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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