1.右键菜单


function OnGUI(){
    if(Input.GetMouseButton(1))
    {
        GUILayout.BeginArea (new Rect (Input.mousePosition.x,Screen.height-Input.mousePosition.y,200,200));
        GUILayout.Box("This is a Context Menu");
        GUILayout.EndArea ();
     }
}
/*
   if(Input.GetMouseButton(0))
        Debug.Log("Pressed left click.");
    if(Input.GetMouseButton(1))
        Debug.Log("Pressed right click.");
    if(Input.GetMouseButton(2))
        Debug.Log("Pressed middle click.");
*/



2.用辅助键/双键控制视角


using UnityEngine;
using System.Collections;

public class ControlCamerMove : MonoBehaviour {
  void Update () {
  if(Input.GetKeyDown(KeyCode.LeftControl)){
   this.GetComponent<MouseLook>().enabled = false;
  }
  if(Input.GetKeyUp(KeyCode.LeftControl)){
   this.GetComponent<MouseLook>().enabled = true;
  }
 }
}



3.与网页交互-打开网页


function OnGUI()
{
 GUILayout.Label("当前场景:"+ Application.loadedLevelName);

 if(GUILayout.Button("打开网页"))
  Application.OpenURL("www.baidu.com");

}



4.在unity中播放视频--绘制


#pragma strict
var movTexture:MovieTexture;

function Start ()
{
 movTexture.loop = true;
}


function OnGUI()
{
 GUI.DrawTexture(new Rect (0,0,Screen.width,Screen.height),movTexture,ScaleMode.StretchToFill);
 if(GUILayout.Button("播放/继续"))
 {
  if (!movTexture.isPlaying)
  {
   movTexture.Play();
  }
 }
 if(GUILayout.Button("暂停播放"))
 {
  movTexture.Pause();
 }
 if(GUILayout.Button("停止播放"))
 {	 贴图
  movTexture.Stop();
 }
}



5.在unity中播放视频--作为plane的材


#pragma strict
var movTexture:MovieTexture;

function Start ()
{
 this.renderer.material.mainTexture = movTexture;
 movTexture.loop = true;
}


function OnGUI()
{
 if(GUILayout.Button("播放/继续"))
 {
  if (!movTexture.isPlaying)
  {
   movTexture.Play();
  }
 }
 if(GUILayout.Button("暂停播放"))
 {
  movTexture.Pause();
 }
 if(GUILayout.Button("停止播放"))
 {
  movTexture.Stop();
 }
}



6.用材质偏移模拟水流效果


using UnityEngine;
using System.Collections;

public class Whatflow : MonoBehaviour {

 public float scrollSpeed=3;

 void Update () {
  float offset = Time.time*scrollSpeed;
  renderer.material.SetTextureOffset("_MainTex",new Vector2(0,offset));
 }
}



7.从网页上获取一张图片并动态使用


var url = "http://img.sucai.redocn.com/attachments/images/201011/20101110/20101109_da85542f8635f3c5b963vil1B8qeeS9O.jpg";

function Start () {
 
 var www : WWW = new WWW (url);
 //定义www为WWW类型并且等于被下载的内容。
 
 yield www;
 //等待www完全下载。
 
 this.renderer.material.mainTexture = www.texture;
 //将下载下来的WWW中的图片赋予到默认物体的材质上进行渲染出来
}



8.点击物体使其变为半透明


//要将物体的shader方式改为Tansparent/Diffuse,才可以实现点击时变为半透明
function Start()
{
 this.renderer.material.shader = Shader.Find("Transparent/Diffuse");
}

function OnMouseDown () {
  this.renderer.material.color.a=0.5;
   
}

function OnMouseUp() {
  if(this.renderer.material.color.a!=1)
  {
     this.renderer.material.color.a=1;
  }
}



9.控制物体移动(3种)


#pragma strict
var movespeed = 20;


//1.键盘控制,按W/A/S/D可以朝着不同方向移动

 function Update () {
  if(Input.GetKey(KeyCode.W))
  {
   Debug.Log("W向前移动");
   this.transform .Translate(Vector3.forward*Time.deltaTime*movespeed);
  }
  if(Input.GetKey(KeyCode.S))
  {
   Debug.Log("S向后移动");
   this.transform .Translate(-Vector3.forward*Time.deltaTime*movespeed);
  }
  if(Input.GetKey(KeyCode.A))
  {
   Debug.Log("A向左移动");
   this.transform .Translate(Vector3.left*Time.deltaTime*movespeed);
  }
  if (Input.GetKey(KeyCode.D))
  {
   Debug.Log("D向右移动");
   this.transform .Translate(Vector3.right*Time.deltaTime*movespeed);
  }
 
 
 
  if(Input.GetKey(KeyCode.UpArrow))
  {
   Debug.Log("向前移动");
   this.transform .Translate(Vector3.forward*Time.deltaTime*movespeed);
 
  }
  if(Input.GetKey(KeyCode.DownArrow))
  {
   Debug.Log("向后移动");
   this.transform .Translate(-Vector3.forward*Time.deltaTime*movespeed);
 
  }
  if(Input.GetKey(KeyCode.LeftArrow))
  {
   Debug.Log("向左移动");
   this.transform .Translate(Vector3.left*Time.deltaTime*movespeed);
 
  }
  if(Input.GetKey(KeyCode.RightArrow))
  {
   Debug.Log("向右移动");
   this.transform .Translate(Vector3.right*Time.deltaTime*movespeed);
 
  }
 
 }




//2.在物体上按下鼠标,物体朝着某给定方向移动

function OnMouseUp() {
  this.transform .Translate(Vector3.left * Time.deltaTime * movespeed);
}



//3.添加按钮,通过按钮实现移动
function OnGUI()
{
 if(GUILayout.Button("向前移动", GUILayout.Height(50)))
  this.transform.Translate(Vector3.forward*Time.deltaTime*movespeed);
 if(GUILayout.Button("向后移动", GUILayout.Height(50)))
  this.transform.Translate(-Vector3.forward*Time.deltaTime*movespeed);
 if(GUILayout.Button("向左移动", GUILayout.Height(50)))
  this.transform.Translate(Vector3.left*Time.deltaTime*movespeed);
 if(GUILayout.Button("向右移动", GUILayout.Height(50)))
  this.transform.Translate(Vector3.right*Time.deltaTime*movespeed);
 GUILayout.Label("立方体的位置:"+this.transform .position);
}



10.音频控制


using UnityEngine;
using System.Collections;

public class sound : MonoBehaviour {

 // Use this for initialization
 void Start () {
 
 }
 
 // Update is called once per frame
 void Update () {
 
 }

    void OnGUI() {
    // 这个函数会自动触发,在游戏界面上启动按钮之类的用户界面。
    // 下面的代码就顾名思义的吧。自己尝试一下就知道了。
       
     if (GUI.Button(new Rect(0, 60, 100, 50), "Play"))
            audio.Play();
 
        if (GUI.Button(new Rect(0, 120, 100, 50), "Pause"))
            audio.Pause();
 
        if (GUI.Button(new Rect(0, 180, 100, 50), "Stop"))
            audio.Stop();
    }
}



11.自定义控制键


#pragma strict
var my_key:KeyCode;

function Start () {
my_key = KeyCode.T;

}

function Update () {
if (Input.GetKeyDown(my_key))
        {
            this.transform.position.y +=2;
        }
}