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1.

Scripts as Behaviour Components }


}
3. Conventions and Syntax
using UnityEngine; using UnityEngine;
using System.Collections; using System.Collections;
public class ExampleBehaviourScript : MonoBehaviour public class BasicSyntax : MonoBehaviour
{ {
void Update() void Start ()
{ {
if (Input.GetKeyDown(KeyCode.R)) //this line is there to tell me the x position of my object
{
GetComponent<Renderer> ().material.color = Color.red; /*Hi there!
} * this is two lines!
if (Input.GetKeyDown(KeyCode.G)) * */
{ Debug.Log(transform.position.x);
GetComponent<Renderer>().material.color = Color.green;
} if(transform.position.y <= 5f)
if (Input.GetKeyDown(KeyCode.B)) {
{ Debug.Log ("I'm about to hit the ground!");
GetComponent<Renderer>().material.color = Color.blue; }
} }
} }
}

2. Variables and Functions 4. IF Statements


using UnityEngine;
using System.Collections;
using UnityEngine;
public class VariablesAndFunctions : MonoBehaviour using System.Collections;
{
int myInt = 5; public class IfStatements : MonoBehaviour
{
float coffeeTemperature = 85.0f;
void Start () float hotLimitTemperature = 70.0f;
{ float coldLimitTemperature = 40.0f;
myInt = MultiplyByTwo(myInt);
Debug.Log (myInt);
} void Update ()
{
if(Input.GetKeyDown(KeyCode.Space))
int MultiplyByTwo (int number) TemperatureTest();
{
int result; coffeeTemperature -= Time.deltaTime * 5f;
result = number * 2; }
return result;

void TemperatureTest () using System.Collections;


{
// If the coffee's temperature is greater than the hottest drinking public class WhileLoop : MonoBehaviour
temperature... {
if(coffeeTemperature > hotLimitTemperature) int cupsInTheSink = 4;
{
// ... do this.
print("Coffee is too hot."); void Start ()
} {
// If it isn't, but the coffee temperature is less than the coldest drinking while(cupsInTheSink > 0)
temperature... {
else if(coffeeTemperature < coldLimitTemperature) Debug.Log ("I've washed a cup!");
{ cupsInTheSink--;
// ... do this. }
print("Coffee is too cold."); }
} }
// If it is neither of those then...
else 7. DoWhileLoop
{
// ... do this. using UnityEngine;
print("Coffee is just right."); using System.Collections;
}
} public class DoWhileLoop : MonoBehaviour
} {
void Start()
{
5. ForLoop bool shouldContinue = false;
using UnityEngine; do
using System.Collections; {
print ("Hello World");
public class ForLoop : MonoBehaviour
{ }while(shouldContinue == true);
int numEnemies = 3; }
}
void Start ()
8. ForeachLoop
{
for(int i = 0; i < numEnemies; i++) using UnityEngine;
{ using System.Collections;
Debug.Log("Creating enemy number: " + i);
} public class ForeachLoop : MonoBehaviour
} {
} void Start ()
{
6. WhileLoop string[] strings = new string[3];
using UnityEngine; strings[0] = "First string";
strings[1] = "Second string"; }
strings[2] = "Third string"; }

foreach(string item in strings) 10. AnotherClass


{
print (item); using UnityEngine;
} using System.Collections;
}
} public class AnotherClass
{
public int apples;
9. ScopeAndAccessModifiers public int bananas;
using UnityEngine;
using System.Collections; private int stapler;
private int sellotape;
public class ScopeAndAccessModifiers : MonoBehaviour
{
public int alpha = 5; public void FruitMachine (int a, int b)
{
int answer;
private int beta = 0; answer = a + b;
private int gamma = 5; Debug.Log("Fruit total: " + answer);
}
private AnotherClass myOtherClass;
private void OfficeSort (int a, int b)
{
void Start () int answer;
{ answer = a + b;
alpha = 29; Debug.Log("Office Supplies total: " + answer);
}
myOtherClass = new AnotherClass(); }
myOtherClass.FruitMachine(alpha, myOtherClass.apples);
}
11. 11. Awake and Start

void Example (int pens, int crayons)


