体子物体身上的某个组件
        GetComponentInChildren<CapsuleCollider>(bc);
        //获取当前物体父物体身上的某个组件
        GetComponentInParent<BoxCollider>(bc);
        //添加一个组件
        cube.AddComponent<AudioSource>();

        //通过游戏物体的名称来获取游戏物体
        GameObject test = GameObject.Find("test");
        //通过游戏标签来获取游戏物体
        test = GameObject.FindWithTag("test");
        //通过预设体实例化游戏物体
        Instantiate(Prefab);
        //通过预设体实例化游戏物体 并 作为当前物体的子物体存在
        Instantiate(Prefab,transform);

        //通过预设体实例化游戏物体 并 放置到指定的位置
        Instantiate(Prefab, Vector3.zero,Quaternion.identity);

        //销毁
        Destroy(test);
    }

    // Update is called once per frame
    void Update()
    {
        
    }
}

 

 

2.时间操作

public class TimeTest : MonoBehaviour
{
    float timer = 0;
    // Start is called before the first frame update
    void Start()
    {
        //游戏开始到现在所花的时间
        Debug.Log(Time.time);
        //时间缩放值
        Debug.Log(Time.timeScale);
        //固定时间间隔
        Debug.Log(Time.fixedDeltaTime);
        
    }

    // Update is called once per frame
    void Update()
    {
        //计时器,脚本开始执行到现在过了多久
        timer = timer + Time.deltaTime;
        Debug.Log(timer);

        //上一帧到这一帧所用的游戏时间
        Debug.Log(Time.deltaTime);
    }
}

 

3.文件操作

public class ApplicationTest : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        //游戏数据文件夹路径(/Assets) 只读,加密压缩
        Debug.Log(Application.dataPath);

        //持久化文件夹路径 (不同平台下的保存文件的地址)
        Debug.Log(Application.persistentDataPath);

        //StreamingAssets文件夹 (只读,但不会加密压缩)(需要自己创建文件夹)
        Debug.Log(Application.streamingAssetsPath);

        //临时文件夹
        Debug.Log(Application.temporaryCachePath);

        //是否后台运行
        Debug.Log(Application.runInBackground);

        //打开Url
        Application.OpenURL("www.baidu.com");

        //退出游戏
        Application.Quit();

    }

    // Update is called once per frame
    void Update()
    {
        
    }
}

 

4.场景管理

public class SceneTest : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        //场景类
        //通过索引加载场景
        SceneManager.LoadScene(1);
        //通过名称加载场景
        SceneManager.LoadScene("myScene");

        //获取当前场景
        Scene scene = SceneManager.GetActiveScene();
        //场景名称
        Debug.Log(scene.name); 
        //场景是否被加载
        Debug.Log(scene.isLoaded);
        //场景路径
        Debug.Log(scene.path);
        //场景索引
        Debug.Log(scene.buildIndex);

        //获取场景中的物体                                                                                                                                                                                          
        GameObject[] gos = scene.GetRootGameObjects();


        //场景管理类
        
        //当前活动的场景数量
        Debug.Log(SceneManager.sceneCount);
        //创建新场景
        Scene newScene = SceneManager.CreateScene("newScene");
        //卸载场景
        SceneManager.UnloadSceneAsync(newScene);
        //加载场景(叠加到现有的)
        SceneManager.LoadScene("myScene",LoadSceneMode.Additive);
        //加载场景 (异步加载)




    }

    // Update is called once per frame
    void Update()
    {
        
    }
}

 

5.异步加载场景,获取加载进度

public class AsyncTest : MonoBehaviour
{
    //加载返回
    AsyncOperation operation;

    // Start is called before the first frame update
    void Start()
    {
        StartCoroutine(loadScene());
    }

    //异步加载场景
    IEnumerator loadScene()
    {
        operation = SceneManager.LoadSceneAsync(1);
        //加载完场景不自动跳转
        operation.allowSceneActivation = false;
        yield return operation;
    }

    float timer = 0;

    // Update is called once per frame
    void Update()
    {
        //加载进度  ( 0 - 0.9)
        Debug.Log(operation.progress);
        //一段时间后跳转
        timer = timer + Time.deltaTime;
        if (timer > 5) { 
        //等待5秒后自动跳转场景
            operation.allowSceneActivation = true;
        }

    }
}

 

6.Transform

public class TransformTest : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        //获取位置
        
        //世界位置
        Debug.Log(transform.position);
        //相对位置(父
        Debug.Log(transform.localPosition);

        //获取旋转
        Debug.Log(transform.rotation);
        Debug.Log(transform.localRotation);
        //欧拉角
        Debug.Log(transform.eulerAngles);
        Debug.Log(transform.localEulerAngles);

        //获取缩放
        Debug.Log(transform.localScale);

        //向量
        //前,右,上
        Debug.Log(transform.forward);
        Debug.Log(transform.right);
        Debug.Log(transform.up);



        //父子关系
        GameObject parent = transform.parent.gameObject;
        //子物体个数
        Debug.Log(transform.childCount);
        //解除与子物体的父子关系
        transform.DetachChildren();

        //获取子物体
        Transform child1 = transform.Find("Child1");
        child1 = transform.GetChild(0);

        //判断一个物体是不是另一个物体的子物体
        bool res = transform.IsChildOf(child1);
        Debug.Log(res);

        //设置父物体
        child1.SetParent(transform);

    }

    // Update is called once per frame
    void Update()
    {
        //时刻看向 0,0,0
        transform.LookAt(Vector3.zero);
        //旋转
        transform.Rotate(Vector3.up,1);
        //绕某个物体旋转(绕的点,绕的轴,帧旋转值)
        transform.RotateAround(Vector3.zero, Vector3.up, 5);
        //移动(向前0.1/帧)
        transform.Translate(Vector3.forward * 0.1f);
    }
}

