using UnityEngine; using System.Collections; public class DestroyComponent : MonoBehaviour { void Update () { if(Input.GetKey(KeyCode.Space)) { Destroy(GetComponent<MeshRenderer>()); } } } 这样这个对象就不会再渲染出来,可以看到对象仍在游戏中,而且所有其他元素都在。 除了刚刚移除的MeshRenderer,上...
Unity的GameObject是一个Entity,本身不带任何功能,如果要让其带特定的功能,需要添加对应的Component,也就是说,GameObject的功能实现在其Component上,如果要写代码,必须写在Component里;然而UE4就不一样,UE4的Actor跟代码层的概念更相似,Actor是可以被继承的基类,虽然Actor也可以挂在Component,Component也可以写代码,但是Ac...
AI代码解释 using Photon.Pun;using UnityEngine;publicclassClickFloor:MonoBehaviour{publicGameObject m_Prefab;voidUpdate(){if(Input.GetMouseButtonDown(0)){Ray ray=Camera.main.ScreenPointToRay(Input.mousePosition);RaycastHit hit;if(Physics.Raycast(ray,out hit)){PhotonNetwork.Instantiate(m_Prefab.name,hit.p...
1 using UnityEngine; 2 using System.Collections; 3 public class SeekerBullet : MonoBehaviour { 4 ...//此处省略了其他函数和变量等的声明,请读者自行查阅光盘 5 void Update () { 6 ...//此方法省略了部分代码语句,查看详细代码请读者自行查询光盘 7 if(targetObject) { //如果获取到了Player对象 8 ...
private var cameraScrolling : MyCameraScrolling; // Who is the player controlling private var selected = 0; // List of objects to control public var targets : Transform; function Awake () { // Get the reference to our CameraScrolling script attached to this camera; cameraScrolling = GetCompo...
Camera.main Camera.main is a convenient Unity API call that returns a reference to the first enabled Camera component that is tagged with "Main Camera". This is another example of something that looks like a variable but is in fact an accessory. In this case, the accessor calls an internal...
在虚幻 4 中,碰撞组件和刚体组件是同一个组件,它的基类是 UPrimitiveComponent,这个基类有很多不同的子类(USphereComponent,UCapsuleComponent 等)来配合不同的需求。 虚幻4 C++: UCLASS() classAMyActor:publicAActor { GENERATED_BODY() UPROPERTY()
14、添加空物体GameObject,改名为 World,把CameraGroup,置于其下,并合理设置 GameObject 的 PlayerSpawnPos ,FirstPlatFormCubeSpawnPos位置,作为 Player 和Platform 的初始化生成位置 15、在工程中添加 Platform 脚本,主要功能是继承 MonoBehaviour,在 Update 中控制 Platform 的生成动画,和 Player 跳入和触发 OnCollision...
Custom wave spawnpoint locations (when waves are triggered, control placement of their spawnpoints) Timed 'return instance to pool' component Culling (automatic management of instances near the player) Fully documented C# API, robust inspectors Much more! Part of the Megacrush 'Open World' toolset...
camera.clearFlags = CameraClearFlags.SolidColor; function Update () { var t = Mathf.PingPong (Time.time, duration) / duration; camera.backgroundColor = Color.Lerp (color1, color2, t); } 参见:camera component,Camera.clearFlags属性。