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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
||||
|
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public class MouseRay : MonoBehaviour
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{
|
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Ray ray; // ÉäÏß
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RaycastHit hit; // ÉäÏß¼ì²âÆ÷
|
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|
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public GameObject ssss;
|
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|
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// Start is called before the first frame update
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void Start()
|
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{
|
||||
|
||||
}
|
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|
||||
// Update is called once per frame
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void Update()
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{
|
||||
if (Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
Cursor.visible = true;
|
||||
}
|
||||
|
||||
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
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if (Input.GetMouseButton(0))
|
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{
|
||||
if (Physics.Raycast(ray, out hit)) {
|
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Debug.Log(hit.collider.gameObject.name);
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if (hit.collider.gameObject.name=="Button") {
|
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ssss.GetComponent<step>().active = true;
|
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}
|
||||
}
|
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}
|
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}
|
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int sum(int a,int b,out int c)
|
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{
|
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c = a * b;
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return a + b;
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}
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}
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using System.Collections;
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using System.Collections.Generic;
|
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using UnityEngine;
|
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|
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public class NewBehaviourScript : MonoBehaviour
|
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{
|
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// Start is called before the first frame update
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void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
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{
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|
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}
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}
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||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Video;
|
||||
|
||||
public class PlayVideo : MonoBehaviour
|
||||
{
|
||||
public GameObject vv;
|
||||
// Start is called before the first frame update
|
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void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
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||||
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||||
private void OnTriggerEnter(Collider other)
|
||||
{
|
||||
vv.GetComponent<VideoPlayer>().Play();
|
||||
// GameObject.Find("Cube").SetActive(false);
|
||||
}
|
||||
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||||
private void OnTriggerExit(Collider other)
|
||||
{
|
||||
vv.GetComponent<VideoPlayer>().Stop();
|
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}
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
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||||
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||||
public class check : MonoBehaviour
|
||||
{
|
||||
public bool Go = false;
|
||||
private void OnTriggerEnter(Collider other)
|
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{
|
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Go = true;
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class fire : MonoBehaviour
|
||||
{
|
||||
public float speed = 1f;
|
||||
// Start is called before the first frame update
|
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void Start()
|
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{
|
||||
GameObject target = GameObject.Find("target");
|
||||
transform.LookAt(target.transform.position);
|
||||
GetComponent<Rigidbody>().AddForce(transform.forward * speed);
|
||||
}
|
||||
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||||
// Update is called once per frame
|
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void Update()
|
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{
|
||||
|
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}
|
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}
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using UnityEngine;
|
||||
|
||||
public class move : MonoBehaviour
|
||||
{
|
||||
public float Speed = 1f;
|
||||
public int num = 0;
|
||||
public check check;
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if (check.Go)
|
||||
{
|
||||
float step = Speed * Time.deltaTime;
|
||||
gameObject.transform.localPosition = new Vector3(Mathf.Lerp(gameObject.transform.localPosition.x, 0, step), Mathf.Lerp(gameObject.transform.localPosition.y, 0.1f + 0.3f * num, step), Mathf.Lerp(gameObject.transform.localPosition.z, -1.1f * num, step));//²åÖµËã·¨
|
||||
}
|
||||
//gameObject.transform.localPosition = new Vector3(0, 0.1f + 0.3f * num, -1.1f * num);//²åÖµËã·¨
|
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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||||
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public class opendoor : MonoBehaviour
|
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{
|
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public GameObject gg;
|
||||
public GameObject ll;
|
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private bool cc = false;
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void Start()
|
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{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if(Input.GetKeyDown(KeyCode.E))
|
||||
{
|
||||
Debug.Log(cc);
|
||||
if(cc) {
|
||||
this.gg.SetActive(false);
|
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this.GetComponent<BoxCollider>().isTrigger = true;
|
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ll.SetActive(true);
|
||||
}
|
||||
}
|
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}
|
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private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
cc = true;
|
||||
Debug.Log(collision.gameObject.name);
|
||||
}
|
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private void OnCollisionExit(Collision collision)
|
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{
|
||||
cc = false;
|
||||
Debug.Log(cc);
|
||||
}
|
||||
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private void OnTriggerEnter(Collider other)
|
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{
|
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Debug.Log("trigger enter");
|
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}
|
||||
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private void OnTriggerStay(Collider other)
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{
|
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Debug.Log(other.gameObject.name);
|
||||
}
|
||||
|
||||
private void OnTriggerExit(Collider other)
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{
|
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Debug.Log("trigger exit!!!!!!!!!!!!!!!!!");
|
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}
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class shoot : MonoBehaviour
|
||||
{
|
||||
public GameObject bucket;
|
||||
// Start is called before the first frame update
|
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void Start()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
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{
|
||||
if (Input.GetMouseButtonDown(0))
|
||||
{
|
||||
Instantiate(bucket, transform.position, Quaternion.LookRotation(transform.forward, transform.up));
|
||||
}
|
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}
|
||||
|
||||
void Ball() { }
|
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void Ball(int a) { }
|
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
|
||||
|
||||
public class step : MonoBehaviour
|
||||
{
|
||||
public int Num = 20;
|
||||
public float Speed = 1f;
|
||||
public bool active = false;
|
||||
public GameObject pfab;
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public GameObject[] Steps;
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void Start()
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{
|
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Steps = new GameObject[Num];
|
||||
for (int i = 0; i < Num; i++)
|
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{
|
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|
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Steps[i].transform.parent = transform; // 创建的对象父对象设置为当前对象
|
||||
}
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
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{
|
||||
if(active)
|
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{
|
||||
float step = Speed * Time.deltaTime;
|
||||
for (int j = 0; j < Num; j++)
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{
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GameObject s = Steps[j];
|
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s.transform.localPosition = new Vector3(Mathf.Lerp(s.transform.localPosition.x, 0, step), Mathf.Lerp(s.transform.localPosition.y, 0.1f + 0.3f * j, step), Mathf.Lerp(s.transform.localPosition.z, -1.1f * j, step));//插值算法
|
||||
}
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}
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}
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Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
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Reference in new issue