using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class demo3 : MonoBehaviour
{
public GameObject Cube;
public GameObject Prefab;
float time = 0;
float timer = 0;
AsyncOperation operation;
// Start is called before the first frame update
/// <summary>
///
/// </summary>
void Start()
{
//Debug.Log(gameObject.name);
//Debug.Log(Cube.name);
//Debug.Log(Cube.activeInHierarchy);
//Debug.Log(Cube.activeSelf);
//从当前物体自身获取组件
//BoxCollider bc = GetComponent<BoxCollider>();
//获取父物体身上获取某个组件
//GetComponentInParent<Transform>();
//获取子物体身上的某个组件
//Transform childts = GetComponentInChildren<Transform>(bc);
//Debug.Log(childts.position);
//gameObject.AddComponent<AudioSource>();
//Cube.AddComponent<AudioSource>();
//查找物体
// GameObject obj = GameObject.Find("Test");
//Debug.Log(obj.name);
//实例化预制体
//for (int i = 0; i < 100; i++)
//{
// Instantiate(Prefab, new Vector3(i * 0.5f, i * 0.1f, 0), Quaternion.identity);
//}
//游戏开始到现在所花的时间
//Debug.Log(Time.deltaTime);
//时间缩放值
//Debug.Log(Time.timeScale);
//固定时间间隔
//Debug.Log(Time.fixedDeltaTime);
//游戏数据文件夹路径(只读,加密)
//Debug.Log(Application.dataPath);
//持久化文件夹路径 (可写)
//Debug.Log(Application.persistentDataPath);
//游戏数据文件夹路径(只读,不加密)
//Debug.Log(Application.streamingAssetsPath);
//临时文件夹
//Debug.Log(Application.temporaryCachePath);
//后台运行
//Debug.Log(Application.runInBackground);
//打开一个网址
//Application.OpenURL("https://fanyi.baidu.com/#en/zh/Application");
//退出游戏
//Application.Quit();
//用场景索引切换
//SceneManager.LoadScene("MyScene");
//用场景名称切换
//SceneManager.LoadScene(1);
//获取当前场景
//Scene curr = SceneManager.GetActiveScene();
//Debug.Log("场景名称" + curr.name);
//Debug.Log("获取当前场景下所有物体数量" + curr.GetRootGameObjects().Length);
//Debug.Log("是否加载" + curr.isLoaded);
//Debug.Log("当前场景路径" + curr.path);
//Debug.Log("场景索引" + curr.buildIndex);
//创建场景
//Scene NewScene = SceneManager.CreateScene("NewScene");
//场景数量
//Debug.Log(SceneManager.sceneCount);
//卸载场景
//SceneManager.UnloadSceneAsync(NewScene);
//SceneManager.UnloadSceneAsync("NewScene");
//场景加载模式
//SceneManager.LoadScene("MyScene",LoadSceneMode.Single); //替换
//SceneManager.LoadScene("MyScene",LoadSceneMode.Additive); //添加
//异步加载场景
//StartCoroutine(loadScene());
/*
//获取位置
Debug.Log(transform.position); //世界坐标
Debug.Log(transform.localPosition); //本地坐标
//获取旋转
Debug.Log(transform.rotation);
Debug.Log(transform.localRotation);
Debug.Log(transform.eulerAngles);
Debug.Log(transform.localEulerAngles);
//获取向量
Debug.Log(transform.forward);
Debug.Log(transform.right);
Debug.Log(transform.up);
*/
//获取父物体
//GameObject parents = transform.parent.gameObject;
//Debug.Log(parents.name);
//获取子物体个数
//Debug.Log(transform.childCount);
//接触与子物体的父子关系
//transform.DetachChildren();
//查找物体
//Transform obj = transform.Find("child");
//GameObject obj = GameObject.Find("child");
//obj = transform.GetChild(0);
//Debug.Log(obj.IsChildOf(transform));
//设置父物体
//obj.SetParent(transform);
//开启多点触摸
//Input.multiTouchEnabled = true;
}
//异步加载场景方法
IEnumerator loadScene()
{
operation = SceneManager.LoadSceneAsync(1);
//自动加载场景
operation.allowSceneActivation = false;
yield return operation;
}
// Update is called once per frame
void Update()
{
//time += Time.deltaTime;
//if(time > 3)
//{
// Debug.Log("时间大于3");
//}
//大于5秒自动加载场景
//timer += Time.deltaTime;
//if (timer > 5)
//{
// operation.allowSceneActivation = true;
//}
//Debug.Log(operation.progress);
//固定看向某个点
//transform.LookAt(Vector3.zero);
//围绕某个物体旋转
//transform.Rotate(Vector3.up,5);
//transform.Rotate(new Vector3(90, 0, 0), 5);
//transform.Rotate(Vector3.up);
//移动
//transform.Translate(Vector3.forward*0.1f);
//鼠标事件 0左键 1右键 2滚轮
//if (Input.GetMouseButtonDown(2))
//{
// Debug.Log("按下左键");
//}
//if (Input.GetMouseButton(2))
//{
// Debug.Log("持续按下");
//}
//if (Input.GetMouseButtonUp(2))
//{
// Debug.Log("抬起左键");
//}
//键盘事件
//if (Input.GetKeyDown(KeyCode.A))
//{
// Debug.Log("按下A键");
//}
//if (Input.GetKey(KeyCode.A))
//{
// Debug.Log("持续按下A键");
//}
//if (Input.GetKeyUp(KeyCode.A))
//{
// Debug.Log("抬起A键");
//}
//获取水平轴
//float horizontal = Input.GetAxis("Horizontal");
//float vertical = Input.GetAxis("Vertical");
//Debug.Log(horizontal + " " + vertical);
//虚拟按键
//if (Input.GetButtonDown("Jump"))
//{
// Debug.Log("按下空格");
//}
//if (Input.GetButton("Jump"))
//{
// Debug.Log("持续按下空格");
//}
//if (Input.GetButtonUp("Jump"))
//{
// Debug.Log("抬起空格");
//}
//判断单点触摸
if (Input.touchCount == 1)
{
//触摸对象
Touch toc = Input.touches[0];
//触摸位置
Debug.Log(toc.position);
//触摸对象
Touch touch = Input.GetTouch(0);
//触摸阶段
switch (touch.phase)
{
case TouchPhase.Began:
break;
case TouchPhase.Moved:
break;
case TouchPhase.Stationary:
break;
case TouchPhase.Ended:
break;
case TouchPhase.Canceled:
break;
default:
break;
}
}
//多点触摸
//if (Input.touchCount == 2)
//{
// Touch toc1 = Input.GetTouch(0);
// Touch toc2 = Input.GetTouch(1);
// switch (toc1.phase)
// {
// case TouchPhase.Began:
// break;
// case TouchPhase.Moved:
// break;
// case TouchPhase.Stationary:
// break;
// case TouchPhase.Ended:
// break;
// case TouchPhase.Canceled:
// break;
// }
// switch (toc2.phase)
// {
// case TouchPhase.Began:
// break;
// case TouchPhase.Moved:
// break;
// case TouchPhase.Stationary:
// break;
// case TouchPhase.Ended:
// break;
// case TouchPhase.Canceled:
// break;
// }
//}
}
}
unity练习笔记
最新推荐文章于 2025-04-28 00:59:41 发布