{ using UnityEngine;
int answer; using System.Collections;
answer = pens * crayons * alpha;
Debug.Log(answer); public class AwakeAndStart : MonoBehaviour
} {
void Awake ()
{
void Update () Debug.Log("Awake called.");
{ }
Debug.Log("Alpha is set to: " + alpha);

void Update ()
void Start () {
{ if(Input.GetKeyUp(KeyCode.Space))
Debug.Log("Start called."); {
} myLight.enabled = !myLight.enabled;
} }
}
}
12. 12. Update and FixedUpdate

14. ActiveObjects
using UnityEngine;
using UnityEngine; using System.Collections;
using System.Collections;
public class ActiveObjects : MonoBehaviour
public class UpdateAndFixedUpdate : MonoBehaviour {
{ void Start ()
void FixedUpdate () {
{ gameObject.SetActive(false);
Debug.Log("FixedUpdate time :" + Time.deltaTime); }
} }
15. CheckState
using UnityEngine;
void Update () using System.Collections;
{
Debug.Log("Update time :" + Time.deltaTime); public class CheckState : MonoBehaviour
} {
} public GameObject myObject;

13. Enabling and Disabling Components


void Start ()
{
using UnityEngine; Debug.Log("Active Self: " + myObject.activeSelf);
using System.Collections; Debug.Log("Active in Hierarchy" + myObject.activeInHierarchy);
}
public class EnableComponents : MonoBehaviour }
{
private Light myLight; 16. TransformFunctions
using UnityEngine;
using System.Collections;
void Start ()
{ public class TransformFunctions : MonoBehaviour
myLight = GetComponent<Light>(); {
} public float moveSpeed = 10f;
public float turnSpeed = 50f;
public Text boolDisplay2;
void Update () public Text boolDisplay3;
{
if(Input.GetKey(KeyCode.UpArrow)) void Start()
transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime); {
graphic.sprite = standard;
if(Input.GetKey(KeyCode.DownArrow)) }
transform.Translate(-Vector3.forward * moveSpeed * Time.deltaTime);
void Update()
if(Input.GetKey(KeyCode.LeftArrow)) {
transform.Rotate(Vector3.up, -turnSpeed * Time.deltaTime); bool down = Input.GetKeyDown(KeyCode.Space);
bool held = Input.GetKey(KeyCode.Space);
if(Input.GetKey(KeyCode.RightArrow)) bool up = Input.GetKeyUp(KeyCode.Space);
transform.Rotate(Vector3.up, turnSpeed * Time.deltaTime);
} if(down)
} {
graphic.sprite = downgfx;
}
17. CameraLookAt else if (held)
using UnityEngine; {
using System.Collections; graphic.sprite = heldgfx;
}
public class CameraLookAt : MonoBehaviour else if (up)
{ {
public Transform target; graphic.sprite = upgfx;
}
void Update () else
{ {
transform.LookAt(target); graphic.sprite = standard;
} }
}
boolDisplay1.text = " " + down;
boolDisplay2.text = " " + held;
boolDisplay3.text = " " + held;
18. KeyInput }
using UnityEngine; }
using System.Collections;
using UnityEngine.UI; 19. ButtonInput
using UnityEngine;
public class KeyInput : MonoBehaviour using System.Collections;
{ using UnityEngine.UI;
public Image graphic;
public Sprite standard; public class ButtonInput : MonoBehaviour
public Sprite downgfx; {
public Sprite upgfx; public Image graphic;
public Sprite heldgfx; public Sprite standard;
public Text boolDisplay1;

public Sprite downgfx; {


public Sprite upgfx;
public Sprite heldgfx; private Rigidbody rb;
public Text boolDisplay1;
public Text boolDisplay2; private void Awake()
public Text boolDisplay3; {
rb = GetComponent<Rigidbody>();
void Start() }
{
graphic.sprite = standard; void OnMouseDown ()
} {
rb.AddForce(-transform.forward * 500f);
void Update() rb.useGravity = true;
{ }
bool down = Input.GetButtonDown("Jump"); }
bool held = Input.GetButton("Jump");
bool up = Input.GetButtonUp("Jump"); 21. Singleton – scene manager

if(down) using UnityEngine;


