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Dvurechensky 2024-10-05 08:54:55 +03:00
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<p align="center">
<p align="center">
<img src="Git/gitPreview.png" width="100%" alt="Banner">
<a></a>
<p align="center">
<a href="https://git.io/typing-svg"><img src="https://readme-typing-svg.demolab.com?font=Fira+Code&pause=1000&center=true&vCenter=true&width=435&lines=%D0%9F%D0%BE%D0%B2%D1%82%D0%BE%D1%80%D0%B5%D0%BD%D0%B8%D0%B5+-+%D0%BC%D0%B0%D1%82%D1%8C+%D1%83%D1%87%D0%B5%D0%BD%D0%B8%D1%8F" alt="Typing SVG" /></a>
</p>
<p align="center">
<a href="https://sites.google.com/view/dvurechensky" target="_blank"><img alt="Static Badge" src="https://img.shields.io/badge/Dvurechensky-N-blue"></a>
<img src="https://img.shields.io/badge/Csharp-VS2022-blue?logo=csharp&logoColor=FFFF00">
<img src="https://img.shields.io/badge/Unity-2021.2.7f1-blue?logo=unity&logoColor=FFFF00">
</p>
</p>
# Базовые знания Unity 👌
- В папке **Assets/Scripts** находятся ключевы скрипты
1. 💥 Переменные и основные функции скрипта помещённого на объект
2. 💥 Объекты, компоненты, условные операции и циклы
3. 💥 Отслеживание нажатий от пользователя
4. 💥 Instantiate (Создание объектов)
5. 💥 Инициализация корутин (Coroutines)
6. 💥 События OnCollision и OnTrigger
7. 💥 GameObject.Find
[Видео](https://www.youtube.com/watch?v=wiBYx7n6ey4&list=PL0lO_mIqDDFVNOKquWCHh4n-Ird5HRB_1) - мотивирующее на создание подобного проекта
<p align="center">
<img src="Git/view.gif" height="100%" width="100%">
</p>

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using UnityEngine;
public class ControllerLessons : MonoBehaviour
{
private static ControllerLessons instance;
public static ControllerLessons Instance
{
get
{
if(instance == null)
instance = FindObjectOfType<ControllerLessons>();
return instance;
}
}
public Lesson_7 Lesson_7;
public Lesson_3 Lesson_3;
}

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using UnityEngine;
/*
* Отслеживание нажатий от пользователя
*/
public class Lesson4_2_Scale : MonoBehaviour
{
/// <summary>
/// Отправляется, когда пользователь нажимает кнопку мыши
/// в области GUIElement или Collider
/// </summary>
private void OnMouseDown()
{
transform.localScale = new Vector3(transform.localScale.x / 2, transform.localScale.y / 2, transform.localScale.z / 2);
}
/// <summary>
/// Отправляется, когда пользователь отпускает кнопку мыши.
/// </summary>
private void OnMouseUp()
{
transform.localScale = new Vector3(transform.localScale.x * 2f, transform.localScale.y * 2f, transform.localScale.z * 2f);
}
/// <summary>
/// Вызывается, когда пользователь щелкнул Collider и все еще удерживает мышь.
/// </summary>
private void OnMouseDrag()
{
// переменной записываються координаты мыши по X и Y
var mousePosition = new Vector3(Input.mousePosition.x, Input.mousePosition.y, 13f);
// переменной - объекту присваиваеться переменная с координатами мыши
var objPosition = Camera.main.ScreenToWorldPoint(mousePosition);
//объекту записываються координаты
transform.position = objPosition;
}
}