 

7.键鼠操作

public class KeyTest : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        //鼠标的点击
        //单击按下鼠标 0左键,1右键,2滚轮
        if (Input.GetMouseButtonDown(0)) {
            Debug.Log("鼠标左键按下了");
        }
        //持续按下鼠标
        if (Input.GetMouseButton(0))
        {
            Debug.Log("鼠标持续按着");
        }
        //抬起鼠标按键
        if (Input.GetMouseButtonUp(0))
        {
            Debug.Log("鼠标按键抬起");
        }

        //键盘按键
        //按下键盘按键
        if (Input.GetKeyDown(KeyCode.A))
        {
            Debug.Log("按下了A");
        }
        //持续按下键盘按键
        if (Input.GetKey(KeyCode.A))
        {
            Debug.Log("A持续按下");
        }
        //按键抬起(可以使用字符'a')
        if (Input.GetKeyUp(KeyCode.A))
        {
            Debug.Log("A抬起");
        }
    }
}

 

8.虚拟轴操作

public class AxisTest : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        //获取水平轴
        float horizontal = Input.GetAxis("Horizontal");
        float vertical = Input.GetAxis("Vertical");

        //虚拟按键
        if (Input.GetButtonDown("jump")) {
            Debug.Log("空格");
        }
        if (Input.GetButton("jump"))
        {
            Debug.Log("空格");
        }
        if (Input.GetButtonUp("jump"))
        {
            Debug.Log("空格");
        }
    }
}

 

9.触屏/触摸 (Touch)

public class TouchTest : MonoBehaviour
{
    // Start is called before the first frame update
    void Start()
    {
        //开启多点触摸
        Input.multiTouchEnabled = true;
    }

    // Update is called once per frame
    void Update()
    {
        //单点触摸
        if (Input.touchCount == 1) {
            //触摸对象
            Touch touch = Input.touches[0];
            //触摸位置
            Debug.Log(touch.position);
            //触摸阶段
            switch (touch.phase) {
                //开始
                case TouchPhase.Began:
                    break;
                //移动
                case TouchPhase.Moved:
                    break;
                //静止
                case TouchPhase.Stationary:
                    break;
                //打断
                case TouchPhase.Ended:
                    break;
                //结束
                case TouchPhase.Canceled:
                    break;
            }
        }

        //多点触摸
        if (Input.touchCount == 2) {
            //多个触摸的位置
            Touch touch1 = Input.touches[0];
            Touch touch2 = Input.touches[1];
        }
    }
}

 

10.移动控制

public class MoveTest : MonoBehaviour
{   
    //获取组件
    private CharacterController player;


    // Start is called before the first frame update
    void Start()
    {
        player = GetComponent<CharacterController>();
    }

    // Update is called once per frame
    void Update()
    {
        //水平轴
        float horizontal = Input.GetAxis("Horizontal");
        //垂直轴
        float vertical = Input.GetAxis("Vertical");
        //创建为一个方向向量
        Vector3 dir = new Vector3(horizontal,0,vertical);
        player.SimpleMove(dir * 3);
    }
}

 

11.碰撞检测

(两个物体发生碰撞,前提必须有一个物体是刚体)

//发生碰撞
    //Collision 碰撞到的物体的信息
    private void OnCollisionEnter(Collision collision)
    {
        //获取碰撞到的物体
        Debug.Log(collision.gameObject.name);
        
    }

    //持续碰撞中
    private void OnCollisionStay(Collision collision)
    {
        
    }

    //结束碰撞
    private void OnCollisionExit(Collision collision)
    {
        
    }

 

12.触发器

//触发器
    //Collider 进入触发的碰撞器
    private void OnTriggerEnter(Collider other)
    {
        
    }
    private void OnTriggerStay(Collider other)
    {
        
    }

    private void OnTriggerExit(Collider other)
    {
        
    }

 

13.使用刚体控制移动

public class playerMove : MonoBehaviour
{
    //刚体实例
    private Rigidbody player;
    //动画控制器实例
    private Animator animator;
    //虚拟轴
    private float horizontal;
    private float vertical;
    //移动向量
    Vector3 movement;
    //用四元数表示旋转
    //初始化表示不旋转
    Quaternion Rotation = Quaternion.identity;
    //旋转速递
    public float turnSpeed = 20.0f;

    // Start is called before the first frame update
    void Start()
    {
        player = GetComponent<Rigidbody>();
        animator = GetComponent<Animator>();
       
    }

    // Update is called once per frame
    void Update()
    {
        //水平轴
        horizontal = Input.GetAxis("Horizontal");
        //垂直轴
        vertical = Input.GetAxis("Vertical");
    }

    private void FixedUpdate()
    {
        //初始化移动向量
        movement.Set(horizontal, 0, vertical);
        movement.Normalize();
        
        //判断是否有横向移动/纵向移动
        bool hasHorizontal = !Mathf.Approximately(horizontal, 0.0f);
        bool hasVertical = !Mathf.Approximately(vertical, 0.0f);

        //判断是否在移动
        bool isRunning = hasHorizontal || hasVertical;

        animator.SetBool("isRun", isRunning);

        //用三维矢量来表示转向后玩家的方向
        Vector3 desiredForward = Vector3.RotateTowards(transform.forward,movement,turnSpeed * Time.deltaTime,0f);

        Rotation = Quaternion.LookRotation(desiredForward);
    }

    private void OnAnimatorMove()
    {
        //使用用户输入的三维矢量作为移动方向,使用动画中每次0.02秒移动距离作为距离
        player.MovePosition(player.position + movement * 0.05f);

        player.MoveRotation(Rotation);
    }
}