2555F240-3CF4-4643-8B22-6D939A443066.png
void OnGUI() {
if (GUILayout.Button ("創(chuàng)建立方體", GUILayout.Height (50))) {
var objCube = GameObject.CreatePrimitive (PrimitiveType.Cube);
objCube.AddComponent<Rigidbody> ();
objCube.name = "Cube";
Renderer renderer = objCube.GetComponent<Renderer> ();
renderer.material.color = Color.blue;
objCube.transform.position = new Vector3 (0.0f, 10.0f, 0.0f);
}
if (GUILayout.Button ("創(chuàng)建球體", GUILayout.Height (50))) {
var objSphere = GameObject.CreatePrimitive (PrimitiveType.Sphere);
objSphere.AddComponent<Rigidbody> ();
objSphere.name = "Sphere";
Renderer renderer = objSphere.GetComponent<Renderer> ();
renderer.material.color = Color.red;
objSphere.transform.position = new Vector3 (0.0f, 10.0f, 0.0f);
}
}
【0】GameObject.CreatePrimitive()方法荞怒,用于創(chuàng)建一個(gè)原始對(duì)象电谣。
public enum PrimitiveType
{
Sphere,
Capsule,
Cylinder,
Cube,
Plane,
Quad
}
【1】AddComponent<>()方法贷揽,用于給對(duì)象添加一個(gè)組件(腳本也是組件)美澳。
【2】renderer.material.color竞阐,設(shè)置渲染材質(zhì)的顏色或者貼圖僚害。
【3】transform.position硫椰,設(shè)置對(duì)象的位置。