脚本控制fillamount(脚本化操作)

Unity3D如何制作圆弧形速度条?

用NUGI来做十分简单

NUGU-Create-Sprite

属性选择Filled,角度Radial360

fill amount 控制度数

编程,unity,求unity新的ugui系统,如何用脚本控制image的fill Amount,求真的可用的,问了好多都不行

public UnityEngine.UI.Image healthBar;

void Start()

{

healthBar.fillAmount=0.0f;

}

你之前找的资料不行可能是之前老版本的,更新版本后就是这样了。

我记得你这问题问过了。。。

RPG maker XP的脚本,高手进!!

1可能不需要脚本吧?在创建一个事件,设置好图片,然后图片右边有一个移动规则,默认是固定,按右键改回跟随,应该就OK了。

2你要横版的吧,横版战斗超长2000多行发不过来,你加QQ995269394吧我发给你。

3#==============================================================================

# 本脚本来自,使用和转载请保留此信息

#==============================================================================

#=================以下两个用来调整战斗时的手感问题,可以自己试试。

$敌人选框扩大=20

$角色选框扩大=30

#==============================================================================

# API调用

#==============================================================================

$ShowCursor=Win32API.new("user32", "ShowCursor", 'i', 'l')

$GetCursorPos=Win32API.new("user32", "GetCursorPos", 'p', 'i')

$ScreenToClient=Win32API.new("user32", "ScreenToClient", 'ip', 'i')

$GetActiveWindow=Win32API.new("user32", "GetActiveWindow", nil, 'l')

$Window_HWND=$GetActiveWindow.call

$GetKeyState=Win32API.new("user32", "GetKeyState", 'i', 'i')

#$FindWindow=Win32API.new("user32", "FindWindow", 'pp', 'i')

#$HookStart=Win32API.new("mouse_hook.dll", "HookStart", 'i', nil)

#$HookEnd=Win32API.new("mouse_hook.dll", "HookEnd", nil, nil)

#$GetMouseStatus=Win32API.new("mouse_hook.dll", "GetMouseStatus", 'i', 'i')

#$Window_HWND=$FindWindow.call(nil, 'mousetry')

module Mouse

LEFT=0x01

RIGHT=0x02

def self.init(sprite=nil)

# $HookStart.call($Window_HWND)

$ShowCursor.call(0)

@show_cursor=false

@mouse_sprite=Sprite.new

@mouse_sprite.z=99999

@mouse_sprite.bitmap=Bitmap.new('Graphics/Icons/001-Weapon01.png')

#@mouse_sprite.bitmap.fill_rect(Rect.new(0, 0, 32, 32), Color.new(0, 0, 0))

@left_press=false

@right_press=false

@left_trigger=false

@right_trigger=false

@left_repeat=false

@right_repeat=false

@click_lock=false

update

end

def self.exit

@mouse_sprite.bitmap.dispose

@mouse_sprite.dispose

@show_cursor=true

# $HookEnd.call

$ShowCursor.call(1)

end

def self.mouse_debug

return @mouse_debug.bitmap

end

def self.update

left_down=$GetKeyState.call(0x01)

right_down=$GetKeyState.call(0x02)

@click_lock=false

mouse_x, mouse_y=self.get_mouse_pos

if @mouse_sprite !=nil

@mouse_sprite.x=mouse_x

@mouse_sprite.y=mouse_y

end

if left_down[7]==1

@left_repeat=(not @left_repeat)

@left_trigger=(not @left_press)

@left_press=true

else

@left_press=false

@left_trigger=false

@left_repeat=false

end

if right_down[7]==1

@right_repeat=(not @right_repeat)

@right_trigger=(not @right_press)

@right_press=true

else

@right_press=false

@right_trigger=false

@right_repeat=false

end

end

def self.get_mouse_pos

point_var=[0, 0].pack('ll')

if $GetCursorPos.call(point_var) !=0

if $ScreenToClient.call($Window_HWND, point_var) !=0

x, y=point_var.unpack('ll')

if (x 0) or (x 10000) then x=0 end

if (y 0) or (y 10000) then y=0 end

if x 640 then x=640 end

if y 480 then y=480 end

return x, y

else

return 0, 0

end

else

return 0, 0

end

end

def self.press?(mouse_code)

if mouse_code==LEFT

if @click_lock

return false

else

return @left_press

end

elsif mouse_code==RIGHT

return @right_press

else

return false

end

end

def self.trigger?(mouse_code)

if mouse_code==LEFT

if @click_lock

return false

else

return @left_trigger

end

elsif mouse_code==RIGHT

return @right_trigger

else

return false

end

end

def self.repeat?(mouse_code)

if mouse_code==LEFT

if @click_lock

return false

else

return @left_repeat

end

elsif mouse_code==RIGHT

return @right_repeat

else

return false

end

end

def self.click_lock?

return @click_lock

end

def self.click_lock

@click_lock=true

end

def self.click_unlock

@click_lock=false

end

end

module Input

if @self_update==nil

@self_update=method('update')

@self_press=method('press?')

