当我们需要在游戏街面上增加文本时, 我们就需要用到Text 组件

注意: 当文本的长度或者宽度不够时,字体将无法显示。

因为是面对组件编程,所以每一个组件的component都可以同过GetCompoment 得到。

退出时,Application.Quit 在测试代码完成不了,必须Build 之后才可以。

Audio API

Audio Source

The Audio Source plays back an Audio Clip in the scene. The clip can be played to an audio listener or through an audio mixer. The audio source can play any type of Audio Clip and can be configured to play these as 2D, 3D, or as a mixture (SpatialBlend). The audio can be spread out between speakers (stereo to 7.1) (Spread) and morphed between 3D and 2D (SpatialBlend). This can be controlled over distance with falloff curves. Also, if the listener is within one or multiple Reverb Zones, reverberation is applied to the source. Individual filters can be applied to each audio source for an even richer audio experience. See Audio Effects for more details.

Properties

Property: Function:
Audio Clip Reference to the sound clip file that will be played.
Output The sound can be output through an audio listener or an audio mixer.
Mute If enabled the sound will be playing but muted.
Bypass Effects This is to quickly “by-pass” filter effects applied to the audio source. An easy way to turn all effects on/off.
Bypass Listener Effects This is to quickly turn all Listener effects on/off.
Bypass Reverb Zones This is to quickly turn all Reverb Zones on/off.
Play On Awake If enabled, the sound will start playing the moment the scene launches. If disabled, you need to start it using the Play() command from scripting.
Loop Enable this to make the Audio Clip loop when it reaches the end.
Priority Determines the priority of this audio source among all the ones that coexist in the scene. (Priority: 0 = most important. 256 = least important. Default = 128.). Use 0 for music tracks to avoid it getting occasionally swapped out.
Volume How loud the sound is at a distance of one world unit (one meter) from the Audio Listener.
Pitch Amount of change in pitch due to slowdown/speed up of the Audio Clip. Value 1 is normal playback speed.
Stereo Pan Sets the position in the stereo field of 2D sounds.
Spatial Blend Sets how much the 3D engine has an effect on the audio source.
Reverb Zone Mix Sets the amount of the output signal that gets routed to the reverb zones. The amount is linear in the (0 - 1) range, but allows for a 10 dB amplification in the (1 - 1.1) range which can be useful to achieve the effect of near-field and distant sounds.
3D Sound Settings Settings that are applied proportionally to the Spatial Blend parameter.
Doppler Level Determines how much doppler effect will be applied to this audio source (if is set to 0, then no effect is applied).
Spread Sets the spread angle to 3D stereo or multichannel sound in speaker space.
Min Distance Within the MinDistance, the sound will stay at loudest possible. Outside MinDistance it will begin to attenuate. Increase the MinDistance of a sound to make it ‘louder’ in a 3d world, and decrease it to make it ‘quieter’ in a 3d world.
Max Distance The distance where the sound stops attenuating at. Beyond this point it will stay at the volume it would be at MaxDistance units from the listener and will not attenuate any more.
Rolloff Mode How fast the sound fades. The higher the value, the closer the Listener has to be before hearing the sound. (This is determined by a Graph).
- Logarithmic Rolloff The sound is loud when you are close to the audio source, but when you get away from the object it decreases significantly fast.
- Linear Rolloff The further away from the audio source you go, the less you can hear it.
- Custom Rolloff The sound from the audio source behaves accordingly to how you set the graph of roll offs.

Types of Rolloff

There are three Rolloff modes: Logarithmic, Linear and Custom Rolloff. The Custom Rolloff can be modified by modifying the volume distance curve as described below. If you try to modify the volume distance function when it is set to Logarithmic or Linear, the type will automatically change to Custom Rolloff.

Rolloff Modes that an audio source can have.

Distance Functions

There are several properties of the audio that can be modified as a function of the distance between the audio source and the audio listener.

Volume: Amplitude(0.0 - 1.0) over distance.

Spatial Blend: 2D (original channel mapping) to 3D (all channels downmixed to mono and attenuated according to distance and direction).

Spread: Angle (degrees 0.0 - 360.0) over distance.

Low-Pass (only if LowPassFilter is attached to the AudioSource): Cutoff Frequency (22000.0–10.0) over distance.

Reverb Zone: Amount of signal routed to the reverb zones. Note that the volume property and distance and directional attenuation are applied to the signal first and therefore affect both the direct and reverberated signals.

Distance functions for Volume, Spatial Blend, Spread, Low-Pass audio filter, and Reverb Zone Mix. The current distance to the Audio Listener is marked in the graph by the red vertical line.

To modify the distance functions, you can edit the curves directly. For more information, see the guide to Editing Curves.

Creating Audio Sources

Audio Sources don’t do anything without an assigned Audio Clip. The Clip is the actual sound file that will be played back. The Source is like a controller for starting and stopping playback of that clip, and modifying other audio properties.

To create a new Audio Source:

  1. Import your audio files into your Unity Project. These are now Audio Clips.
  2. Go to GameObject->Create Empty from the menubar.
  3. With the new GameObject selected, select Component->Audio->Audio Source.
  4. Assign the Audio Clip property of the Audio Source Component in the Inspector.

