Upgrade to Pro
— share decks privately, control downloads, hide ads and more …
Speaker Deck
Features
Speaker Deck
PRO
Sign in
Sign up for free
Search
Search
Unity C# for beginner - unity part -
Search
mattak
June 28, 2016
Programming
0
280
Unity C# for beginner - unity part -
mattak
June 28, 2016
Tweet
Share
More Decks by mattak
See All by mattak
最近やった作業環境改善施策10個
mattak
0
250
UnixTime is Simple
mattak
0
170
おっさんが停滞しないために
mattak
32
18k
tech invest
mattak
1
300
Nodux - node base redux framework
mattak
0
1.4k
what_is_technical_investment
mattak
0
120
unitypackage distribution
mattak
0
780
Unity energy usage
mattak
0
880
Unidux 0.3.1
mattak
1
380
Other Decks in Programming
See All in Programming
ファインディの テックブログ爆誕までの軌跡
starfish719
2
1.1k
DevinとCursorから学ぶAIエージェントメモリーの設計とMoatの考え方
itarutomy
1
640
2024年のWebフロントエンドのふりかえりと2025年
sakito
1
230
データの整合性を保つ非同期処理アーキテクチャパターン / Async Architecture Patterns
mokuo
41
15k
chibiccをCILに移植した結果 (NGK2025S版)
kekyo
PRO
0
210
時計仕掛けのCompose
mkeeda
1
280
『品質』という言葉が嫌いな理由
korimu
0
160
WebDriver BiDiとは何なのか
yotahada3
1
140
いりゃあせ、PHPカンファレンス名古屋2025 / Welcome to PHP Conference Nagoya 2025
ttskch
1
270
Bedrock Agentsレスポンス解析によるAgentのOps
licux
2
720
Amazon Bedrock Multi Agentsを試してきた
tm2
1
280
昭和の職場からアジャイルの世界へ
kumagoro95
1
350
Featured
See All Featured
Adopting Sorbet at Scale
ufuk
74
9.2k
What’s in a name? Adding method to the madness
productmarketing
PRO
22
3.3k
Fireside Chat
paigeccino
34
3.2k
Build your cross-platform service in a week with App Engine
jlugia
229
18k
CoffeeScript is Beautiful & I Never Want to Write Plain JavaScript Again
sstephenson
160
15k
Optimizing for Happiness
mojombo
376
70k
Building Your Own Lightsaber
phodgson
104
6.2k
Agile that works and the tools we love
rasmusluckow
328
21k
How STYLIGHT went responsive
nonsquared
98
5.3k
Site-Speed That Sticks
csswizardry
3
370
Improving Core Web Vitals using Speculation Rules API
sergeychernyshev
8
270
Refactoring Trust on Your Teams (GOTO; Chicago 2020)
rmw
33
2.8k
Transcript
Unity C# ⼊⾨ - Unity編 - 6OJUZษڧձ !NBUUBL
今⽇のメニュー!
