Clases
Tutorial
·
Beginner
·
+0XP
·
10 mins
·
(162)
Unity Technologies

Aprende cómo usar las clases para guardar y organizar tu información y cómo crear constructores para trabajar con partes de tu clase.
Este tutorial está incluido en el proyecto Scripting para principiantes.
Previo: Tipos de datos
Siguiente: Ejemplificar
Languages available:
1. Clases
C# Classes in Unity! - Beginner Scripting Tutorial
SingleCharacterScript
using UnityEngine;
using System.Collections;
public class SingleCharacterScript : MonoBehaviour
{
public class Stuff
{
public int bullets;
public int grenades;
public int rockets;
public Stuff(int bul, int gre, int roc)
{
bullets = bul;
grenades = gre;
rockets = roc;
}
}
public Stuff myStuff = new Stuff(10, 7, 25);
public float speed;
public float turnSpeed;
public Rigidbody bulletPrefab;
public Transform firePosition;
public float bulletSpeed;
void Update ()
{
Movement();
Shoot();
}
void Movement ()
{
float forwardMovement = Input.GetAxis("Vertical") * speed * Time.deltaTime;
float turnMovement = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
transform.Translate(Vector3.forward * forwardMovement);
transform.Rotate(Vector3.up * turnMovement);
}
void Shoot ()
{
if(Input.GetButtonDown("Fire1") && myStuff.bullets > 0)
{
Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position, firePosition.rotation) as Rigidbody;
bulletInstance.AddForce(firePosition.forward * bulletSpeed);
myStuff.bullets--;
}
}
}
Inventory (Inventario)
using UnityEngine;
using System.Collections;
public class Inventory : MonoBehaviour
{
public class Stuff
{
public int bullets;
public int grenades;
public int rockets;
public float fuel;
public Stuff(int bul, int gre, int roc)
{
bullets = bul;
grenades = gre;
rockets = roc;
}
public Stuff(int bul, float fu)
{
bullets = bul;
fuel = fu;
}
// Constructor
public Stuff ()
{
bullets = 1;
grenades = 1;
rockets = 1;
}
}
// Creating an Instance (an Object) of the Stuff class
public Stuff myStuff = new Stuff(50, 5, 5);
public Stuff myOtherStuff = new Stuff(50, 1.5f);
void Start()
{
Debug.Log(myStuff.bullets);
}
}
MovementControls (Control de movimiento)
using UnityEngine;
using System.Collections;
public class MovementControls : MonoBehaviour
{
public float speed;
public float turnSpeed;
void Update ()
{
Movement();
}
void Movement ()
{
float forwardMovement = Input.GetAxis("Vertical") * speed * Time.deltaTime;
float turnMovement = Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime;
transform.Translate(Vector3.forward * forwardMovement);
transform.Rotate(Vector3.up * turnMovement);
}
}
Shooting (Disparar)
using UnityEngine;
using System.Collections;
public class Shooting : MonoBehaviour
{
public Rigidbody bulletPrefab;
public Transform firePosition;
public float bulletSpeed;
private Inventory inventory;
void Awake ()
{
inventory = GetComponent<Inventory>();
}
void Update ()
{
Shoot();
}
void Shoot ()
{
if(Input.GetButtonDown("Fire1") && inventory.myStuff.bullets > 0)
{
Rigidbody bulletInstance = Instantiate(bulletPrefab, firePosition.position, firePosition.rotation) as Rigidbody;
bulletInstance.AddForce(firePosition.forward * bulletSpeed);
inventory.myStuff.bullets--;
}
}
}