Note: If you want to create an Audio Source just for one Audio Clip that you have in the Assets folder then you can just drag that clip to the scene view - a GameObject with an Audio Source component will be created automatically for it. Dragging a clip onto on existing GameObject will attach the clip along with a new Audio Source if there isn’t one already there. If the object does already have an Audio Source then the newly dragged clip will replace the one that the source

Unity 3D 之贪吃蛇 Text 心得 & Audio的更多相关文章

  1. Unity 3D游戏-贪吃蛇类游戏源码:重要方法和功能的实现

    贪吃蛇类游戏源码 本文提供全流程,中文翻译.Chinar坚持将简单的生活方式,带给世人!(拥有更好的阅读体验 -- 高分辨率用户请根据需求调整网页缩放比例) 1 头部移动方式 2 生成 Shit 道具 ...

  2. Unity初级案例——贪吃蛇

    using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; ...

  3. WebGL实现HTML5贪吃蛇3D游戏

    js1k.com收集了小于1k的javascript小例子,里面有很多很炫很酷的游戏和特效,今年规则又增加了新花样,传统的classic类型基础上又增加了WebGL类型,以及允许增加到2K的++类型, ...

  4. WebGL实现HTML5的3D贪吃蛇游戏

    js1k.com收集了小于1k的javascript小例子,里面有很多很炫很酷的游戏和特效,今年规则又增加了新花样,传统的classic类型基础上又增加了WebGL类型,以及允许增加到2K的++类型, ...

  5. 100行JS实现HTML5的3D贪吃蛇游戏

    js1k.com收集了小于1k的javascript小例子,里面有很多很炫很酷的游戏和特效,今年规则又增加了新花样,传统的classic类型基础上又增加了WebGL类型,以及允许增加到2K的++类型, ...

  6. unity像素贪吃蛇

    [ 星 辰 · 别 礼 ] 设计过程: 首先,在之前玩坏控制台做的那个c#贪吃蛇之后,我以为做unity会很简单,但事实比较不如人意...拖了好几天.因为过程中遇到一些问题 蛇身的移动,还是用列表,将 ...

  7. Unity经典游戏教程之:贪吃蛇

    版权声明: 本文原创发布于博客园"优梦创客"的博客空间(网址:http://www.cnblogs.com/raymondking123/)以及微信公众号"优梦创客&qu ...

  8. Unity3D_(游戏)贪吃蛇

    Unity制作贪吃蛇小游戏 玩家通过“WASD”控制小蛇上下左右移动,蛇头撞倒食物,则食物被吃掉,蛇身体长一节,接着又出现食物,等待蛇来吃,如果蛇在移动中撞到墙或身体交叉蛇头撞倒自己身体游戏结束 可通 ...

  9. 超多经典 canvas 实例,动态离子背景、移动炫彩小球、贪吃蛇、坦克大战、是男人就下100层、心形文字等等等

    超多经典 canvas 实例 普及:<canvas> 元素用于在网页上绘制图形.这是一个图形容器,您可以控制其每一像素,必须使用脚本来绘制图形. 注意:IE 8 以及更早的版本不支持 &l ...

随机推荐

  1. 新瓶装旧酒:全程无命令 GitHub Pages 创建您的博客站点

    使用 GitHub Pages 创建博客站点的文章很多,也有很长的历史了.但是,许多已经与当前的 GitHub 不一致了,如果你按图索骥,会发现驴唇对不上马嘴. 更为麻烦的是,你会发现或者需要你输入许 ...

  2. 【Linux】用yum安装JDK(转)

    1.查看yum库中都有哪些jdk版本(暂时只发现了openjdk) [root@localhost ~]# yum search java|grep jdk ldapjdk-javadoc.x86_6 ...

  3. # hadoop入门第六篇:Hive实例

    前言   前面已经讲了如何部署在hadoop集群上部署hive,现在我们就做一个很小的实例去熟悉HIVE QL.使用的数据是视频播放数据包括视频编码,播放设备编码,用户账号编码等,我们在这个数据基础上 ...

  4. selenium 对https网站(加密证书)进行自动化测试

    由于公司需要,被测网站有证书加密,由于在selenium启动firefox的时候,它会重新建一个profile作为启动的profile,所以无论你怎么把站点设为可信任站点,在selenium启动的fi ...

  5. 聊聊并发-Java中的Copy-On-Write容器

    详见: http://blog.yemou.net/article/query/info/tytfjhfascvhzxcytp78   聊聊并发-Java中的Copy-On-Write容器   Cop ...

  6. CSS背景效果

    前面的话 本文将详细介绍CSS背景效果 条纹背景 [双条纹背景] background:linear-gradient(#fb3 50%, #58a 50%); background-size: 10 ...

  7. 第3阶段——内核启动分析之创建si工程和分析stext启动内核函数(4)

    目标: (1)创建Source Insight 工程,方便后面分析如何启动内核的 (2)分析uboot传递参数,链接脚本如何进入stext的  (3) 分析stext函数如何启动内核:  (3.1) ...

  8. css浮动Float

    核心:浮动元素会脱离文档流并向左/向右移动,直到碰到父元素或者另外一个浮动元素. float :left 向左浮动 right 向右浮动 none (默认)     inherit  继承父元素 fl ...

  9. Adobe Flash Player 因过期而遭遇阻止怎么办

    百度搜索"adobe flash player ppapi "并找到搜索结果中包含www.adobe.com的网址进行在线下载安装即可搞定这个问题[注意要对应你电脑系统中的浏览器, ...

  10. 转:【深入Java虚拟机】之六:Java语法糖

    转载请注明出处:http://blog.csdn.net/ns_code/article/details/18011009 语法糖(Syntactic Sugar),也称糖衣语法,是由英国计算机学家P ...