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using System.Collections;
using UnityEngine;
/*
* Переменные и основные функции
* в порядке иерархии выполнения сверху вниз
*/
public class Lesson_2 : MonoBehaviour
{
#region Control State
public bool ShowSceneRenderingString = false;
public bool ShowMouseEventString = false;
public bool ShowUpdateString = false;
public bool ShowFixedUpdateString = false;
public bool ShowLateUpdateString = false;
#endregion
#region Поля
/// <summary>
/// Публичные поля
/// </summary>
public int PoleK = 0;
/// <summary>
/// Закрытые поля
/// </summary>
private int PoleI = 0;
/// <summary>
/// Поля публичные в рамках скрипта
/// как для объектов скрипта так и для редактора Unity
/// закрытые в рамках обращения из других скриптов
/// </summary>
[SerializeField]
private int PoleG = 0;
#endregion
/// <summary>
/// Свойства
/// </summary>
public bool StatusReset
{
get
{
print($"Reset {StatusReset}");
return true;
}
}
/// <summary>
/// (Больше работает в Unity)
/// Сброс вызывается, когда пользователь нажимает
/// кнопку «Сброс» в контекстном меню Инспектора
/// или при первом добавлении компонента.
/// Эта функция вызывается только в режиме редактора.
/// Сброс чаще всего используется для получения
/// хороших значений по умолчанию в Инспекторе.
/// </summary>
[ContextMenu("Reset")]
private void Reset()
{
ShowSceneRenderingString = false;
ShowMouseEventString = false;
ShowFixedUpdateString = false;
ShowUpdateString = false;
ShowLateUpdateString = false;
print($"Reset {this.GetType().Name}");
}
/// <summary>
/// Всегда вызывается до любых функций Start
/// и также после того, как префаб был вызван в сцену
/// (если GameObject неактивен на момент старта,
/// Awake не будет вызван,
/// пока GameObject не будет активирован,
/// или функция в каком-нибудь прикреплённом скрипте не вызовет Awake).
/// </summary>
private void Awake()
{
print($"Awake {this.GetType().Name}");
}
/// <summary>
/// (вызывается только если объект активен):
/// Эта функция вызывается сразу после включения объекта.
/// Это происходит при создании образца MonoBehaviour,
/// например, при загрузке уровня или был вызван
/// GameObject с компонентом скрипта.
/// </summary>
private void OnEnable()
{
print($"OnEnable {this.GetType().Name}");
}
/// <summary>
/// Вызывается до обновления первого кадра(first frame)
/// только если скрипт включен.
/// </summary>
private void Start()
{
print($"Start {this.GetType().Name}");
}
/// <summary>
/// Зачастую случается, что FixedUpdate вызывается чаще чем Update.
/// FU может быть вызван несколько раз за кадр, если FPS низок
/// и функция может быть и вовсе не вызвана между кадрами, если FPS высок.
/// Все физические вычисления и обновления происходят сразу после FixedUpdate.
/// При применении расчётов передвижения внутри FixedUpdate,
/// вам не нужно умножать ваши значения на Time.deltaTime.
/// Потому что FixedUpdate вызывается в соответствии с надёжным таймером,
/// независящим от частоты кадров.
/// Другие методы физики:
/// yield WaitForFixedUpdate
/// OnTriggerXXX
/// OnCollisionXXX
/// </summary>
private void FixedUpdate()
{
if(ShowFixedUpdateString == true)
Debug.Log($"FixedUpdate {this.GetType().Name} time: {PoleK++}");
}
/// <summary>
/// Отправляется, когда мышь входит в элемент.
/// </summary>
private void OnMouseOver()
{
if(ShowMouseEventString == true)
Debug.Log($"OnMouseOver {this.GetType().Name}");
}
/// <summary>
/// Отправляется, когда мышь входит в элемент или один из его потомков.
/// </summary>
private void OnMouseEnter()
{
if (ShowMouseEventString == true)
Debug.Log($"OnMouseEnter {this.GetType().Name}");
}
/// <summary>
/// Вызывается, когда пользователь щелкнул Collider и все еще удерживает мышь.
/// </summary>
private void OnMouseDrag()
{
if (ShowMouseEventString == true)
Debug.Log($"OnMouseDrag {this.GetType().Name}");
}
/// <summary>
/// Отправляется, когда пользователь нажимает кнопку мыши
/// в области GUIElement или Collider
/// </summary>
private void OnMouseDown()
{
if (ShowMouseEventString == true)
Debug.Log($"OnMouseDown {this.GetType().Name}");
}
/// <summary>
/// Отправляется, когда пользователь отпускает кнопку мыши.
/// </summary>
private void OnMouseUp()
{
if (ShowMouseEventString == true)
Debug.Log($"OnMouseUp {this.GetType().Name}");
}
/// <summary>
/// Вызывается, когда мышь больше не находится над Collider.
/// </summary>
private void OnMouseExit()
{
if (ShowMouseEventString == true)
Debug.Log($"OnMouseExit {this.GetType().Name}");
}
/// <summary>
/// Вызывается раз за кадр. Это главная функция для обновлений кадров.
/// </summary>
private void Update()
{
if (ShowUpdateString == true)
Debug.Log($"Update {this.GetType().Name} time: {Time.deltaTime}");
}
/// <summary>
/// Game Logic - строго после Update и перед LateUpdate
/// yield return null - Сопрограмма продолжит выполнение, после того, как все Update функции были вызваны в следующем кадре.
/// yield return new WaitForSeconds() - Продолжает выполнение после заданной временной задержки, и после все Update функций, вызванных в итоговом кадре.
