一、脚本编写
1.1、同一类型的方法JS和C#的书写方式却不一样主要还是语法,在工程中创建一个Cube 分别把JSTest.js和CSharp.cs 添加到Cube中
JSTest.js
#pragma strictprivate var i:int;private var f:float;function Start () {}function Update () {}function SetInt(_i:int){ i=_i;}function SetFloat(_f:float){ f=_f;}function GetInt():int{ return i;}function GetFloat():float{ return f;}
CSharp.cs
using UnityEngine;using System.Collections;public class CSharpTest : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } int i; float f; public void SetInt(int i) { this.i = i; } public void SetFloat(float f) { this.f = f; } public int GetInt() { return i; } public float GetFloat() { return f; }}
1.2、JS,C#调用方法赋给Main Camera
MainJS.js
#pragma strictvar obj:GameObject;function Start () { obj=GameObject.Find("Cube"); var js:JSTest=obj.GetComponent(JSTest); js.SetInt(1); js.SetFloat(1.1); print("JS GetInt :"+js.GetInt()); print("JS GetFloat:"+js.GetFloat());}function Update () {}
MainCharp.cs
using UnityEngine;using System.Collections;public class MainCSharp : MonoBehaviour { GameObject obj; // Use this for initialization void Start () { obj = GameObject.Find ("Cube"); CSharpTest cs = obj.GetComponent(); cs.SetInt (11); cs.SetFloat (11.11f); Debug.Log ("C# GetInt "+cs.GetInt()); Debug.Log ("C# GetFloat "+cs.GetFloat ()); } // Update is called once per frame void Update () { }}
1.3、看看结果
结果有点意外:JS应该先执行,为什么出来的顺序是这个?
"Standard Assets"、 "Pro Standard Assets" 和 "Plugins" 这三个目录里的脚本被最先编译,"Editor"目录里的稍后编译,其他的脚本最后编译。
二、物体间通信
2.1、
GameObject.SendMessage:向自身的脚本中发送消息
GameObject.BroadcastMessage:向自身及子物体的脚本中发送消息 GameObject.SendMessageUpwards:向自身及父物体中发送消息(先发给自己在发送给其他物体)例如:子类Sphere对应脚本sendMessage.cs 父类Cube对应脚本receiveMessage.cs
sendMessage.cs
using UnityEngine;using System.Collections;public class sendMessage : MonoBehaviour { // Use this for initialization void Start () { gameObject.SendMessageUpwards("SendMsgParent", "Hello 来自子类Sphere"); } // Update is called once per frame void Update () { } void SendMsgParent(string msg) { Debug.Log("我是子类Sphere,子类发来的消息:" + msg); }}
receiveMessage.cs
using UnityEngine;using System.Collections;public class receiveMessage : MonoBehaviour{ // Use this for initialization void Start() { } // Update is called once per frame void Update() { } void SendMsgParent(string msg) { Debug.Log("我是父类Cube,子类发来的消息:" + msg); }}
最终结果
发送消息:先发送给自己在发送给其他物体
2.2、上面有个缺陷就是必须是继承关系 方可传递消息
解决方案:可以用C# 委托和事件机制来改变,可以实现不同物体间的进行消息传递
步骤:新建两个GameObject :EventCube、ListenCube 做事件和监听。对应分别的cs文件EventCube.cs、ListenCube.cs
EventCube.cs
using UnityEngine;using System.Collections;public class EventCube : MonoBehaviour { public delegate void EventHandle(GameObject e); public event EventHandle MouseOver; void OnMouseOver() { if (MouseOver != null) { MouseOver(gameObject); } } // Use this for initialization void Start () { } // Update is called once per frame void Update () { }}
ListenCube.cs
using UnityEngine;using System.Collections;public class ListenCube : MonoBehaviour{ // Use this for initialization void Start() { EventCube ev = GameObject.Find("EventCube").GetComponent();//EventCube 事件物体 ev.MouseOver += new EventCube.EventHandle(ev_MouseOver);//监听函数 //ev.MouseOver += ev_MouseOver; } void ev_MouseOver(GameObject e) { this.transform.Rotate(20, 0, 0); Debug.Log("旋转 :" + e); //throw new System.NotImplementedException(); } void Listening(GameObject e) { } // Update is called once per frame void Update() { }}
效果: