Turning
How do I use Turning
Below are practical examples compiled from projects for learning and reference purposes
Featured Snippets
File name: PickupController.cs
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73 // Are we jumping? (Initiated with jump button and not grounded yet)
77 // Are we moving backwards (This locks the camera to not do a 180 degree spin)
81 // When did the user start walking (Used for going into trot after a while)
87 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
101 void Awake()
102 {
103 // PUN: automatically determine isControllable, if this GO has a PhotonView
104 PhotonView pv = this.gameObject.GetComponent
105 if (pv != null)
106 {
107 isControllable = pv.isMine;
108
109 // The pickup demo assigns this GameObject as the PhotonPlayer.TagObject. This way, we can access this character (controller, position, etc) easily
110 if (this.AssignAsTagObject)
111 {
112 pv.owner.TagObject = this.gameObject;
113 }
114
115 // please note: we change this setting on ANY PickupController if "DoRotate" is off. not only locally when it's "our" GameObject!
116 if (pv.observed is Transform && !DoRotate)
117 {
118 pv.onSerializeTransformOption = OnSerializeTransform.OnlyPosition;
119 }
120 }
121
122
123 moveDirection = transform.TransformDirection(Vector3.forward);
124
125 _animation = GetComponent
126 if (!_animation)
127 Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
128
129 if (!idleAnimation)
130 {
131 _animation = null;
132 Debug.Log("No idle animation found. Turning off animations.");
133 }
134 if (!walkAnimation)
135 {
136 _animation = null;
137 Debug.Log("No walk animation found. Turning off animations.");
138 }
139 if (!runAnimation)
140 {
141 _animation = null;
142 Debug.Log("No run animation found. Turning off animations.");
143 }
144 if (!jumpPoseAnimation && canJump)
145 {
146 _animation = null;
147 Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
148 }
149 }
File name: ThirdPersonController.cs
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71 // Are we jumping? (Initiated with jump button and not grounded yet)
75 // Are we moving backwards (This locks the camera to not do a 180 degree spin)
79 // When did the user start walking (Used for going into trot after a while)
85 // the height we jumped from (Used to determine for how long to apply extra jump power after jumping.)
92 void Awake()
93 {
94 moveDirection = transform.TransformDirection(Vector3.forward);
95
96 _animation = GetComponent
97 if (!_animation)
98 Debug.Log("The character you would like to control doesn't have animations. Moving her might look weird.");
99
100 /*
101 public AnimationClip idleAnimation;
102 public AnimationClip walkAnimation;
103 public AnimationClip runAnimation;
104 public AnimationClip jumpPoseAnimation;
105 */
106 if (!idleAnimation)
107 {
108 _animation = null;
109 Debug.Log("No idle animation found. Turning off animations.");
110 }
111 if (!walkAnimation)
112 {
113 _animation = null;
114 Debug.Log("No walk animation found. Turning off animations.");
115 }
116 if (!runAnimation)
117 {
118 _animation = null;
119 Debug.Log("No run animation found. Turning off animations.");
120 }
121 if (!jumpPoseAnimation && canJump)
122 {
123 _animation = null;
124 Debug.Log("No jump animation found and the character has canJump enabled. Turning off animations.");
125 }
126
127 }
File name: Pools.cs
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50 public GameObject GetPoolableObject(string objName)
51 {
52 GameObject returningObj = null;
53 GameObject[] allObjects = null;
54
55 switch (objName)
56 {
57 case "p_bullet": allObjects = bulletsPlayer; break;
58 case "e_bullet": allObjects = bulletsEnemy; break;
59 case "enemy_01": allObjects = enemies_01; break;
60 case "enemy_02": allObjects = enemies_02; break;
61 case "enemy_03": allObjects = enemies_03; break;
62 case "bonus": allObjects = bonuses; break;
63 }
64
65 for (int i = 0; i < allObjects.Length; i++)
66 {
67 if (!allObjects[i].activeInHierarchy)
68 {
69 returningObj = allObjects[i];
70 }
71 }
72
73 return returningObj;
74 }
File name: SystemScr.cs
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6 public static int Randomization_1(this Random rand, params int[] randBorders)
7 {
8 int r = Random.Range(0,100);
9 int returningValue = 0;
10
11 for (int i = 0; i < randBorders.Length-1; i++)
12 {
13 if (r > randBorders[i] && r < randBorders[i + 1])
14 {
15 returningValue = i;
16 break;
17 }
18 }
19
20 return returningValue;
21 }
File name: frmSplash.cs
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19 private void timer1_Tick(object sender, EventArgs e)
20 {
21 frmLogin frm = new frmLogin();
22 progressBar1.Visible = true;
23
24 this.progressBar1.Value = this.progressBar1.Value + 2;
25 if (this.progressBar1.Value == 10)
26 {
27 label3.Text = "Reading modules..";
28 }
29 else if (this.progressBar1.Value == 20)
30 {
31 label3.Text = "Turning on modules.";
32 }
33 else if (this.progressBar1.Value == 40)
34 {
35 label3.Text = "Starting modules..";
36 }
37 else if (this.progressBar1.Value == 60)
38 {
39 label3.Text = "Loading modules..";
40 }
41 else if (this.progressBar1.Value == 80)
42 {
43 label3.Text = "Done Loading modules..";
44 }
45 else if (this.progressBar1.Value == 100)
46 {
47 frm.Show();
48 timer1.Enabled = false;
49 this.Hide();
50 }
51 }
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