把想要切換的物件拖曳至攝影機程式裡的ObjectA、ObjectB、ObjectC、ObjectD
這是範例所以請拖曳四個物件(手邊若沒有物件,可以使用內建的Cube、Capsule..等 內建物件必須使用Prefab
物件重複無所謂,若沒有放滿,執行會發生問題
var ObjectA: GameObject; var ObjectB: GameObject; var ObjectC: GameObject; var ObjectD: GameObject; var TempActor: String = ""; private var Clone: GameObject; //http://easyunity.blogspot.com function Start() { SwitchActor("A"); } function Update() {} function OnGUI() { GUI.BeginGroup(Rect(20, 20, 200, 315)); GUI.Box(Rect(0, 0, 200, 315), "Actor List"); if (GUI.Button(Rect(20, 30, 160, 50), "Actor A")) SwitchActor("A"); if (GUI.Button(Rect(20, 100, 160, 50), "Actor B")) SwitchActor("B"); if (GUI.Button(Rect(20, 170, 160, 50), "Actor C")) SwitchActor("C"); if (GUI.Button(Rect(20, 240, 160, 50), "Actor D")) SwitchActor("D"); GUI.EndGroup(); } function SwitchActor(mag) { if (mag != TempActor) { Destroy(GameObject.Find("Actor" + TempActor)); switch (mag) { case "A": TempActor = "A"; Clone = Instantiate(ObjectA, Vector3(0, 0, 0), Quaternion.identity); Clone.name = "ActorA"; print("A"); break; case "B": TempActor = "B"; Clone = Instantiate(ObjectB, Vector3(0, 0, 0), Quaternion.identity); Clone.name = "ActorB"; print("B"); break; case "C": TempActor = "C"; Clone = Instantiate(ObjectC, Vector3(0, 0, 0), Quaternion.identity); Clone.name = "ActorC"; print("C"); break; case "D": TempActor = "D"; Clone = Instantiate(ObjectD, Vector3(0, 0, 0), Quaternion.identity); Clone.name = "ActorD"; print("D"); break; } } }
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