Unity3D常用代码总结

1 GUI汇总

function OnGUI() {

GUI.Label(Rect(1,1,100,20),"I'm a Label"); //1

GUI.Box(Rect(1,21,100,20),"I'm a Box"); //2

GUI.Button(Rect(1,41,100,20),"I'm a Button"); //3

GUI.RepeatButton(Rect(1,61,120,20),"I'm a RepeatButton"); //4

GUI.TextField(Rect(1,81,100,20),"I'm a TextFielld"); //5

GUI.TextArea(Rect(1,101,100,40),"I'm a TextArea,\nMultiline"); //6

GUI.Toggle(Rect(1,141,120,20),true,"I'm a Toggle true"); //7

GUI.Toggle(Rect(1,161,120,20),false,"I'm a Toggle false"); //8

GUI.Toolbar(Rect(1,181,160,20),-1,["Toolbar","Tool2","Tool3"); //9

GUI.SelectionGrid(Rect(1,201,190,20),2,["Selection","Grid","select3"],3); //10

GUI.HorizontalSlider(Rect(1,221,180,20),3.0,0,10.0); //11

GUI.VerticalScrollbar(Rect(1,241,20,100),3.0,1,0.0,10.0); //12

//13

GUI.BeginScrollView (Rect (200,10,100,100),Vector2.zero, Rect (0, 0, 220, 200));

GUI.Label(Rect(0,0,100,20),"I'm a Label");

GUI.EndScrollView();

//14

GUI.Window(0,Rect(200,129,100,100),funcwin,"window");

}

function funcwin(windowID:int)

{

GUI.DragWindow(Rect(0,0,10000,2000));

}

2 JS调用DLL

import System;

import System.Runtime.InteropServices;

@DllImport("user32.dll")

public static function MessageBox(Hwnd : int,text : String,Caption : String,iType : int) : int {};

function Start()

{

MessageBox(0, "API Message Box", "Win32 API", 64) ;

}

function Update () {

}

 
 
3 物体标签
 
var target : Transform;  // Object that this label should follow
 
var offset = Vector3.up;    // Units in world space to offset; 1 unit above object by default
var clampToScreen = false;  // If true, label will be visible even if object is off screen
var clampBorderSize = .05;  // How much viewport space to leave at the borders when a label is being clamped
var useMainCamera = true;   // Use the camera tagged MainCamera
var cameraToUse : Camera;   // Only use this if useMainCamera is false
private var cam : Camera;
private var thisTransform : Transform;
private var camTransform : Transform;
 
function Start () {
    thisTransform = transform;
    if (useMainCamera)
        cam = Camera.main;
    else
        cam = cameraToUse;
    camTransform = cam.transform;
}
 
function Update () {
    if (clampToScreen) {
        var relativePosition = camTransform.InverseTransformPoint(target.position);
        relativePosition.z = Mathf.Max(relativePosition.z, 1.0);
        thisTransform.position = cam.WorldToViewportPoint(camTransform.TransformPoint(relativePosition + offset));
        thisTransform.position = Vector3(Mathf.Clamp(thisTransform.position.x, clampBorderSize, 1.0-clampBorderSize),
                                         Mathf.Clamp(thisTransform.position.y, clampBorderSize, 1.0-clampBorderSize),
                                         thisTransform.position.z);
    }
    else {
        thisTransform.position = cam.WorldToViewportPoint(target.position + offset);
    }
}
@script RequireComponent(GUIText)
 
 
4 unity3d读取保存xml文件
 
 
  
        import System;
  import System.Xml;
  import System.Xml.Serialization;
  import System.IO;
  import System.Text;
  
  class CeshiData{
   var Ceshi1 : String;
   var Ceshi2 : String;
   var Ceshi3 : float;
   var Ceshi4 : int;
  }
  
   class UserData
  {
   public var _iUser : CeshiData = new CeshiData();
   function UserData() { }
  }
  
  private var c1 : String;
  private var c2 : String;
  private var c3 : float;
  private var c4 : int;
  private var _FileLocation : String;
  private var _FileName : String = "CeshiData.xml";
  
  var myData : UserData[];
  private var tempData : UserData = new UserData();
  
