using UnityEngine; using System.Collections; public class Test1 : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { //this.transform.Translate(new Vector3(0,0.2f,0)); } }
using UnityEngine; using System.Collections; public class Test2 : MonoBehaviour { int speed = 5; float x,z; public Transform newobject; bool bLeft,bRight; public GameObject gb1; public Texture texture; float sh = Screen.height; float sw = Screen.width; // Use this for initialization void Start () { //print (1); //newobject = GameObject.Find("qiu1"); bLeft = false; bRight= false; } // Update is called once per frame void Update () { //x = Input.GetAxis("Horizontal")*Time.deltaTime * speed; //z = Input.GetAxis("Vertical")*Time.deltaTime * speed; //this.transform.Translate(x,0,z); if(bLeft){ this.transform.Translate(x-(5*Time.deltaTime),0,z); } if(bRight){ this.transform.Translate(x+(5*Time.deltaTime),0,z); } if(Input.GetButton("Fire1")){ //shot(); } if(Input.GetKey(KeyCode.Q)) { transform.Rotate(0,-25*Time.deltaTime,0,Space.Self); } if(Input.GetKey(KeyCode.E)) { transform.Rotate(0,25*Time.deltaTime,0,Space.Self); } } void OnGUI(){ if(GUI.Button(new Rect(sw-100,sh-50,100,50),"射击")){ shot(); } if(GUI.Button(new Rect(0,sh-100,100,100),"左")){ //this.transform.Translate(x-(5*Time.deltaTime),0,z); if(bLeft){ bLeft = false; }else{ bLeft = true; bRight = false; } } if(GUI.Button(new Rect(100,sh-100,100,100),"右")){ //this.transform.Translate(x+(5*Time.deltaTime),0,z); if(bRight){ bRight = false; }else{ bRight = true; bLeft = false; } } } void shot(){ Transform n = Instantiate(newobject,transform.position,transform.rotation)as Transform; Vector3 fwd = transform.TransformDirection(Vector3.forward); n.rigidbody.AddForce(fwd*2800); } }
using UnityEngine; using System.Collections; public class Test3 : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { if(gameObject.transform.position.y<0){ Destroy(gameObject); } } }
using UnityEngine; using System.Collections; public class Test4 : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { this.transform.Translate(new Vector3(0,0.2f,0)); } }
using UnityEngine; using System.Collections; public class Test5 : MonoBehaviour { int speed = 5; int i1 = 0; int i2 = 0; int i3 = 0; float i12 = 1; float i22; public Transform newobject; // Use this for initialization void Start () { i22 = Random.Range(1,5); } // Update is called once per frame void Update () { if(i1> 500){ transform.Translate(speed*Time.deltaTime,0,0); if(i2> 500){ i1 = 0; } i2++; }else{ transform.Translate(-speed*Time.deltaTime,0,0); i1++; //print (i1); i2 = 0; } if(i12>i22){ shot(); i12 = 0; }else{ i12 = i12 + Time.deltaTime; //print (i12); } } void OnCollisionEnter(Collision collision){ print ("OK"+i3); print (collision.collider.name); i3++; } void shot(){ Transform n = Instantiate(newobject,transform.position,transform.rotation)as Transform; Vector3 fwd = transform.TransformDirection(Vector3.forward); n.rigidbody.AddForce(fwd*2800); } }
using UnityEngine; using System.Collections; public class Test6 : MonoBehaviour { float i1 = 1; float i2; public Transform newobject; // Use this for initialization void Start () { i2 = Random.Range(1,5); } // Update is called once per frame void Update () { if(i1>i2){ shot(); i1 = 0; }else{ i1 = i1 + Time.deltaTime; //print (i1); } } void shot(){ Transform n = Instantiate(newobject,transform.position,transform.rotation)as Transform; Vector3 fwd = transform.TransformDirection(Vector3.forward); n.rigidbody.AddForce(fwd*2800); } }