@self_trigger=method('trigger?')

@self_repeat=method('repeat?')

end

def self.update

@self_update.call

Mouse.update

end

def self.press?(key_code)

if @self_press.call(key_code)

return true

end

if key_code==C

return Mouse.press?(Mouse::LEFT)

elsif key_code==B

return Mouse.press?(Mouse::RIGHT)

else

return @self_press.call(key_code)

end

end

def self.trigger?(key_code)

if @self_trigger.call(key_code)

return true

end

if key_code==C

return Mouse.trigger?(Mouse::LEFT)

elsif key_code==B

return Mouse.trigger?(Mouse::RIGHT)

else

return @self_trigger.call(key_code)

end

end

def self.repeat?(key_code)

if @self_repeat.call(key_code)

return true

end

if key_code==C

return Mouse.repeat?(Mouse::LEFT)

elsif key_code==B

return Mouse.repeat?(Mouse::RIGHT)

else

return @self_repeat.call(key_code)

end

end

end

class Window_Selectable

if @self_alias==nil

alias self_update update

@self_alias=true

end

def update

#self.cursor_rect.empty

self_update

if self.active and @item_max 0

index_var=@index

tp_index=@index

mouse_x, mouse_y=Mouse.get_mouse_pos

mouse_not_in_rect=true

for i in 0...@item_max

@index=i

update_cursor_rect

top_x=self.cursor_rect.x + self.x + 16

top_y=self.cursor_rect.y + self.y + 16

bottom_x=top_x + self.cursor_rect.width

bottom_y=top_y + self.cursor_rect.height

if (mouse_x top_x) and (mouse_y top_y) and

(mouse_x bottom_x) and (mouse_y bottom_y)

mouse_not_in_rect=false

if tp_index !=@index

tp_index=@index

$game_system.se_play($data_system.cursor_se)

end

break

end

end

if mouse_not_in_rect

@index=index_var

update_cursor_rect

Mouse.click_lock

else

Mouse.click_unlock

end

end

end

end

class Window_NameInput

if @self_alias==nil

alias self_update update

@self_alias=true

end

def update

#self.cursor_rect.empty

self_update

if self.active

index_var=@index

mouse_x, mouse_y=Mouse.get_mouse_pos

mouse_not_in_rect=true

for i in (0...CHARACTER_TABLE.size).to_a.push(180)

@index=i

update_cursor_rect

top_x=self.cursor_rect.x + self.x + 16

top_y=self.cursor_rect.y + self.y + 16

bottom_x=top_x + self.cursor_rect.width

bottom_y=top_y + self.cursor_rect.height

#

if (mouse_x top_x) and (mouse_y top_y) and

(mouse_x bottom_x) and (mouse_y bottom_y)

mouse_not_in_rect=false

break

end

end

if mouse_not_in_rect

@index=index_var

update_cursor_rect

Mouse.click_lock

else

Mouse.click_unlock

end

end

end

end

class Window_InputNumber

if @self_alias==nil

alias self_update update

@self_alias=true

end

def update

#self.cursor_rect.empty

self_update

mouse_x, mouse_y=Mouse.get_mouse_pos

if self.active and @digits_max 0

index_var=@index

mouse_not_in_rect=true

for i in 0...@digits_max

@index=i

update_cursor_rect

top_x=self.cursor_rect.x + self.x + 16

bottom_x=top_x + self.cursor_rect.width

#

if (mouse_x top_x) and (mouse_x bottom_x)

mouse_not_in_rect=false

break

end

end

if mouse_not_in_rect

@index=index_var

update_cursor_rect

Mouse.click_lock

else

Mouse.click_unlock

end

end

if @last_mouse_y==nil

@last_mouse_y=mouse_y

end

check_pos=(@last_mouse_y - mouse_y).abs

if check_pos 10

$game_system.se_play($data_system.cursor_se)

place=10 ** (@digits_max - 1 - @index)

