1、Mathf.Clamp
设置指定参数数值的范围,在最大值和最小值之间。
public static float Clamp(float value, float min, float max)
Description
Clamps a value between a minimum float and maximum float value.
using UnityEngine;using System.Collections;
public class ExampleClass :MonoBehaviour{
void Update() {
transform.position = new Vector3(Mathf.Clamp(Time.time, 1.0F, 3.0F), 0, 0);
}
}
public static int Clamp(int value, int min, int max);
Description
Clamps value between min and max and returns value.
// Clamps the value 10 to be between 1 and 3.
// prints 3 to the console
Debug.Log(Mathf.Clamp(10, 1, 3));
2、定义一个公共调用类并序列化
公共类之前要注意做序列化[System.Serializable]
[System.Serializable]
public class Boundary
{
public float xMin, xMax, zMin, zMax;
}
调用时:
先声明public Boundary boundary; 再调用boundary.xMin
3、用欧拉角来改变刚体旋转角度
rigidbody.rotation = Quaternion.Euler(0.0f,0.0f,rigidbody.velocity.x * tilt);
4、协同程序StartCoroutine
yield return new WaitForSeconds(time)
这给方法就是让代码等待一定时间,这是个协同程序,可以让游戏不暂停的同时,让代码暂停.
using UnityEngine;using System.Collections;
public class WaitForSecondsExample :MonoBehaviour{
void Start() {
StartCoroutine(Example());
}
IEnumerator Example() {
print(Time.time);
yield return new WaitForSeconds(5);
print(Time.time);
}
}
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