【100个 Unity实用技能】☀️

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【100个 Unity实用技能】☀️

【100个 Unity实用技能】☀️

Unity 小科普

老规矩,先介绍一下 Unity 的科普小知识:

  • Unity是 实时3D互动内容创作和运营平台 。
  • 包括游戏开发美术建筑汽车设计影视在内的所有创作者,借助 Unity 将创意变成现实。
  • Unity 平台提供一整套完善的软件解决方案,可用于创作、运营和变现任何实时互动的2D和3D内容,支持平台包括手机平板电脑PC游戏主机增强现实虚拟现实设备。
  • 也可以简单把 Unity 理解为一个游戏引擎,可以用来专业制作游戏
  • 🎬 博客主页:

  • 🎥 本文由 呆呆敲代码的小Y 原创,首发于 CSDN🙉

  • 🎄 学习专栏推荐:Unity系统学习专栏

  • 🌲 游戏制作专栏推荐:游戏制作

  • 🌲Unity实战100例专栏推荐:Unity 实战100例 教程

  • 🏅 欢迎点赞 👍 收藏 ⭐留言 📝 如有错误敬请指正!

  • 📆 未来很长,值得我们全力奔赴更美好的生活✨

  • ------------------❤️分割线❤️-------------------------


Unity 实用小技能学习

Unity InputSystem拿到触摸屏幕的坐标,鼠标的坐标等

在Unity的新输入系统InputSystem中,获取键盘鼠标的API发生了变化,不再是之前用Input.就可以拿到了。

本文将在InputSystem中获取键盘鼠标的新API做一个简单总结整理。

键盘相关
键盘事件监听

void Update()
{if (Keyboard.current.spaceKey.wasPressedThisFrame){Debug.Log("空格键按下");}if(Keyboard.current.aKey.wasReleasedThisFrame){Debug.Log("A键抬起");}if(Keyboard.current.spaceKey.isPressed){Debug.Log("空格按下");}if(Keyboard.current.anyKey.wasPressedThisFrame){Debug.Log("任意键按下");}
}

键盘事件绑定

    void Start(){TextInput += (c) =>{Debug.Log("通过Lambda表达式" + c);};TextInput += KeyboardInput;}private void KeyboardInput(char c){Debug.Log("监听" + c);}

鼠标相关:

鼠标坐标

void Update
{if(Mouse.current.rightButton.wasPressedThisFrame){Debug.Log("鼠标右键按下");}if(Mouse.current.middleButton.wasPressedThisFrame){Debug.Log("鼠标中建按下");}if(Mouse.current.forwardButton.wasPressedThisFrame){Debug.Log("鼠标前键按下");}if(Mouse.current.backButton.wasPressedThisFrame){Debug.Log("鼠标后键按下");}//获取鼠标屏幕坐标(左下角为(0,0)Debug.Log(Mouse.current.position.ReadValue());//两帧之间的偏移Debug.Log(Mouse.current.delta.ReadValue());//获取鼠标滚轮坐标Debug.Log(Mouse.current.scroll.ReadValue());
}

鼠标事件绑定

    void InputTest(){GameInput inputAction = new GameInput();//GameInput为场景中的InputSystem控制器inputAction.Enable();inputAction.Gameplay.MouseDown.performed += ctx =>{Debug.Log("按下:" + UnityEngine.InputSystem.Mouse.current.position.ReadValue());};inputAction.Gameplay.MouseDrag.performed += ctx =>{Debug.Log("拖拽:" + UnityEngine.InputSystem.Mouse.current.position.ReadValue());};inputAction.Gameplay.MouseUp.performed += ctx =>{Debug.Log("抬起:" + UnityEngine.InputSystem.Mouse.current.position.ReadValue());};}

触摸屏相关

void Update
{Touchscreen ts = Touchscreen.current;if (ts == null){return;}else{TouchControl tc = ts.touches[0];if(tc.press.wasPressedThisFrame){Debug.Log("按下");}if(tc.press.wasReleasedThisFrame){Debug.Log("抬起");}if(tc.press.isPressed){Debug.Log("按住");}if(tc.tap.isPressed){}//点击次数 Debug.Log(tc.tapCount);//点击位置Debug.Log(tc.position.ReadValue());//第一次接触位置Debug.Log(tc.startPosition.ReadValue());//得到的范围Debug.Log(tc.radius.ReadValue());//偏移位置Debug.Log(tc.delta.ReadValue());//返回TouchPhase: None,Began,Moved,Ended,Canceled,StationaryDebug.Log(tc.phase.ReadValue());//判断状态UnityEngine.InputSystem.TouchPhase tp = tc.phase.ReadValue();switch (tp){//无case UnityEngine.InputSystem.TouchPhase.None:break;//开始接触case UnityEngine.InputSystem.TouchPhase.Began:break;//移动case UnityEngine.InputSystem.TouchPhase.Moved:break;//结束case UnityEngine.InputSystem.TouchPhase.Ended:break;//取消case UnityEngine.InputSystem.TouchPhase.Canceled:break;//静止case UnityEngine.InputSystem.TouchPhase.Stationary:break;}
}

手柄相关

Gamepad handle = Gamepad.current;if(handle==null){return;}Vector2 leftDir= handle.leftStick.ReadValue();//左手柄坐标Vector2 rightDir= handle.rightStick.ReadValue();//右手柄坐标//左摇杆按下抬起if(Gamepad.current.leftStickButton.wasPressedThisFrame){}if (Gamepad.current.leftStickButton.wasReleasedThisFrame){}if (Gamepad.current.leftStickButton.isPressed){}//右摇杆按下抬起if (Gamepad.current.rightStickButton.wasPressedThisFrame){}if (Gamepad.current.rightStickButton.wasReleasedThisFrame){}if (Gamepad.current.rightStickButton.isPressed){}if(Gamepad.current.dpad.left.wasPressedThisFrame){}if (Gamepad.current.dpad.left.wasReleasedThisFrame){}if (Gamepad.current.dpad.left.isPressed){}//右侧三角方块/XYAB按键//Gamepad.current.buttonEast;//Gamepad.current.buttonWest;//Gamepad.current.buttonSouth;//Gamepad.current.buttonEast;if (Gamepad.current.buttonNorth.wasPressedThisFrame){}if (Gamepad.current.buttonNorth.wasReleasedThisFrame){}if (Gamepad.current.buttonNorth.isPressed){}//手柄中央键if(Gamepad.current.startButton.wasPressedThisFrame){}if(Gamepad.current.selectButton.wasPressedThisFrame){}//肩键if(Gamepad.current.leftShoulder.wasPressedThisFrame){}if (Gamepad.current.rightShoulder.wasPressedThisFrame){}if(Gamepad.current.leftTrigger.wasPressedThisFrame){}if(Gamepad.current.rightTrigger.wasPressedThisFrame){}

本文发布于:2024-02-03 23:20:30,感谢您对本站的认可!

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