/// yield WWW - продолжает выполнение после завершения WWW-загрузки.
/// yield StartCoroutine() - сцепляет сопрограмму, и будет ждать, пока не завершится сопрограмма MyFunc.
/// </summary>
/// <returns></returns>
private IEnumerator ShowGameLogic()
{
yield return new WaitForSeconds(1f);
yield return StartCoroutine(ShowGameLogic());
print(PoleI);
yield return null;
}
/// <summary>
/// LateUpdate вызывается раз в кадр, после завершения Update.
/// Любые вычисления произведённые в Update будут уже выполнены на момент начала LateUpdate.
/// Часто LateUpdate используют для преследующей камеры от третьего лица.
/// Если вы перемещаете и поворачиваете персонажа в Update,
/// вы можете выполнить все вычисления перемещения и вращения камеры в LateUpdate.
/// Это обеспечит то, что персонаж будет двигаться до того, как камера отследит его позицию.
/// </summary>
private void LateUpdate()
{
if(ShowLateUpdateString == true)
Debug.Log($"LateUpdate {this.GetType().Name} time: {Time.deltaTime}");
}
/// <summary>
/// Scene rendering - строго после выполнения LateUpdate
/// Вызывается один раз для каждой камеры, если объект в поле зрения.
/// </summary>
private void OnWillRenderObject()
{
if(ShowSceneRenderingString == true)
Debug.Log($"OnWillRenderObject {this.GetType().Name}");
}
/// <summary>
/// Вызывается до того, как камера отсечёт сцену. Отсечение определяет,
/// какие объекты будут видны в камере. OnPreCull вызывается прямо перед тем,
/// как начинается отсечение.
/// </summary>
private void OnPreCull()
{
if (ShowSceneRenderingString == true)
Debug.Log($"OnPreCull {this.GetType().Name}");
}
/// <summary>
/// Вызывается тогда, когда объект становится видимым любой камере.
/// </summary>
private void OnBecameVisible()
{
if (ShowSceneRenderingString == true)
Debug.Log($"OnBecameVisible {this.GetType().Name}");
}
/// <summary>
/// Вызывается тогда, когда объект становится невидимым любой камере.
/// </summary>
private void OnBecameInvisible()
{
if (ShowSceneRenderingString == true)
Debug.Log($"OnBecameInvisible {this.GetType().Name}");
}
/// <summary>
/// Вызывается перед тем, как камера начнёт рендерить сцену.
/// </summary>
private void OnPreRender()
{
if (ShowSceneRenderingString == true)
Debug.Log($"OnPreRender {this.GetType().Name}");
}
/// <summary>
/// Вызывается, после того, как все обычные рендеры сцены завершатся.
/// Вы можете использовать класс GL или Graphics.DrawMeshNow,
/// чтобы рисовать пользовательскую геометрию в данной точке.
/// </summary>
private void OnRenderObject()
{
if (ShowSceneRenderingString == true)
Debug.Log($"OnRenderObject {this.GetType().Name}");
}
/// <summary>
/// Вызывается после того, как камера завершит рендер сцены.
/// </summary>
private void OnPostRender()
{
if (ShowSceneRenderingString == true)
Debug.Log($"OnPostRender {this.GetType().Name}");
}
/// <summary>
/// Вызывается после завершения рендера сцены,
/// для возможности пост-обработки изображения экрана.
/// </summary>
/// <param name="source">текущий экран</param>
/// <param name="destination">куда сохранить</param>
private void OnRenderImage(RenderTexture source, RenderTexture destination)
{
if (ShowSceneRenderingString == true)
Debug.Log($"OnRenderImage {this.GetType().Name}");
}
/// <summary>
/// Используется для отрисовки гизмо в окне Scene View в целях визуализации.
/// Только в Editor Unity
/// </summary>
private void OnDrawGizmos()
{
if (ShowSceneRenderingString == true)
Debug.Log($"OnDrawGizmos {this.GetType().Name}");
}
/// <summary>
/// Вызывается несколько раз за кадр и отвечает за элементы интерфейса (GUI).
/// Сначала обрабатываются события макета и раскраски,
/// после чего идут события клавиатуры/мышки для каждого события.
/// </summary>
private void OnGUI()
{
if (ShowSceneRenderingString == true)
Debug.Log($"OnGUI {this.GetType().Name}");
}
/// <summary>
/// (Работает один раз)
/// Вызывается также после yield WaitForEndFrame
/// Отправляется всем GameObjects, когда приложение приостанавливается.
/// </summary>
/// <param name="pause"></param>
private void OnApplicationPause(bool pause)
{
Debug.Log($"OnApplicationPause {pause} {this.GetType().Name}");
}
/// <summary>
/// Вызывается, когда объект отключается или становится неактивным.
/// </summary>
private void OnDisable()
{
Debug.Log($"OnDisable {this.GetType().Name}");
}
/// <summary>
/// Вызывается для всех игровых объектов перед тем,
/// как приложение закрывается. В редакторе вызывается тогда,
/// когда игрок останавливает игровой режим.
/// В веб-плеере вызывается по закрытия веб окна.
/// </summary>
private void OnApplicationQuit()
{
Debug.Log($"OnApplicationQuit {this.GetType().Name}");
}
/// <summary>
/// Эта функция вызывается после всех обновлений кадра
/// в последнем кадре объекта, пока он ещё существует
/// (объект может быть уничтожен при помощи Object.Destroy или при закрытии сцены).
/// </summary>
private void OnDestroy()
{
Debug.Log($"OnDestroy {this.GetType().Name}");
}
}