  var i : int = 0;
var GUISkin1 : GUISkin;
  var ShowData : int = 0;
  function Awake(){
   _Filelocation=Application.dataPath;
  }
  
  function Start(){
   FirstSave();
  }
  
  function FirstSave(){//初始化XML
   tempData._iUser.Ceshi1 = "?";
   tempData._iUser.Ceshi2 = "?";
   tempData._iUser.Ceshi3 = 0;
   tempData._iUser.Ceshi4 = 0;
   var writer : StreamWriter;
   var t : FileInfo = new FileInfo(_FileLocation+"/"+ _FileName);
   if(!t.Exists)
   {
   writer = t.CreateText();
   _data = SerializeObject(tempData);
   for(i=0;i<10;i++){
   writer.WriteLine(_data);
   }
   writer.Close();
   }
  
  }
function Save(sc1 : String,sc2 : String,sc3 : float,sc4 : int){//保存数据到指定的XMl里
  
   tempData._iUser.Ceshi1 = sc1;
   tempData._iUser.Ceshi2 = sc2;
   tempData._iUser.Ceshi3 = sc3;
   tempData._iUser.Ceshi4 = sc4;
  
   var writer : StreamWriter;
   var t : FileInfo = new FileInfo(_FileLocation+"/"+ _FileName);
   t.Delete();
   writer = t.CreateText();
   _data = SerializeObject(tempData);
   for(i=0;i<10;i++){
   writer.WriteLine(_data);
   }
   writer.Close();
  
  }
  
  function Load(){//读取保存在XML里的数据
   var r : StreamReader = File.OpenText(_FileLocation+"/"+ _FileName);
   var _info : String ;
   for(i=0;i<10;i++){
   _info = r.ReadLine();
   _data=_info;
   myData[i] = DeserializeObject(_data);
   }
   r.Close();
  }
function OnGUI() {
   GUI.skin = GUISkin1;
   if(GUI.Button(Rect(0,0,100,40),"save")){
   Save("ceshi1","ceshi2",1.23,50);//要显示中文需设定中文字体
   }
   if(GUI.Button(Rect(200,0,100,40),"load")){
   Load();
   ShowData = 1;
   }
   if(ShowData == 1){
   GUI.Label(Rect(170,170+53*0,150,50),myData[0]._iUser.Ceshi1);
   GUI.Label(Rect(370,170+53*0,150,50),myData[0]._iUser.Ceshi2);
   GUI.Label(Rect(550,170+53*0,150,50),myData[0]._iUser.Ceshi3 + "");
   GUI.Label(Rect(760,170+53*0,150,50),myData[0]._iUser.Ceshi4 + "");
  
   GUI.Label(Rect(170,170+53*1,150,50),myData[1]._iUser.Ceshi1);
  
   GUI.Label(Rect(370,170+53*2,150,50),myData[2]._iUser.Ceshi2);
  
   GUI.Label(Rect(550,170+53*3,150,50),myData[3]._iUser.Ceshi3 + "");
  
   GUI.Label(Rect(760,170+53*4,150,50),myData[4]._iUser.Ceshi4 + "");
   }
  }
  
  //================================================================================
function UTF8ByteArrayToString(characters : byte[] )
  {
   var encoding : UTF8Encoding = new UTF8Encoding();
   var constructedString : String = encoding.GetString(characters);
   return (constructedString);
  }
  
  //byte[] StringToUTF8ByteArray(string pXmlString)
  function StringToUTF8ByteArray(pXmlString : String)
  {
   var encoding : UTF8Encoding = new UTF8Encoding();
   var byteArray : byte[] = encoding.GetBytes(pXmlString);
   return byteArray;
  }
  
   // Here we serialize our UserData object of myData
   //string SerializeObject(object pObject)
  function SerializeObject(pObject : Object)
  {
   var XmlizedString : String = null;
   var memoryStream : MemoryStream = new MemoryStream();
   var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
   var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
   xs.Serialize(xmlTextWriter, pObject);
   memoryStream = xmlTextWriter.BaseStream; // (MemoryStream)
   XmlizedString = UTF8ByteArrayToString(memoryStream.ToArray());
   return XmlizedString;
  }
// Here we deserialize it back into its original form
   //object DeserializeObject(string pXmlizedString)
  function DeserializeObject(pXmlizedString : String)
  {
   var xs : XmlSerializer = new XmlSerializer(typeof(UserData));
   var memoryStream : MemoryStream = new MemoryStream(StringToUTF8ByteArray(pXmlizedString));
   var xmlTextWriter : XmlTextWriter = new XmlTextWriter(memoryStream, Encoding.UTF8);
   return xs.Deserialize(memoryStream);
  }
 