n=@number / place % 10

@number -=n * place

n=(n + 1) % 10 if mouse_y @last_mouse_y

n=(n + 9) % 10 if mouse_y @last_mouse_y

@number +=n * place

refresh

@last_mouse_y=mouse_y

end

end

end

class Scene_File

if @self_alias==nil

alias self_update update

@self_alias=true

end

def update

mouse_x, mouse_y=Mouse.get_mouse_pos

Mouse.click_lock

idx=0

for i in @savefile_windows

top_x=i.x + 16

top_y=i.y + 16

bottom_x=top_x + i.width

bottom_y=top_y + i.height

if (mouse_x top_x) and (mouse_y top_y) and

(mouse_x bottom_x) and (mouse_y bottom_y)

i.selected=true

if @file_index !=idx

@file_index=idx

$game_system.se_play($data_system.cursor_se)

end

Mouse.click_unlock

else

i.selected=false

end

idx +=1

end

self_update

end

end

class Arrow_Enemy

if @self_alias==nil

alias self_update update

@self_alias=true

end

def update

mouse_x, mouse_y=Mouse.get_mouse_pos

idx=0

for i in $game_troop.enemies do

if i.exist?

top_x=i.screen_x - self.ox

top_y=i.screen_y - self.oy

bottom_x=top_x + self.src_rect.width

bottom_y=top_y + self.src_rect.height

if (mouse_x top_x - $敌人选框扩大) and (mouse_y top_y - $敌人选框扩大) and

(mouse_x bottom_x + $敌人选框扩大) and (mouse_y bottom_y + $敌人选框扩大)

if @index !=idx

$game_system.se_play($data_system.cursor_se)

@index=idx

end

end

end

idx +=1

end

self_update

end

end

class Arrow_Actor

if @self_alias==nil

alias self_update update

@self_alias=true

end

def update

mouse_x, mouse_y=Mouse.get_mouse_pos

idx=0

for i in $game_party.actors do

if i.exist?

top_x=i.screen_x - self.ox

top_y=i.screen_y - self.oy

bottom_x=top_x + self.src_rect.width

bottom_y=top_y + self.src_rect.height

if (mouse_x top_x - $角色选框扩大) and (mouse_y top_y - $角色选框扩大) and

(mouse_x bottom_x + $角色选框扩大) and (mouse_y bottom_y + $角色选框扩大)

if @index !=idx

$game_system.se_play($data_system.cursor_se)

@index=idx

end

end

end

idx +=1

end

self_update

end

end

class Game_Player

if @self_alias==nil

alias self_update update

@self_alias=true

end

def update

mouse_x, mouse_y=Mouse.get_mouse_pos

if @last_move_x==nil

@last_move_x=false

end

if Mouse.press?(Mouse::LEFT)

last_moving=moving?

last_direction=@direction

unless moving? or $game_system.map_interpreter.running? or

@move_route_forcing or $game_temp.message_window_showing

last_x=@x

if @last_move_x

@last_move_x=false

elsif mouse_x screen_x + 16

move_right

elsif mouse_x screen_x - 16

move_left

end

last_y=@y

if last_x !=@x

@last_move_x=true

elsif mouse_y screen_y

move_down

elsif mouse_y screen_y - 32

move_up

end

if last_y !=@y

@last_move_x=false

elsif not @last_move_x

case last_direction

when 2

turn_down

when 4

turn_left

when 6

turn_right

when 8

turn_up

end

end

end

end

self_update

end

end

Mouse.init

END { Mouse.exit }

#==============================================================================

# 本脚本来自,使用和转载请保留此信息

#==============================================================================

这个试一试。

4真的八方向要八个方向的行走图,假的不用,自己搜索一下吧

5我不知道你什么意思- -

补充2:没,有一个脚本可以显示同伴的血量不是数字的,血槽的。字数满了。采纳。

python div函数是什么意思

不知道你是哪边看到的这个div函数,不过你可以使用help(div)来查看。我在官方文档上也没看到div函数,看到了相似的东西dir和divmod

给你讲下这2个的意思

dir 当你给dir()提供一个模块名字时,它返回在那个模块中定义的名字的列表。当没有为其提供参数时, 它返回当前模块中定义的名字的列表。

divmod 方法返回的是a//b(除法取整)以及a%b的值,结果类型为tuple,如divmod(7,3)它的值是(2,1)

13人参与, 0条评论 登录后显示评论回复

你需要登录后才能评论 登录/ 注册