{ using UnityEngine.SceneManagement;
graphic.sprite = downgfx; using UnityEngine.UI;
}
else if (held)
{ public class SceneManagerScript : MonoBehaviour
graphic.sprite = heldgfx; {
} public Text ValueTxt;
else if (up) private void Start()
{ {
graphic.sprite = upgfx; ValueTxt.text = PersistentManagerScript.Instance.Value.ToString();
} }
else public void GoToFirstScene()
{ {
graphic.sprite = standard; SceneManager.LoadScene("first");
} PersistentManagerScript.Instance.Value++;
}
boolDisplay1.text = " " + down; public void GoToSecondScene()
boolDisplay2.text = " " + held; {
boolDisplay3.text = " " + held; SceneManager.LoadScene("second");
} PersistentManagerScript.Instance.Value++;
}
}
20. MouseClick
}
using UnityEngine;
using System.Collections;

public class MouseClick : MonoBehaviour


22. Singleton – Persistent manager }
void B1Click(){
using System.Collections; Debug.Log ("Blue Color");
using System.Collections.Generic; sprite = GetComponent<SpriteRenderer>();
using UnityEngine; sprite.color = Color.blue;
}
public class PersistentManagerScript : MonoBehaviour void B2Click(){
{ Debug.Log ("Red Color");
public static PersistentManagerScript Instance { get; private set; } sprite = GetComponent<SpriteRenderer>();
sprite.color = Color.red;
public int Value; }
void B3Click(){
private void Awake() Debug.Log ("Green Color");
{ sprite = GetComponent<SpriteRenderer>();
if (Instance == null) sprite.color = Color.green;
{ }
Instance = this; // Update is called once per frame
DontDestroyOnLoad(gameObject); void Update()
} {
else }
{ }
Destroy(gameObject);
}
} 24. SceneTransition
}
using UnityEngine;
using UnityEngine.SceneManagement;
23. Button UI
using UnityEngine.UI;
public class SceneTransition : MonoBehaviour
{
using System.Collections; public InputField nameInputField;
using System.Collections.Generic; public void StartGame()
using UnityEngine; {
using UnityEngine.UI; string playerName = nameInputField.text;
public class SetColor : MonoBehaviour if (!string.IsNullOrEmpty(playerName))
{ {
SpriteRenderer sprite; // Store the player name for use in the next scene (you can use
public Color newColor; PlayerPrefs or other methods).
public Button B1,B2,B3; PlayerPrefs.SetString("PlayerName", playerName);
// Start is called before the first frame update // Load the next scene.
void Start() SceneManager.LoadScene("WelcomeScene");
{ }
Button btn1 = B1.GetComponent<Button>(); }
btn1.onClick.AddListener(B1Click); }
Button btn2 = B2.GetComponent<Button>();
btn2.onClick.AddListener(B2Click);
25. Script "WelcomeMessage"
Button btn3 = B3.GetComponent<Button>();
btn3.onClick.AddListener(B3Click); using UnityEngine;

using UnityEngine.UI; 27. Scroll Texture Script


public class WelcomeMessage : MonoBehaviour using System.Collections;
{ using System.Collections.Generic;
public Text welcomeText; using UnityEngine;
void Start() public class SrollTex: monoBehaviour
{ {
string playerName = PlayerPrefs.GetString("PlayerName", "Player"); public float ScrollX = 0.5f;
welcomeText.text = "Welcome, " + playerName + "!"; public float ScrollY = 0.5f;
} void update()
} {
float offsetX = Time.time * __________;
float offsetY = Time.time * __________;
26. BallMovement Script GetComponent<Renderer>().material.mainTextureOffset = new
using UnityEngine; Vector2(___________, _________________);
public class BallMovement : MonoBehaviour }
{ }
public float speed = 5.0f;
void Update()
{
float horizontalInput = Input.GetAxis("Horizontal");
float verticalInput = Input.GetAxis("Vertical");
Vector3 movement = new Vector3(horizontalInput, verticalInput, 0) * speed
* Time.deltaTime;
transform.Translate(movement);
}
}

27. BallSizeControl

using UnityEngine;
using UnityEngine.UI;
public class BallSizeControl : MonoBehaviour
{
public Slider sizeSlider;
public float minSize = 1.0f;
public float maxSize = 5.0f;
private void Start()
{
sizeSlider.onValueChanged.AddListener(ChangeBallSize);
}
private void ChangeBallSize(float value)
{
float newSize = Mathf.Lerp(minSize, maxSize, value);
transform.localScale = new Vector3(newSize, newSize, newSize);
}
}

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