代码中设置的名称 图片右键新窗口打开大图 1usingSystem.Collections;2usingSystem.Collections.Generic;3usingUnityEngine;45publicclassMonsterStateChange : MonoBehaviour6{7privateAnimator a;89voidStart()10{11a =this.GetComponent<Animator>();12}131415voidUpdate()16{17if(Input.GetKey(KeyCode.F1)) {18a.SetBool("Attack",true);19}elseif(Inpu...
GetComponent<Slider>().value; float yRotate = transform.Find("inroomPanel/3DVoicePanel/SliderYRotate").GetComponent<Slider>().value; float zRotate = transform.Find("inroomPanel/3DVoicePanel/SliderZRotate").GetComponent<Slider>().value; transform.Find("inroomPanel/3DVoicePanel/TextXShow")....
publicclassCube:MonoBehaviour,IPooledObject{privateRigidbody rig;publicvoidOnObjectSpawn(){ rig = gameObject.GetComponent<Rigidbody>(); rig.velocity = Vector3.zero;//将速度重置为0,物体在被隐藏时仍然具有速度,不然重用时仍然具有向下的速度rig.AddForce(newVector3(Random.Range(0,0.2f),10, Random.Ran...
IPooledObject pooledObj = objectToSpawn.GetComponent<IPooledObject>(); if (pooledObj != null) //判断,并不是所有对象都继承了该接口,例如Cube我想让它向上飞,Sphere则让它直接生成,Sphere就不必继承IPoolObject接口 { pooledObj.OnObjectSpawn(); //调用重用时的方法 } poolDictionary[tag].Enqueue(ob...
database = GetComponent<Database>(); if (database == null) { database = gameObject.AddComponent<Database>(); } _resetId = database.GetDataId(RESET); database.SetData<bool>(_resetId, false); } protected void Reset () { if (_root != null) { ...
tempPos = _manager.GetComponentData<Translation>(targetEntity).Value; } } transform.position = Vector3.Lerp(transform.position, (Vector3)tempPos + offset, speed * Time.deltaTime);//调整相机与玩家之间的距离 } } 最后给主角手里整把枪,OK,现在主角已经能跑了: ...
var score = GameObject.Find("Score").GetComponent<GUIText>(); score.text = "Score: 0"; } This is a slightly shortened example. For performance, I’d actually cache a reference to the GUIText component in the Start method so as to not query for it every method call. ...
UE4 C++:UPrimitiveComponent* Primitive = MyActor->GetComponentByClass(UPrimitiveComponent::StaticClass());USphereComponent* SphereCollider = Cast<USphereComponent>(Primitive);if(SphereCollider != nullptr){// ...} Destroying GameObject / Actor 销毁物体 ...
UE4 C++:UPrimitiveComponent* Primitive = MyActor->GetComponentByClass(UPrimitiveComponent::StaticClass());USphereComponent* SphereCollider = Cast<USphereComponent>(Primitive);if(SphereCollider != nullptr){// ...} Destroying GameObject / Actor 销毁物体 ...
animator = obj.GetComponent<Animator>(); } // Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.W)) { animator.SetBool("Hm_walk", true); } else { animator.SetBool("Hm_walk", false); } }请求大家帮忙了。感谢。 氷雨ice Texture 3 这个叫Hm_walk的参数不...