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OnGUI+Time+.Mathf类

2025/2/24 5:46:50 来源:https://blog.csdn.net/m0_74236534/article/details/142887955  浏览:    关键词:OnGUI+Time+.Mathf类
OnGUI的API相关代码
    string labelShow = "labelShow";bool toggle1 = false;float verticalValue = 0;float horizontalValue = 0;int isSelect = 0;float scrollBar = 0;private void OnGUI(){GUI.Label(new Rect(30,10,100,200), labelShow);//GUI.Label(new Rect(30, 30, 100, 200), "testOnGUI2");//if(GUI.Button(new Rect(30, 30, 100, 200), "TestBtn"))//{//    labelShow = "这里是Btn";//}//toggle1=GUI.Toggle(new Rect(30, 30, 100, 200), toggle1,"toggle");//if (toggle1)//{//    labelShow = "Toggle";//}//else//{//    labelShow = "labelShow";//}//verticalValue=GUI.VerticalSlider(new Rect(30, 30, 100, 200), verticalValue, 10, 0);labelShow = verticalValue.ToString();//horizontalValue = GUI.HorizontalSlider(new Rect(150, 30, 100, 200), horizontalValue, 10, 0);//labelShow = verticalValue+","+horizontalValue;//isSelect = GUI.Toolbar(new Rect(100, 60, 100, 200), isSelect, new string[] { "Bar1", "Bar2", "Bar3" });//labelShow = isSelect.ToString();scrollBar=GUI.VerticalScrollbar(new Rect(50, 150, 100, 200), scrollBar, 0.5f, 10, 0);labelShow = scrollBar.ToString();}
Time相关API知识 
//Time.time,Time.deltaTime受时间缩放影响的
//Time.time游戏开始到当前的时间;Time.deltaTime:游戏上一帧到当前帧时间
//Time.unscaledTime:真实时间,不接受时间缩放影响
GUI.Label(new Rect(30,10,300,50),"Time.time:"+Time.time);
GUI.Label(new Rect(30, 70, 300, 50), "Time.deltaTime:" + Time.deltaTime+",time:"+time);
GUI.Label(new Rect(30, 140, 300, 50), "Time.fixedTime:" + Time.fixedTime + ",time.fixedDeltaTime" + Time.fixedDeltaTime);
isSelect = GUI.Toolbar(new Rect(50, 150, 330, 200), isSelect, new string[] { "TimeScale:0.5", "TimeScale:1.5", "TimeScale:1" });
switch (isSelect)
{case 0://Time.timeScale:时间缩放,小于1,就是时间流逝变慢//大于1就是时间流逝变快Time.timeScale = 0.5f;break;case 1:Time.timeScale = 1.5f;break;case 2:Time.timeScale = 1;break;
}
.Mathf类 

相关API的代码如下:

        blood = -1;//规范一些值的取值范围,小于最小值就取最小值,大于最大值,就取最大值blood=Mathf.Clamp(blood, 0, 100);Debug.Log("blood:" + blood);private float lerpTest = 0;public GameObject cube;//插值a=Lerp(float a,float b,float t);//(b-a)*t+a;lerpTest=Mathf.Lerp(lerpTest,10,0.1f);Debug.Log("lerpTest:" + lerpTest);cube.transform.position = new Vector3(lerpTest, 0, 0);//SmoothDamp比Lerp更细腻,作为修改摄像机跟随中的摄像机更细腻Mathf.SmoothDamp(dampTest, 10, ref speed, 3, 3);Debug.Log("dampTest:" + dampTest);cube.transform.position = new Vector3(dampTest, 0, 0);

该系列专栏为网课课程笔记,仅用于学习参考。 

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