执行手放弃物体的操作 hand.DetachObject(gameObject, restoreOriginalParent);,然后Hand的DetachObject方法里调用广播函数广播OnDetachedFromHand,最终在Throwable脚本中的实现的OnDetachedFromHand方法里处理了最后被扔出去的逻辑。 public void DetachObject(GameObject objectToDetach, bool restoreOriginalParent = true { ....
1.像前面讲的一样方法选择Panel对象并添加一个Label控件. 2.并点击Add To 按钮,如果Add To按钮不可用,是因为你没有指定字体,可以给Font栏指定"SciFi Font-Normal". 3.在检视面板给刚添加的UILabel的Text项添加一些文本.比如Hello World! 4.移动标签位置到(0,234,0),让它出现在标题栏上. 可以添加多个Label...
publicclassEnemyManagerWithMessagesComponent:MonoBehaviour{privatelist<Game0bject>_enemies=newList<GameObject>();[SerializeField]privateGameObject_enemyPrefab;voidstart(){MessagingSystem,Instance.Attachlistener(typeof(CreateEnemyMessage),this.HandleCreateEnemy);}boolHandleCreateEnemy(Messagemsg){CreateEnemyMessageca...
using UnityEngine;publicclassControl_Scenes:MonoBehaviour{publicGameObject[]m_ObstacleArray;publicTransform[]m_ObstaclePosArray;voidStart(){//因为要生成3段路段,所以生成的障碍物也是不同的,传递不同的下标生成不同的路段障碍物Spawn_Obstacle(1);}//生成障碍物publicvoidSpawn_Obstacle(int index){//销毁原来的...
Base class for everything attached to aGameObject. Note that your code will never directly create a Component. Instead, you write script code, and attach the script to aGameObject. Additional resources:ScriptableObjectas a way to create scripts that do not attach to anyGameObject. ...
Note:If you want to create anAudio Sourcejust for oneAudio Clipthat you have in the Assets folder then you can just drag that clip to the scene view - a GameObject with anAudio Sourcecomponent will be created automatically for it. Dragging a clip onto on existing GameObject will attach the...
Release mode gives faster C# performance when you run your Project in Play mode in the Editor, but you can’t attach any external debuggers. For more information, see Code Optimization Mode. Editor Theme Choose the background to use in the Unity Editor. Light Applies the light grey back...
位于中心位置的是GameController。它是个抽象的GameObject,意指说它与所有物理元素无关,而是用于场景操控。也就是说,其功能是协调游戏活动的各种状态,支持用户输入内容。 接下来是ScoreBoard组件。这种封装方法主要用于更新场景中3D Text GameObjects的“分数”与“时间”。
MonoDevelop对Unity的attach调试不能跨dll Mono: Unity自带Mono版本可能是2.6 Which version of mono used in Unity 3.2? 目前应谨慎考虑采用Mono写需长时间运行的服务器程序 MonoDevelop: MonoDevelop写的源码文件会以UTF8 Unix结尾方式保存 Unity自带的MonoDevelop和官方MonoDevelop的有区别的,不要升级MonoDevelop ...
你管理一个有几千物体的场景,点击单个物体,关掉它显示,或者修改它的static方式之类的根本就是噩梦,用Qherarchy的话,稍微点击下小眼睛关闭就好,对我来说是必备插件,而且可以很容易查找到物体是否有attach script,以及脚本是否出错,非常好使。 我知道很多人是用Hierachy2 的,那个的功能和Qhierarchy类似,但是当时在unity...