@ -0,0 +1,11 @@
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using System.Collections.Generic;
using UnityEngine;
/*
* Îáúåêòû, êîìïîíåíòû, óñëîâíûå îïåðàöèè è öèêëû
*/
public class Lesson_3 : MonoBehaviour
{
private Light Light;
private readonly int numEnemis = 2;
public List<GameObject> createObjList;
private void Awake()
{
Light = GetComponent<Light>();
createObjList = new List<GameObject>();
}
private void Update()
{
if (Input.GetKeyUp(KeyCode.K))
{
for (int i = 0; i < numEnemis; i++)
{
var tC = Instantiate(ControllerLessons.Instance.Lesson_7.Cilinder, new Vector3(Random.Range(-5f, 7f), Random.Range(1f, 7f)), Quaternion.identity);
tC.name = createObjList.Count.ToString();
createObjList.Add(tC);
Debug.Log(createObjList.Count);
}
}
var obj = ControllerLessons.Instance.Lesson_7.CloneObj;
if (obj == null && createObjList.Count == 0)
return;
//åñëè îáúåêò Lesson_7 ñóùåñòâóåò â ñïèñêå Lesson_3
var existObjLs7 = createObjList.FindIndex((ob) => ob.name == "Cylinder(Clone)");
if(existObjLs7 == -1 && obj != null)
createObjList.Add(obj);
if(Input.GetKeyUp(KeyCode.Space))
Light.enabled = !Light.enabled;
if (Input.GetKeyUp(KeyCode.A))
SetActiveListObj(ref createObjList);
if (Input.GetKeyUp(KeyCode.V))
DestroyObhs(ref createObjList);
if (Input.GetKeyUp(KeyCode.R))
SetColorObjs(ref createObjList, Color.red);
if (Input.GetKeyUp(KeyCode.G))
SetColorObjs(ref createObjList, Color.green);
if (Input.GetKeyUp(KeyCode.B))
SetColorObjs(ref createObjList, Color.blue);
}
private void SetActiveListObj(ref List<GameObject> objs)
{
foreach (var tC in objs)
tC.SetActive(!tC.activeSelf);
}
private void SetColorObjs(ref List<GameObject> objs, Color color)
{
foreach (var tC in objs)
tC.GetComponent<Renderer>().material.color = color;
}
private void DestroyObhs(ref List<GameObject> objsList)
{
foreach(var tC in objsList)
Destroy(tC);
objsList.Clear();
}
}

