一个是通过W、A、S、D来移动人物(示例一),另个是按屏幕上的按钮来移动人物(示例二)。很简单,只改了几行代码。
下面是“Assets”文件夹里面的资源。
示例一:
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class E3_07keyboard : MonoBehaviour { //动画数组 private Object[] animUp; private Object[] animDown; private Object[] animLeft; private Object[] animRight; //地图贴图 private Texture2D map; //当前人物动画 private Object[] tex; //人物X坐标 private int x; //人物Y坐标 private int y; //帧序列 private int nowFram; //动画帧的总数 private int mFrameCount; //限制一秒多少帧 private float fps = 5; //限制帧的时间 private float time = 0; void Start() { //得到帧动画中的所有图片资源 animUp = Resources.LoadAll( "up" ); animDown = Resources.LoadAll( "down" ); animLeft = Resources.LoadAll( "left" ); animRight = Resources.LoadAll( "right" ); //得到地图资源 map = (Texture2D)Resources.Load( "map/map" ); //设置默认动画 tex = animUp; } void OnGUI() { //绘制贴图 GUI.DrawTexture( new Rect(0, 0, Screen.width, Screen.height), map, ScaleMode.StretchToFill, true , 0); //绘制帧动画 DrawAnimation(tex, new Rect(x, y, 32, 48)); //点击按钮移动人物 if (Input.GetKey(KeyCode.W)) { y -= 2; tex = animUp; } if (Input.GetKey(KeyCode.S)) { y += 2; tex = animDown; } if (Input.GetKey(KeyCode.A)) { x -= 2; tex = animLeft; } if (Input.GetKey(KeyCode.D)) { x += 2; tex = animRight; } } void DrawAnimation(Object[] tex, Rect rect) { //绘制当前帧 GUI.DrawTexture(rect, (Texture)tex[nowFram], ScaleMode.StretchToFill, true , 0); //计算限制帧时间 time += Time.deltaTime; //超过限制帧则切换图片 if (time >= 1.0 / fps) { //帧序列切换 nowFram++; //限制帧清空 time = 0; //超过帧动画总数从第0帧开始 if (nowFram >= tex.Length) { nowFram = 0; } } } } |
示例二
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class E3_07button : MonoBehaviour { //动画数组 private Object[] animUp; private Object[] animDown; private Object[] animLeft; private Object[] animRight; //地图贴图 private Texture2D map; //当前人物动画 private Object[] tex; //人物X坐标 private int x; //人物Y坐标 private int y; //帧序列 private int nowFram; //动画帧的总数 private int mFrameCount; //限制一秒多少帧 private float fps = 5; //限制帧的时间 private float time = 0; void Start() { //得到帧动画中的所有图片资源 animUp = Resources.LoadAll( "up" ); animDown = Resources.LoadAll( "down" ); animLeft = Resources.LoadAll( "left" ); animRight = Resources.LoadAll( "right" ); //得到地图资源 map = (Texture2D)Resources.Load( "map/map" ); //设置默认动画 tex = animUp; } void OnGUI() { //绘制贴图 GUI.DrawTexture( new Rect(0, 0, Screen.width, Screen.height), map, ScaleMode.StretchToFill, true , 0); //绘制帧动画 DrawAnimation(tex, new Rect(x, y, 32, 48)); //点击按钮移动人物 if (GUILayout.RepeatButton( "向上" )) { y -= 2; tex = animUp; } if (GUILayout.RepeatButton( "向下" )) { y += 2; tex = animDown; } if (GUILayout.RepeatButton( "向左" )) { x -= 2; tex = animLeft; } if (GUILayout.RepeatButton( "向右" )) { x += 2; tex = animRight; } } void DrawAnimation(Object[] tex, Rect rect) { //绘制当前帧 GUI.DrawTexture(rect, (Texture)tex[nowFram], ScaleMode.StretchToFill, true , 0); //计算限制帧时间 time += Time.deltaTime; //超过限制帧则切换图片 if (time >= 1.0 / fps) { //帧序列切换 nowFram++; //限制帧清空 time = 0; //超过帧动画总数从第0帧开始 if (nowFram >= tex.Length) { nowFram = 0; } } } } |
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原文链接:https://blog.csdn.net/qq_39588003/article/details/98651857