《文法》
【Nullじゃないなら実行】
// :: Callback
Callback_CompletedFX?.Invoke();
// :: Same the above
/*if (Callback_CompletedFX != null)
{
Callback_CompletedFX();
}*/
《EASY to USE》
【EnumのDescriptionを取得して使用】
// :: Enums : Animation Key
private enum eAnimation
{
[Description("idle@loop")]
IDLE,
[Description("run@loop")]
RUN,
[Description("walk@loop")]
WALK
}
// :: for use enum Description
// ::: Ref : http://kawakawa2000.jugem.jp/?eid=27
// ::: I don't understand perfectly yet.
private string GetEnumDescription(eAnimation value)
{
FieldInfo fi = value.GetType().GetField(value.ToString());
var attributes = (DescriptionAttribute[])fi.GetCustomAttributes(typeof(DescriptionAttribute), false);
var descriptionString = attributes.Select(ele => ele.Description).FirstOrDefault();
if(descriptionString != null)
{
return descriptionString;
}
return value.ToString();
}
void Update()
{
anim.Play(this.GetEnumDescription(eAnimation.RUN));
}
【Unity Editorにツールを登録】
// :: for Using
using UnityEditor;
// :: Easy to use
public class MenuTest : MonoBehaviour
{
// :: Location
[MenuItem("MyMenu/Delete All PlayerPrefs")]
// :: Program : Delete All PlayerPrefs
static void DeleteAllPlayerPrefs()
{
PlayerPrefs.DeleteAll();
Debug.Log("deleted all player prefs");
}
}
《イベント》
【ボタンにイベントリスナーを追加】
>>クリックすると動くように
// :: Add Event Listener
btn.onClick.AddListener(this.ClickedButton);
【数秒後に実行】
>>Singletonに定義してそれを持ってきて使うのも可能
<<CT_Ruler>>
// :: Do Action after Waiting
UIController.WaitForSecondsAndDo(10f, (() => { UIController.FadeIn(GOHolder.SPRITE_handRight); }));
<<Sing_UIController>>
// :: Do Action after Waiting
public void WaitForSecondsAndDo(float time, System.Action action)
{
this.StartCoroutine(WaitForSecondsAndDoImplement(time, action));
}
private IEnumerator WaitForSecondsAndDoImplement(float time, System.Action action)
{
yield return new WaitForSeconds(time);
action();
}
【ゲーム停止】
// :: Pause Game
Time.timeScale = 0;
// :: RePlay Game
Time.timeScale = 1;
《出力》
【PrefabをベースにGameObjectの複製を作ってそれを画面に出力】
// :: Make GameObject & Render
GameObject prefab = Resources.Load<GameObject>("ch_03_01");
GameObject clone = Instantiate<GameObject>(prefab);
【出力する際に親(Parent)と位置を設定】
// :: Render Chest Closed and Set Position
// ::: Use Transform Parent
// ::: 1. GameObject
// ::: 2. Position
// ::: 3. Rotation
// ::: 4. Parent transform
chestClosed = Object.Instantiate<GameObject>(chestPrefabA, // 1
lastTarget.transform.position + new Vector3(0, 0, 0.5f), // 2
Quaternion.Euler(-90, -90, 0), // 3
lastTarget.transform); // 4
【出力してから親(Parent)を設定】
// :: Create Weapon and Set Parent
GameObject spear = Object.Instantiate<GameObject>(Resources.Load<GameObject>("Spear_7"));
spear.transform.SetParent(dummyRHand);
// :: Change Position
spear.transform.localPosition = new Vector3(0, 0, 0);
spear.transform.localRotation = Quaternion.Euler(new Vector3(0, 0, 0));
【画面にいるGameObjectの出力を消す】
// :: Destroy Game Object
Destroy(itm);
【3Dのキャラ位置に合わせて2DキャンバスにHUDを出力】
// :: When Button Clicked : Show HUD
this.BUTTON_test.onClick.AddListener(() =>
{
// :: Instantiate with Canvas
var go = Instantiate<GameObject>(this.hudPrefab, this.canvas.transform);
// :: Check Where do you want set the position
// ::: Main Camera World Point => Screen Point
var screenPoint = Camera.main.WorldToScreenPoint(playerGO.transform.position);
// ::: Screen Point => Local(Canvas) Point
Vector2 localPoint;
// ::: ((RectTransform) Canvas Transform, Screen Point, Camera which you will set HUD, out local Point)
RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform)canvas.transform, screenPoint, this.uiCam, out localPoint);
// :: Change HUD Local position
go.transform.localPosition = localPoint;
// :: Play and Destroy
var hud = go.GetComponent<HUDText>();
hud.Init(992);
hud.Play();
hud.Callback_Play = () => {
Destroy(hud.gameObject);
};
});
《方向と移動》
【1歩前に動く:マップ基準】
// :: Map Position
hero.transform.position += Vector3.forward;
//this.gameObject.transform.Translate(Vector3.forward, Space.Self);
【1歩前に動く:自分基準】
// :: Self Position
hero.transform.position += hero.transform.forward;
//this.gameObject.transform.Translate(this.transform.forward, Space.World);
【目標の方向を見るように角度を修正】
// :: Look target Direction
Vector3 target = new Vector3(1, 0.49f, -2) - itm.transform.position;
itm.transform.rotation = Quaternion.LookRotation(target);
【目標を見てその方向に走る(結果:目標を通って走る)】
// :: Look at Target
this.transform.LookAt(target.transform);
// :: Move There with Translate
this.transform.Translate(this.transform.forward * 0.1f * Time.deltaTime, Space.World);
⇒まだ完全に理解していない。
【目標まで行く】
// :: Move Toward
this.transform.position = Vector3.MoveTowards(this.transform.position, this.target.transform.position, 0.1f * Time.deltaTime);
《衝突》
【衝突無視】
// :: Find all BoxCollider2D
foreach (var itm in GameObject.FindObjectsOfType<BoxCollider2D>())
{
// :: Player : Ignore it
Physics2D.IgnoreCollision(playerRigidbody.gameObject.GetComponent<CircleCollider2D>(), itm, true);
}
【RayCastで衝突感知】
// :: Hit Checker
RaycastHit hit;
// :: When Racast Hit
// ::: (Start Position, Direction, Hit Object, Max Distance)
if (Physics.Raycast(this.player.transform.position, this.player.transform.forward, out hit, 1f))
{
// :: Check Hit Object's Name
Debug.Log(hit.transform.gameObject.name);
// :: Show ray for Debug
Debug.DrawRay(this.player.transform.position, this.player.transform.forward * 1f, Color.red);
}
《SCENE移動》
【SCENE移動時に完了をチェック、そしてその後に何かを実行】
// :: Load Scene with Done Checker
UnityEngine.AsyncOperation async = SceneManager.LoadSceneAsync(this.GetEnumDescription(sceneType));
// :: When Scene Load Completed
async.completed += Async_completed;
// :: Do Action
private void Async_completed(UnityEngine.AsyncOperation obj)
{
if(obj.isDone)
{
Debug.Log("Load Completed");
}
}
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