2016年12月23日 星期五

得失分


using UnityEngine;
using System.Collections;
using UnityEngine.UI;
public class NewBehaviourScript : MonoBehaviour {
Text mytxt;
Text mytxt1;
Text mytxt2;
Text mytxt3;
Text mytxt4;
Text mytxt5;
Text mytxt6;
Text mytxt7;
int mymoney1=100;
int mymoney2=100;
int mymoney3=100;
int mymoney4=100;
// Use this for initialization
void Start () {

mytxt=   GameObject.Find("Canvas/Panel/Text").GetComponent<Text>();
mytxt1 = GameObject.Find ("Canvas/Panel/Text1").GetComponent<Text> ();
mytxt2 = GameObject.Find ("Canvas/Panel/Text2").GetComponent<Text> ();
mytxt3 = GameObject.Find ("Canvas/Panel/Text3").GetComponent<Text> ();
mytxt4=   GameObject.Find("Canvas/Panel/Text4").GetComponent<Text>();
mytxt5=   GameObject.Find("Canvas/Panel/Text5").GetComponent<Text>();
mytxt6=   GameObject.Find("Canvas/Panel/Text6").GetComponent<Text>();
mytxt7=   GameObject.Find("Canvas/Panel/Text7").GetComponent<Text>();
mytxt2.text =mymoney1.ToString ();
mytxt3.text = mymoney2.ToString ();
mytxt5.text = mymoney3.ToString ();
mytxt7.text = mymoney4.ToString ();

}

// Update is called once per frame
void Update () {

}

public void myfun ()
{
int num = 0, num1 = 0, num2 = 0,num3 = 0;


num = Random.Range (0, 2);
num1 = Random.Range (0, 2);
num2= Random.Range (0, 2);






if (num == 0) {
num1 = 1;
num2 = 0;
num3 = 0;


mymoney1 = mymoney1 + 0;
mymoney2 = mymoney2 + 4;
mymoney3 = mymoney3 + 0;
mymoney4 = mymoney4 + 0;
} else if (num1 == 0) {
num = 0;
num2 = 1;
num3 = 0;

mymoney1 = mymoney1 + 0;
mymoney2 = mymoney2 + 0;
mymoney3 = mymoney3 + 4;
mymoney4 = mymoney4 + 0;
} else if (num2 == 0) {
num1 = 0;
num3 = 1;
num = 0;

mymoney1 = mymoney1 + 0;
mymoney2 = mymoney2 + 0;
mymoney3 = mymoney3 + 0;
mymoney4 = mymoney1 + 4;
} else {num1 = 0;
num2 = 0;
num3 = 0;

mymoney1 = mymoney1 + 4;
mymoney2 = mymoney2 + 0;
mymoney3 = mymoney3 + 0;
mymoney4 = mymoney1 + 0;
}










mytxt.text = num.ToString ();
mytxt1.text = num1.ToString ();
mytxt4.text = num2.ToString ();
mytxt6.text = num3.ToString ();

mytxt2.text =mymoney1.ToString ();
mytxt3.text = mymoney2.ToString ();
mytxt5.text = mymoney3.ToString ();
mytxt7.text =mymoney4.ToString ();

//Image img = GameObject.Find ("Image").GetComponent<Image> ();
//img.color = UnityEngine.Color.red;
//mytxt1.text =Random.Range(1,2).ToString();
//float translation = Time.deltaTime * 10;
}


public void myfun1()
{
mymoney1 = mymoney1 - 1;
mytxt2.text = mymoney1.ToString ();

}
public void myfun2()
{
mymoney2 = mymoney2 - 1;

mytxt3.text = mymoney2.ToString ();
}
public void myfun3()
{
mymoney3 = mymoney3 - 1;

mytxt5.text = mymoney3.ToString ();
}
public void myfun4()
{
mymoney4 = mymoney4 - 1;
mytxt7.text = mymoney4.ToString ();

}


}

2016年12月15日 星期四

紅綠燈




using UnityEngine;
using System.Collections;
using UnityEngine.UI;

public class Counter : MonoBehaviour
{
    int num;
    double fMyWaitTime = 2.0;
    double WaitTimecount = 0;

    // Use this for initialization
    void Start()
    {
        num = 0;
    }

    // Update is called once per frame
    void Update()
    {

        Text mytxt = GameObject.Find("Text").GetComponent<Text>();
        num = num + 1;
        int countnum = num % 3;
        mytxt.text = countnum.ToString();
        WaitTimecount = 0;
        mywait();

        if (countnum == 0)
        {
            Image img = GameObject.Find("Image").GetComponent<Image>();
            img.color = new Color(1.0F, 0.0F, 0.0F, 1.0F); // (紅red,綠green,藍blue,透明)
            Image img1 = GameObject.Find("Image1").GetComponent<Image>();
            img1.color = new Color(0.0F, 0.0F, 0.0F, 1.0F); // (紅red,綠green,藍blue,透明)
            Image img2 = GameObject.Find("Image2").GetComponent<Image>();
            img2.color = new Color(0.0F, 0.0F, 0.0F, 1.0F); // (紅red,綠green,藍blue,透明)
           




        }
       
         
           

       
        if (countnum == 1)
        {
            Image img = GameObject.Find("Image1").GetComponent<Image>();
            img.color = new Color(0.0F, 1.0F, 0.0F, 1.0F); // (紅red,綠green,藍blue,透明)
            Image img1 = GameObject.Find("Image2").GetComponent<Image>();
            img1.color = new Color(0.0F, 0.0F, 0.0F, 1.0F); // (紅red,綠green,藍blue,透明)
            Image img2 = GameObject.Find("Image").GetComponent<Image>();
            img2.color = new Color(0.0F, 0.0F, 0.0F, 1.0F); // (紅red,綠green,藍blue,透明)

        }
        if (countnum == 2)
        {
            Image img = GameObject.Find("Image2").GetComponent<Image>();
            img.color = new Color(1.0F, 1.0F, 0.0F, 1.0F); // (紅red,綠green,藍blue,透明)
            Image img1 = GameObject.Find("Image1").GetComponent<Image>();
            img1.color = new Color(0.0F, 0.0F, 0.0F, 1.0F); // (紅red,綠green,藍blue,透明)
            Image img2 = GameObject.Find("Image").GetComponent<Image>();
            img1.color = new Color(0.0F, 0.0F, 0.0F, 1.0F); // (紅red,綠green,藍blue,透明)
        }
    }




    void mywait()
    {

        while (WaitTimecount <= fMyWaitTime)
        {
            //do stuff;

            WaitTimecount = WaitTimecount + 0.01;
            Debug.Log(WaitTimecount);

        }

    }

}

2016年12月1日 星期四

1. 人在原地自轉

人轉:using UnityEngine;

public class ExampleClass : MonoBehaviour
{
    void Update()
    {
        // Rotate the object around its local X axis at 1 degree per second
        transform.Rotate(10 * Vector3.down * Time.deltaTime);

        // ...also rotate around the World's Y axis
        transform.Rotate(Vector3.left * Time.deltaTime, Space.World);
    }
}

相機動:using UnityEngine;
using System.Collections;

public class NewBehaviourScript : MonoBehaviour
{
    public float moveSpeed = 10f;
    public float turnSpeed = 50f;


    void Update()
    {
        if (Input.GetKey(KeyCode.UpArrow))
            transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);

        if (Input.GetKey(KeyCode.DownArrow))
            transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);

        if (Input.GetKey(KeyCode.LeftArrow))
            transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime);

        if (Input.GetKey(KeyCode.RightArrow))
            transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime);
    }
}