RoundToInt









How do I use Round To Int
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: Grid.cs Copy
68  public Node GetNodeAt(Vector3 pos) {
69   pos -= transform.position;
70
71   float percentRow = (pos.z / size.z) + 0.5f;
72   float percentCol = (pos.x / size.x) + 0.5f;
73   percentRow = Mathf.Clamp01(percentRow);
74   percentCol = Mathf.Clamp01(percentCol);
75   int row = Mathf.RoundToInt((rows-1) * percentRow);
76   int col = Mathf.RoundToInt((cols-1) * percentCol);
77
78   return grid[row,col];
79  }
File name: SimpleFPSCounter.cs Copy
13     void Update()
14     {
15         if (!active) return;
16
17         numFrames++;
18         elapsedTime += Time.deltaTime;
19         if (elapsedTime >= 1f)
20         {
21             fps = numFrames / elapsedTime;
22             numFrames = 0;
23             elapsedTime = 0;
24         }
25         print(Mathf.RoundToInt(fps));
26     }
File name: PlayerMoveScript.cs Copy
98  void OnCollisionEnter2D(Collision2D target) {
99   if(target.gameObject.tag == "died" || target.gameObject.tag == "Crates") {
100    jumpForce = 0;
101    scoreCount = 0;
102    anim.SetTrigger ("Died");
103    scoreText.gameObject.SetActive (false);
104    audioSource.PlayOneShot (diedClip);
105    FindObjectOfType ().gameOver (Mathf.RoundToInt(highScoreCount), coinScore);
106    FindObjectOfType ().ifPlayerDiedCoinScore(coinScore);
107    FindObjectOfType ().ifPlayerDiedScore (Mathf.RoundToInt(highScoreCount));
108   }
109  }
File name: EnemyController.cs Copy
43  void OnCollisionEnter2D(Collision2D collision){
44   if(collision.relativeVelocity.magnitude > damageCounter){
45    hitPoints -= Mathf.RoundToInt(collision.relativeVelocity.magnitude);
46    UpdateScoreStatus (Mathf.RoundToInt (collision.relativeVelocity.magnitude));
47    if(GameController.instance != null && MusicController.instance != null){
48     if(GameController.instance.isMusicOn){
49      if (gameObject != null) {
50       AudioSource.PlayClipAtPoint (hurt, transform.position);
51      }
52     }
53    }
54   }
55
56
57   UpdateAnimationState ();
58
59   if(hitPoints <= 0){
60    Death ();
61
62    if(collision.gameObject.CompareTag("Player Bullet")){
63     bounce = collision.transform.GetComponent ().velocity;
64     bounce.y = 0f;
65     collision.transform.GetComponent ().velocity = bounce;
66
67    }
68   }
69  }
File name: Structure.cs Copy
46  void OnCollisionEnter2D(Collision2D collision){
47   if(collision.relativeVelocity.magnitude > damageCounter){
48    hitpoints -= Mathf.RoundToInt (collision.relativeVelocity.magnitude);
49    UpdateScoreStatus (Mathf.RoundToInt (collision.relativeVelocity.magnitude));
50   }
51
52
53   if (hitpoints <= 50) {
54    spriteRenderer.sprite = sprite [0];
55    if(counter == 2){
56     AudioManager ();
57     counter--;
58    }
59
60   }
61
62   if(hitpoints <= 30){
63    spriteRenderer.sprite = sprite [1];
64    if(counter == 1){
65     AudioManager ();
66     counter--;
67    }
68   }
69
70
71   if(hitpoints <= 0){
72    Destroyed ();
73
74    if(collision.gameObject.CompareTag("Player Bullet")){
75     bounce = collision.transform.GetComponent ().velocity;
76     bounce.y = 0f;
77     collision.transform.GetComponent ().velocity = bounce;
78    }
79   }
80  }
File name: ScrollSnap.cs Copy
429         public int CurrentPage()
430         {
431             float pos;
432
433             if (direction == ScrollDirection.Horizontal)
434             {
435                 pos = listContainerMaxPosition - listContainerTransform.localPosition.x;
436                 pos = Mathf.Clamp(pos, 0, listContainerSize);
437             }
438             else
439             {
440                 pos = listContainerTransform.localPosition.y - listContainerMinPosition;
441                 pos = Mathf.Clamp(pos, 0, listContainerSize);
442             }
443
444             float page = pos / itemSize;
445
446             return Mathf.Clamp(Mathf.RoundToInt(page), 0, pages);
447         }

RoundToInt 157 lượt xem

Gõ tìm kiếm nhanh...