 
5 单击物体弹出对话框
 
 
 
    static var WindowSwitch : boolean = false; 
    var mySkin : GUISkin; 
    var windowRect = Rect (200, 80, 240, 100); 
    function OnGUI () 
    { 
       if(WindowSwitch ==  true) 
       { 
          GUI.skin = mySkin; 
            windowRect = GUI.Window (0, windowRect, WindowContain, "测试视窗"); 
      } 
   } 
   function WindowContain (windowID : int) 
   { 
       if (GUI.Button (Rect (70,40,100,20), "关闭视窗")) 
      { 
         WindowSwitch = false; 
      } 
   } 
function OnMouseEnter () 
   { 
       renderer.material.color = Color.red; 
   } 
   function OnMouseDown () 
   { 
      Func_GUIWindow.WindowSwitch = true; 
   } 
   function OnMouseExit () 
   { 
      renderer.material.color = Color.white; 
   } 
 
 
6 读取txt文本
 
using UnityEngine;
using System.Collections;
using System.IO;
using System.Text;
 
public class ReadTxt : MonoBehaviour {
string path = "D:\\txtName.txt";
StreamReader smRead = new StreamReader(path,
Encoding.Default); //设置路径
 
string line;
 
void Update () {
 
if ((line = smRead.ReadLine()) != null) {
string[] arrStr = line.Split('|'); //分割符 “|”
id1 = arrStr[0].ToString();
name = arrStr[1].ToString();
sfz = arrStr[2].ToString();
}
}
}
 
 
7 截屏
 
  function OnMouseDown() { 
   Application.CaptureScreenshot("Screenshot.png"); 
 }
 
8 下拉菜单
 
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
public class DropDownList : MonoBehaviour
{
    private Rect DropDownRect;          // Size and Location for drop down
    private Transform currentRoot;      // selected object transform
    private Vector2 ListScrollPos;      // scroll list position
    public string selectedItemCaption;  // name of selected item
    private string lastCaption;         // last selected item
    private int guiWidth;               // width of drop list
    private int guiHight;               // hight of drop list
    private bool textChanged;           // if text in text box has changed look for item
    private bool clearDropList;         // clear text box
    public bool DropdownVisible;        // show drop down list
    public bool updateInfo;             // update info window
   
    public Transform root;              // top of the Hierarchy
    public GUISkin dropSkin;            // GUISkin for drop down list
    public int itemtSelected;           // index of selected item
    public bool targetChange;           // text in text box was changed, update list
 
    public class GuiListItem        //The class that contains our list items
    {
        public string Name;         // name of the item
        public int GuiStyle;        // current style to use
        public int UnSelectedStyle; // unselected GUI style
        public int SelectedStyle;   // selected GUI style
        public int Depth;           // depth in the Hierarchy
        public bool Selected;       // if the item is selected
        public bool ToggleChildren; // show child objects in list
 
       // constructors
        public GuiListItem(bool mSelected, string mName, int iGuiStyle, bool childrenOn, int depth)
        {
            Selected = mSelected;
            Name = mName;
            GuiStyle = iGuiStyle;
            ToggleChildren = childrenOn;
            Depth = depth;
            UnSelectedStyle = 0;
            SelectedStyle = 0;
 
        }
        public GuiListItem(bool mSelected, string mName)
        {
            Selected = mSelected;
            Name = mName;
            GuiStyle = 0;
            ToggleChildren = true;
            Depth = 0;
            UnSelectedStyle = 0;
            SelectedStyle = 0;
        }
        public GuiListItem(string mName)
        {
            Selected = false;
            Name = mName;
            GuiStyle = 0;
            ToggleChildren = true;
            Depth = 0;
            UnSelectedStyle = 0;
            SelectedStyle = 0;
        }
// Accessors
        public void enable()// don't show in list
        {
            Selected = true;
        }
        public void disable()// show in list
        {
            Selected = false;
        }
        public void setStlye(int stlye)
        {
            GuiStyle = stlye;
        }
        public void setToggleChildren(bool childrenOn)
        {
            ToggleChildren = childrenOn;
        }
        public void setDepth(int depth)
        {
            Depth = depth;
        }
        public void SetStyles(int unSelected, int selected)
        {
            UnSelectedStyle = unSelected;
            SelectedStyle = selected;
        }
    }
 