@ -0,0 +1,11 @@
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using UnityEngine;
/*
* Îòñëåæèâàíèå íàæàòèé îò ïîëüçîâàòåëÿ
*/
public class Lesson_4 : MonoBehaviour
{
public GameObject TransformObj;
public float range = 5f, moveSpeed = 3f, turnSpeed = 40f;
private void FixedUpdate()
{
if(TransformObj == null) return;
if (Input.GetKey(KeyCode.UpArrow))
TransformObj.transform.Translate(Vector3.forward
* moveSpeed);
if (Input.GetKey(KeyCode.DownArrow))
TransformObj.transform.Translate(-Vector3.forward
* moveSpeed);
if (Input.GetKey(KeyCode.LeftArrow))
TransformObj.transform.Rotate(Vector3.up, -turnSpeed);
if (Input.GetKey(KeyCode.RightArrow))
TransformObj.transform.Rotate(Vector3.up, turnSpeed);
}
}

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@ -0,0 +1,27 @@
using UnityEngine;
/*
* Instantiate(Ñîçäàíèå îáúåêòîâ)
*/
public class Lesson_5 : MonoBehaviour
{
public GameObject[] gameObjects;
private GameObject inst_Object;
private void Start()
{
for(uint i = 0; i < gameObjects.Length; i++)
{
var clone = Instantiate(gameObjects[(int)Random.Range(0, 2f)],
gameObjects[(int)Random.Range(0, 2f)].transform.position,
Quaternion.identity);
ControllerLessons.Instance.Lesson_3.createObjList.Add(clone);
}
//Ñîçäàíèå è âçàèìîäåéñòâèå ñ ñîçäàííûì
inst_Object = Instantiate(gameObjects[2], new Vector3(10,10,10), Quaternion.identity);
inst_Object.name = "my";
inst_Object.GetComponent<Renderer>().material.color = Color.red;
ControllerLessons.Instance.Lesson_3.createObjList.Add(inst_Object);
}
}

