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)