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Unity3D實(shí)現(xiàn)人物移動(dòng)示例

 更新時(shí)間:2020年01月20日 15:14:05   作者:文藝V  
這篇文章主要為大家詳細(xì)介紹了Unity3D實(shí)現(xiàn)人物移動(dòng)示例,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

一個(gè)是通過(guò)W、A、S、D來(lái)移動(dòng)人物(示例一),另個(gè)是按屏幕上的按鈕來(lái)移動(dòng)人物(示例二)。很簡(jiǎn)單,只改了幾行代碼。

下面是“Assets”文件夾里面的資源。

示例一:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class E3_07keyboard : MonoBehaviour
{
 //動(dòng)畫(huà)數(shù)組
 private Object[] animUp;
 private Object[] animDown;
 private Object[] animLeft;
 private Object[] animRight;
 //地圖貼圖
 private Texture2D map;
 //當(dāng)前人物動(dòng)畫(huà)
 private Object[] tex;
 //人物X坐標(biāo)
 private int x;
 //人物Y坐標(biāo)
 private int y;
 //幀序列
 private int nowFram;
 //動(dòng)畫(huà)幀的總數(shù)
 private int mFrameCount;
 //限制一秒多少幀
 private float fps = 5;
 //限制幀的時(shí)間 
 private float time = 0;
 void Start()
 {
  //得到幀動(dòng)畫(huà)中的所有圖片資源
  animUp = Resources.LoadAll("up");
  animDown = Resources.LoadAll("down");
  animLeft = Resources.LoadAll("left");
  animRight = Resources.LoadAll("right");
  //得到地圖資源
  map = (Texture2D)Resources.Load("map/map");
  //設(shè)置默認(rèn)動(dòng)畫(huà)
  tex = animUp;
 }
 
 void OnGUI()
 {
  //繪制貼圖
  GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), map, ScaleMode.StretchToFill, true, 0);
 
  //繪制幀動(dòng)畫(huà)
  DrawAnimation(tex, new Rect(x, y, 32, 48));
 
  //點(diǎn)擊按鈕移動(dòng)人物
  if (Input.GetKey(KeyCode.W))
  {
   y -= 2;
   tex = animUp;
  }
  if (Input.GetKey(KeyCode.S))
  {
   y += 2;
   tex = animDown;
  }
  if (Input.GetKey(KeyCode.A))
  {
   x -= 2;
   tex = animLeft;
  }
  if (Input.GetKey(KeyCode.D))
  {
   x += 2;
   tex = animRight;
  }
 }
 
 
 void DrawAnimation(Object[] tex, Rect rect)
 {
  //繪制當(dāng)前幀
  GUI.DrawTexture(rect, (Texture)tex[nowFram], ScaleMode.StretchToFill, true, 0);
  //計(jì)算限制幀時(shí)間
  time += Time.deltaTime;
  //超過(guò)限制幀則切換圖片
  if (time >= 1.0 / fps)
  {
   //幀序列切換
   nowFram++;
   //限制幀清空
   time = 0;
   //超過(guò)幀動(dòng)畫(huà)總數(shù)從第0幀開(kāi)始
   if (nowFram >= tex.Length)
   {
    nowFram = 0;
   }
  }
 }
}

示例二

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class E3_07button : MonoBehaviour
{
 //動(dòng)畫(huà)數(shù)組
 private Object[] animUp;
 private Object[] animDown;
 private Object[] animLeft;
 private Object[] animRight;
 //地圖貼圖
 private Texture2D map;
 //當(dāng)前人物動(dòng)畫(huà)
 private Object[] tex;
 //人物X坐標(biāo)
 private int x;
 //人物Y坐標(biāo)
 private int y;
 //幀序列
 private int nowFram;
 //動(dòng)畫(huà)幀的總數(shù)
 private int mFrameCount;
 //限制一秒多少幀
 private float fps = 5;
 //限制幀的時(shí)間 
 private float time = 0;
 void Start()
 {
  //得到幀動(dòng)畫(huà)中的所有圖片資源
  animUp = Resources.LoadAll("up");
  animDown = Resources.LoadAll("down");
  animLeft = Resources.LoadAll("left");
  animRight = Resources.LoadAll("right");
  //得到地圖資源
  map = (Texture2D)Resources.Load("map/map");
  //設(shè)置默認(rèn)動(dòng)畫(huà)
  tex = animUp;
 }
 
 void OnGUI()
 {
  //繪制貼圖
  GUI.DrawTexture(new Rect(0, 0, Screen.width, Screen.height), map, ScaleMode.StretchToFill, true, 0);
 
  //繪制幀動(dòng)畫(huà)
  DrawAnimation(tex, new Rect(x, y, 32, 48));
 
  //點(diǎn)擊按鈕移動(dòng)人物
  if (GUILayout.RepeatButton("向上"))
  {
   y -= 2;
   tex = animUp;
  }
  if (GUILayout.RepeatButton("向下"))
  {
   y += 2;
   tex = animDown;
  }
  if (GUILayout.RepeatButton("向左"))
  {
   x -= 2;
   tex = animLeft;
  }
  if (GUILayout.RepeatButton("向右"))
  {
   x += 2;
   tex = animRight;
  }
 }
 
 
 void DrawAnimation(Object[] tex, Rect rect)
 {
  //繪制當(dāng)前幀
  GUI.DrawTexture(rect, (Texture)tex[nowFram], ScaleMode.StretchToFill, true, 0);
  //計(jì)算限制幀時(shí)間
  time += Time.deltaTime;
  //超過(guò)限制幀則切換圖片
  if (time >= 1.0 / fps)
  {
   //幀序列切換
   nowFram++;
   //限制幀清空
   time = 0;
   //超過(guò)幀動(dòng)畫(huà)總數(shù)從第0幀開(kāi)始
   if (nowFram >= tex.Length)
   {
    nowFram = 0;
   }
  }
 }
}

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