@ -0,0 +1,11 @@
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@ -0,0 +1,60 @@
using System.Collections;
using UnityEngine;
/*
* Êîðóòèíû (Coroutines)
*/
public class Lesson_6 : MonoBehaviour
{
public GameObject instObj;
private void Start()
{
Invoke("CreateObj", 2f);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.Y))
{
StartCoroutine(InstObjects());
}
if (Input.GetKeyDown(KeyCode.U))
{
StopCoroutine(InstObjects());
}
}
private void CreateObj()
{
var clone = Instantiate(instObj, new Vector3(-10, 10, 10), Quaternion.identity);
clone.GetComponent<Renderer>().material.color = Color.green;
ControllerLessons.Instance.Lesson_3.createObjList.Add(clone);
}
private IEnumerator InstObjects()
{
yield return new WaitForSeconds(1.5f);
var clone_1 = Instantiate(instObj, new Vector3(10, 10, 10), Quaternion.identity);
clone_1.GetComponent<Renderer>().material.color = Color.red;
ControllerLessons.Instance.Lesson_3.createObjList.Add(clone_1);
yield return new WaitForSeconds(1f);
var clone_2 = Instantiate(instObj, new Vector3(-10, 10, 10), Quaternion.identity);
clone_2.GetComponent<Renderer>().material.color = Color.green;
ControllerLessons.Instance.Lesson_3.createObjList.Add(clone_2);
int k = 0;
while (k < 2)
{
k++;
var clone_3 = Instantiate(instObj,
new Vector3(Random.Range(-10, 10), Random.Range(-10, 10), Random.Range(-10, 10)),
Quaternion.identity);
clone_3.GetComponent<Renderer>().material.color =
new Color(Random.Range(0, 1f),
Random.Range(0, 1f),
Random.Range(0, 1f),
Random.Range(0, 1f));
ControllerLessons.Instance.Lesson_3.createObjList.Add(clone_3);
yield return new WaitForSeconds(0.3f);
}
}
}

@ -0,0 +1,11 @@
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@ -0,0 +1,23 @@
using UnityEngine;
/*
* Ñîçäà¸ò îáúåêò äëÿ Lesson_8
* Ñîáûòèÿ OnCollision è OnTrigger
* ïðîÿâëÿþùååñÿ íà îáúåêòå Cube
* ïîñëå ñîïðèêîñíîâåíèÿ ñ Wall
*/
public class Lesson_7 : MonoBehaviour
{
public GameObject Cube;
public GameObject Cilinder;
[HideInInspector]
public GameObject CloneObj;
private void Start()
{
Instantiate(Cube, Vector3.zero, Quaternion.identity);
CloneObj = Instantiate(Cilinder, new Vector3(0, 7f), Quaternion.identity);
Cube.SetActive(true);
Cilinder.SetActive(true);
}
}

@ -0,0 +1,11 @@
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guid: 0290945ddc5f7e84ba8a558ee54744c5
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serializedVersion: 2
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@ -0,0 +1,64 @@
using UnityEngine;
/*
* Ñîáûòèÿ OnCollision è OnTrigger
*/
public class Lesson_7_2_Scale : MonoBehaviour
{
/// <summary>
/// Âûçûâàåòñÿ êîãäà îáúåêò ñîïðèêàñàåòñÿ ñ äðóãèì
/// îáúåêòîì (ñòðîãî íàëè÷èå RigitBody)
/// </summary>
/// <param name="collision">Collision</param>
private void OnCollisionEnter(Collision collision)
{
print($"OnCollisionEnter {GetType().Name} {collision.gameObject.name} Enter");
}
/// <summary>
/// OnCollisionExit âûçûâàåòñÿ, êîãäà ýòîò êîëëàéäåð/æåñòêîå
/// òåëî ïåðåñòàë êàñàòüñÿ äðóãîãî òâåðäîãî òåëà/êîëëàéäåðà.
/// </summary>
/// <param name="collision">Collision</param>
private void OnCollisionExit(Collision collision)
{
print($"OnCollisionExit {GetType().Name} {collision.gameObject.name} Exit");
}
/// <summary>
/// OnCollisionStay âûçûâàåò îäèí ðàç â êàäðå äëÿ êàæäîãî
/// êîëëàéäåðà/æåñòêîãî òåëà, êîòîðûé êàñàåòñÿ âîïðîñà æåñòêîãî òåëà/êîëëàéäåðà.
/// </summary>
/// <param name="collision">Collision</param>
private void OnCollisionStay(Collision collision)
{
print($"OnCollisionStay {GetType().Name} {collision.gameObject.name} Stay");
}
/// <summary>
/// Âûçûâàåòñÿ êîãäà îáúåêò ñîïðèêàñàåòñÿ
/// ñ äðóãèì îáúåêòîì (ñòðîãî íàëè÷èå Collider)
/// </summary>
private void OnTriggerEnter(Collider other)
{
print($"OnTriggerEnter {GetType().Name} {other.gameObject.name} Collider Enter");
}
/// <summary>
/// OnTriggerExit âûçûâàåòñÿ, êîãäà êîëëàéäåð other ïåðåñòàë êàñàòüñÿ òðèããåðà.
/// </summary>
/// <param name="other">Collider</param>
private void OnTriggerExit(Collider other)
{
print($"OnTriggerExit {GetType().Name} {other.gameObject.name} Collider Exit");
}
/// <summary>
/// OnTriggerStay âûçûâàåòñÿ ïî÷òè âî âñåõ êàäðàõ äëÿ êàæäîãî äðóãîãî êîëëàéäåðà, êàñàþùåãîñÿ òðèããåðà.
/// </summary>
/// <param name="other">Collider</param>
private void OnTriggerStay(Collider other)
{
print($"OnTriggerStay {GetType().Name} {other.gameObject.name} Collider Stay");
}
}

