一些比较重要的函数

延迟执行某方法

void Start (){    
//重复调用  
 InvokeRepeating("LaunchProjectile", 1,5);//1秒后调用LaunchProjectile () 函数,之后每5秒调用一次    

//调用一次  
 Invoke("LaunchProjectile", 5);//5秒后调用LaunchProjectile () 函数  

//取消调用  
  CancelInvoke("LaunchProjectile");   
}    

void LaunchProjectile(){    
    print("hello");    
}  

协同程序

同步执行

//运行结果:"Starting 0.0"和"Before WaitAndPrint Finishes 0.0"两句,2秒后打印"WaitAndPrint 2.0"  
//WaitAndPrint在Start函数内执行,可以视同于它与Start函数同步执行.  

void Start() {  
    print("Starting " + Time.time);  
    StartCoroutine(WaitAndPrint(2.0F));  
    print("Before WaitAndPrint Finishes " + Time.time);  
}  

IEnumerator WaitAndPrint(float waitTime){  
    yield return new WaitForSeconds(waitTime);  
    print("WaitAndPrint " + Time.time);  
}  

 执行完成后,执行下面的

//运行结果:0秒时打印"Starting 0.0",2秒后打印"WaitAndPrint 2.0"和"Done 2.0"  
// 运行WaitAndPrint直到完成。  

IEnumerator Start(){  
    print("Starting " + Time.time);  
    yield return StartCoroutine(WaitAndPrint(2.0F));  
    print("Done " + ime.time);  
}  

IEnumerator WaitAndPrint(float waitTime) {  
    yield return new WaitForSeconds(waitTime);  
    print("WaitAndPrint " + Time.time);  
}  

 同步执行

//StopCoroutine停止协同程序
IEnumerator Start() {
    StartCoroutine("DoSomething", 2.0F);
    yield return new WaitForSeconds(1);
    StopCoroutine("DoSomething");
}
IEnumerator DoSomething(
float someParameter) { while (true) { print("DoSomething Loop"); yield return null; } }

 子/父级关系

设置子/父级关系

//B为A的父级
A.transform.parent = B.transform;

 获取所有子物体

foreach (Transform item in this.transform)
{
    print(item.name);
}

 旋转/角度

限制旋转角度

/// <summary>
/// 限制旋转角度 
/// </summary>
/// <param name="angle" />要旋转的Deg
/// <param name="min" />最小角度
/// <param name="max" />最大角度
/// <returns>符合标准的deg</returns>
public static float ClampAngle(float angle, float min, float max)
{
    if (angle < -360)
        angle += 360;
    if (angle > 360)
        angle -= 360;
    return Mathf.Clamp(angle, min, max);
}

 限制旋转最大扭距

/// <summary>
/// 限制旋转最大扭距 
/// </summary>
/// <param name="angleTarget">要达到的deg
/// <param name="angleNow">当前角度
/// <returns>符合标准的deg</returns>
public static float reviseMaxAngle(float angleTarget, float angleNow)
{
    float max = 160;
    float DValue = angleTarget - angleNow;

    if (DValue < -360)
        DValue += 360;
    if (DValue > 360)
        DValue -= 360;

    if (DValue > max)
    {
        DValue = max;
    }
    else if (DValue < -max)
    {
        DValue = -max;
    }
    angleTarget = angleNow + DValue;

    return angleTarget;
}

Other

确定目标可见性(α透明)

bool isVisible = (gameCamera.isOrthoGraphic || pos.z > 0f) && (!disableIfInvisible || (pos.x > 0f && pos.x < 1f && pos.y > 0f && pos.y < 1f));  

 http://blog.csdn.net/asd237241291/article/details/8515729

原文地址:https://www.cnblogs.com/softimagewht/p/3803404.html