Destory(gameobject) Destory(gameobject,time) //销毁对象
GameObject.FindGameObjectWithTag("tag") GameObject.FindWithTag("tag") //找对象 后者效率更高
Instantiate(gameobject,positon,rotation) 还有很多其他重载
Random.Range(0,1) //0-1随机数
StartCoroutines(fucntion()) StartCoroutines(function,time) //开始协程
EditorSceneManager.LoadScene(EditorSceneManager.GetActiveScene().name) //重新加载当前场景
控制移动:
public float speed = 5.0f;
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
间隔发射子弹:
public float fireRate = 0.5f;
public float nextFire = 0.0f;
if(Input.GetButton("Fire1") && Time.time>nextFire)
{
nextFire = Time.time + fireRate;
nstantiate(shot,shotPawn.position,shotPawn.rotation);
}旋转:
public float tumble = 10.0f;
GetComponent<Rigidbody>().angularVelocity = Random.insideUnitSphere * tumble;
Quaternion.identity; //无旋转
警报灯差值变化:
void Update()
{
if(alarmOn)
{
alarmLight.intensity = Mathf.Lerp(alarmLight.intensity, targetIntensity, fadeSpeed * Time.deltaTime);
}
else
{
alarmLight.intensity = Mathf.Lerp(alarmLight.intensity, 0f, fadeSpeed * Time.deltaTime);
}