//Declare our list of stuff

public List<GuiListItem> MyListOfStuff;

// Initialization

void Start()

{

guiWidth = 400;

guiHight = 28;

// Manually position our list, because the dropdown will appear over other controls

DropDownRect = new Rect(10, 10, guiWidth, guiHight);

DropdownVisible = false;

itemtSelected = -1;

targetChange = false;

lastCaption = selectedItemCaption = "Select a Part...";

if (!root)

root = gameObject.transform;

MyListOfStuff = new List<GuiListItem>(); //Initialize our list of stuff

// fill the list

BuildList(root);

// set GUI for each item in list

SetupGUISetting();

// fill the list

FillList(root);

}

void OnGUI()

{

//Show the dropdown list if required (make sure any controls that should appear behind the list are before this block)

if (DropdownVisible)

{

GUI.SetNextControlName("ScrollView");

GUILayout.BeginArea(new Rect(DropDownRect.xMin, DropDownRect.yMin + DropDownRect.height, guiWidth, Screen.height * .25f), "", "box");

ListScrollPos = GUILayout.BeginScrollView(ListScrollPos, dropSkin.scrollView);

GUILayout.BeginVertical(GUILayout.Width(120));

for (int i = 0; i < MyListOfStuff.Count; i++)

{

if (MyListOfStuff[i].Selected && GUILayout.Button(MyListOfStuff[i].Name, dropSkin.customStyles[MyListOfStuff[i].GuiStyle]))

{

HandleSelectedButton(i);

}

}

GUILayout.EndVertical();

GUILayout.EndScrollView();

GUILayout.EndArea();

}

//Draw the dropdown control

GUILayout.BeginArea(DropDownRect, "", "box");

GUILayout.BeginHorizontal();

string ButtonText = (DropdownVisible) ? "<<" : ">>";

DropdownVisible = GUILayout.Toggle(DropdownVisible, ButtonText, "button", GUILayout.Width(32), GUILayout.Height(20));

GUI.SetNextControlName("PartSelect");

selectedItemCaption = GUILayout.TextField(selectedItemCaption);

clearDropList = GUILayout.Toggle(clearDropList, "Clear", "button", GUILayout.Width(40), GUILayout.Height(20));

GUILayout.EndHorizontal();

GUILayout.EndArea();

}

void Update()

{

//check if text box info changed

if (selectedItemCaption != lastCaption)

{

textChanged = true;

}

// if text box info changed look for part matching text

if (textChanged)

{

lastCaption = selectedItemCaption;

textChanged = false;

// go though list to find item

for (int i = 0; i < MyListOfStuff.Count; ++i)

{

if (MyListOfStuff[i].Name.StartsWith(selectedItemCaption, System.StringComparison.CurrentCultureIgnoreCase))

{

MyListOfStuff[i].enable();

MyListOfStuff[i].ToggleChildren = false;

MyListOfStuff[i].GuiStyle = MyListOfStuff[i].UnSelectedStyle;

}

else

{

MyListOfStuff[i].disable();

MyListOfStuff[i].ToggleChildren = false;

MyListOfStuff[i].GuiStyle = MyListOfStuff[i].UnSelectedStyle;

}

}

for (int i = 0; i < MyListOfStuff.Count; ++i)

{

// check list for item

int test = string.Compare(selectedItemCaption, MyListOfStuff[i].Name, true);

if (test == 0)

{

itemtSelected = i;

targetChange = true;

break; // stop looking when found

}

}

}

// reset message if list closed and text box is empty

if (selectedItemCaption == "" && !DropdownVisible)

{

lastCaption = selectedItemCaption = "Select a Part...";

ClearList(root);

FillList(root);

}

// if Clear button pushed

if (clearDropList)

{

clearDropList = false;

selectedItemCaption = "";