@ -0,0 +1,11 @@
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using UnityEngine;
using UnityEngine.UI;
/*
* Ñîáûòèÿ OnCollision è OnTrigger
* ïðîÿâëÿþùååñÿ íà îáúåêòå Cube
* ïîñëå ñîïðèêîñíîâåíèÿ ñ Wall
* è GameObject.Find
*/
public class Lesson_8 : MonoBehaviour
{
public GameObject instObj;
private int count = 0;
[SerializeField]
private float speed = 4f;
private Text text;
private float ZPos = .0f;
private void Awake()
{
text = GameObject.Find("Text").GetComponent<Text>();
}
private void OnTriggerEnter(Collider other)
{
text.text = $"{other.gameObject.name} {count++}";
}
private void Update()
{
ZPos = Input.GetAxis("Vertical");
}
private void FixedUpdate()
{
instObj.transform.Translate(Vector3.forward * speed * ZPos);
}
}

@ -0,0 +1,11 @@
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@ -0,0 +1,20 @@

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121
UnityProject/LICENCE Normal file

@ -0,0 +1,121 @@
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@ -0,0 +1,169 @@
Using pre-set license
Built from '2021.2/staging' branch; Version is '2021.2.7f1 (6bd9e232123f) revision 7068130'; Using compiler version '192829333'; Build Type 'Release'
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========================================================================
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Time since last request: 760467.674424 seconds.
path: Assets/Scripts/Lesson4_2_Scale.cs
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Using pre-set license
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[Subsystems] Discovering subsystems at path C:/Program Files/Unity/Hub/Editor/2021.2.7f1/Editor/Data/Resources/UnitySubsystems
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@ -0,0 +1,46 @@
=== Thu Mar 24 05:41:55 2022
Packages were changed.
Update Mode: mergeDefaultDependencies
The following packages were added:
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The following packages were updated:
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com.unity.timeline from version 1.6.2 to 1.6.3

@ -0,0 +1,6 @@
Base path: 'C:/Program Files/Unity/Hub/Editor/2021.2.7f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2021.2.7f1/Editor/Data/PlaybackEngines'
Cmd: initializeCompiler
Unhandled exception: Protocol error - failed to read magic number (error -2147483644, transferred 0/4)
Quitting shader compiler process

@ -0,0 +1,4 @@
Base path: 'C:/Program Files/Unity/Hub/Editor/2021.2.7f1/Editor/Data', plugins path 'C:/Program Files/Unity/Hub/Editor/2021.2.7f1/Editor/Data/PlaybackEngines'
Cmd: initializeCompiler
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