}

}

public void HandleSelectedButton(int selection)

{

// do the stuff, camera etc

itemtSelected = selection;//Set the index for our currently selected item

updateInfo = true;

selectedItemCaption = MyListOfStuff[selection].Name;

currentRoot = GameObject.Find(MyListOfStuff[itemtSelected].Name).transform;

// toggle item show child

MyListOfStuff[selection].ToggleChildren = !MyListOfStuff[selection].ToggleChildren;

lastCaption = selectedItemCaption;

// fill my drop down list with the children of the current selected object

if (!MyListOfStuff[selection].ToggleChildren)

{

if (currentRoot.childCount > 0)

{

MyListOfStuff[selection].GuiStyle = MyListOfStuff[selection].SelectedStyle;

}

FillList(currentRoot);

}

else

{

if (currentRoot.childCount > 0)

{

MyListOfStuff[selection].GuiStyle = MyListOfStuff[selection].UnSelectedStyle;

}

ClearList(currentRoot);

}

targetChange = true;

}

// show only items that are the root and its children

public void FillList(Transform root)

{

foreach (Transform child in root)

{

for (int i = 0; i < MyListOfStuff.Count; ++i)

{

if (MyListOfStuff[i].Name == child.name)

{

MyListOfStuff[i].enable();

MyListOfStuff[i].ToggleChildren = false;

MyListOfStuff[i].GuiStyle = MyListOfStuff[i].UnSelectedStyle;

}

}

}

}

// turn off children objects

public void ClearList(Transform root)

{

//Debug.Log(root.name);

Transform[] childs = root.GetComponentsInChildren<Transform>();

foreach (Transform child in childs)

{

for (int i = 0; i < MyListOfStuff.Count; ++i)

{

if (MyListOfStuff[i].Name == child.name && MyListOfStuff[i].Name != root.name)

{

MyListOfStuff[i].disable();

MyListOfStuff[i].ToggleChildren = false;

MyListOfStuff[i].GuiStyle = MyListOfStuff[i].UnSelectedStyle;

}

}

}

}

// recursively build the list so the hierarchy is in tact

void BuildList(Transform root)

{

// for every object in the thing we are viewing

foreach (Transform child in root)

{

// add the item

MyListOfStuff.Add(new GuiListItem(false, child.name));

// if it has children add the children

if (child.childCount > 0)

{

BuildList(child);

}

}

}

public void ResetDropDownList()

{

selectedItemCaption = "";

ClearList(root);

FillList(root);

}

public string RemoveNumbers(string key)

{

return Regex.Replace(key, @"\d", "");

}

// sets the drop list elements to use the correct GUI skin custom style

private void SetupGUISetting()

{

// set drop down list gui

int depth = 0;

// check all the parts for hierarchy depth

for (int i = 0; i < MyListOfStuff.Count; ++i)

{

GameObject currentObject = GameObject.Find(MyListOfStuff[i].Name);

Transform currentTransform = currentObject.transform;

depth = 0;

if (currentObject.transform.parent == root) // if under root

{

if (currentObject.transform.childCount > 0)

{

MyListOfStuff[i].GuiStyle = depth;

MyListOfStuff[i].UnSelectedStyle = depth;

MyListOfStuff[i].SelectedStyle = depth + 2;

}

else

{

MyListOfStuff[i].GuiStyle = depth + 1;

MyListOfStuff[i].UnSelectedStyle = depth + 1;

MyListOfStuff[i].SelectedStyle = depth + 1;

}

MyListOfStuff[i].Depth = depth;

}

else // if not under root find depth

{

while (currentTransform.parent != root)

{

++depth;

currentTransform = currentTransform.parent;

}

MyListOfStuff[i].Depth = depth;

// set gui basied on depth

if (currentObject.transform.childCount > 0)

{

MyListOfStuff[i].GuiStyle = depth * 3;

MyListOfStuff[i].UnSelectedStyle = depth * 3;

MyListOfStuff[i].SelectedStyle = (depth * 3) + 2;

}

else

{

MyListOfStuff[i].GuiStyle = depth * 3 + 1;

MyListOfStuff[i].UnSelectedStyle = depth * 3 + 1;

MyListOfStuff[i].SelectedStyle = depth * 3 + 1;

}

}

}

}

}

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