C# Unity (BNF0CKFDU .POP#FIBWJPVS 3FTPVSDFT *OTUBOUJBUF
%FTUSPZ $PNQPOFOU *OQVU %FCVH 1SPpMF
1. GameObject
%্ۭؒʹஔ͞ΕΔͯ͢ͷ (BNF0CKFDUΫϥεͱͯ͠දݱ͞ΕΔ (BNF0CKFDU͕࣮ߦ࣌ͷؔͷΤϯτϦʔϙΠϯτʹͳΔɻ (BNF0CKFDUʹεΫϦϓτΛ͚ͭΔ͜ͱͰ ࡞ͨؔ͠ͷ࣮ߦ͕ՄೳʹͳΔɻ
.POP#FIBWJPVSʹHBNF0CKFDU͕ੜ͍͑ͯΔ public class SampleBehaviour : MonoBehaviour { void Start() {
this.gameObject; // ࢀরՄೳ } }
ͯ͢ͷ(BNF0CKFDUԼهΛ࣋ͭ this.gameObject.transform; // زԿมΛߦ͏ object this.gameObject.name; // Inspector্Ͱදࣔ͞ΕΔ໊લ this.gameObject.tag; //
Inspector্Ͱઃఆ͞ΕΔλά໊ this.gameObject.activeSelf; // ͜ͷGameObject͕༗ޮԽͲ͏͔ʁ this.gameObject.isStatic; // GameObject͕੩తମԽͲ͏͔? this.gameObject.layer; // GameObject͕ॴଐ͢ΔϨΠϠʔ໊ ࠲ඪΛॴ༗͠ͳ͍(BNF0CKFDUଘࡏ͠ͳ͍
2. MonoBehaviour
.POP#FIBWJPVSͱʁ (BNF0CKFDUʹ"UUBDI͢Δ4DSJQUͷجఈΫϥε ಛ -JGF$ZDMFΛ࣋ͭ 4UBSU 6QEBUF "XBLF 0O&OBCMFʜ (BNF0CKFDUͷγϣʔτΧοτΛ࣋ͭ
$PSPVUJOFΛ։࢝Ͱ͖Δ https://docs.unity3d.com/ScriptReference/MonoBehaviour.html
-JGF$ZDMF Πϕϯτͷ࣮ߦॱং http://docs.unity3d.com/ja/current/Manual/ExecutionOrder.html ήʔϜͷॳظԽ "XBLF(BNF0CKFDU͕࡞ΒΕͨॳΊͷΈ 0O&OBCMF(BNF0CKFDU͕༗ޮʹͳΔͨͼʹݺΕΔ 4UBSU0O&OBCMF͞Εͨޙ
-JGF$ZDMF Πϕϯτͷ࣮ߦॱং http://docs.unity3d.com/ja/current/Manual/ExecutionOrder.html ཧఆ 0O$PMMJTJPO&OUFS $PMMJTJPODPMMJTJPO ͕͋ͨͬͨ࣌ 0O$PMMJTJPO&YJU $PMMJTJPODPMMJTJPO ʹ͋ͨͬͨޙ
0O5SJHHFS&OUFS $PMMJEFSDPMMJEFS ྖҬʹೖͬͨ࣌ 0O5SJHHFS&YJU $PMMJEFSDPMMJEFS ྖҬ͔Βग़ͨ࣌
-JGF$ZDMF Πϕϯτͷ࣮ߦॱং http://docs.unity3d.com/ja/current/Manual/ExecutionOrder.html ήʔϜϧʔϓ 6QEBUFຖϑϨʔϜݺΕΔ -BTU6QEBUF6QEBUFͯ͠$PSPVUJOFͷ࣮ߦऴྃޙ
-JGF$ZDMF Πϕϯτͷ࣮ߦॱং http://docs.unity3d.com/ja/current/Manual/ExecutionOrder.html ऴྃ࣌ 0O%JTBCMF(BNF0CKFDU͕"DUJWFͰͳ͘ͳͬͨλΠϛϯά 0O%FTUSPZ(BNF0CKFDU͕ফࣦ͢Δ࠷ޙͷλΠϛϯά
֤छϓϩύςΟ (BNF0CKFDUͷγϣʔτΧοτ࣋ͭ this.enabled; // εΫϦϓτ͕༗ޮԽͲ͏͔ this.isActiveAndEnabled; // εΫϦϓτ͕༗ޮͰGameObject͕༗ޮ͔ʁ this.gameObject;
// GameObjectͷࢀর this.tag; // λά this.transform; // زԿมܗΛߦ͏ object this.hideFlags; // this.name; // Inspector্Ͱදࣔ͞ΕΔ໊લ
$PSPVUJOFͷ։࢝Ͱ͖Δ public class SampleBehaviour : MonoBehaviour { void Start() {
this.StartCoroutine(Hoge()); } IEnumerator Hoge() { yield return null; } }
3. Resources
3FTPVSDFTͰ0CKFDUΛಡΈࠐΉ͜ͱ͕Ͱ͖Δ Sprite sprite = Resources.Load<Sprite>("image"); 6OJUZͰA3FTPVSDFTA͕ಛघϑΥϧμʹͳ͍ͬͯΔ 3FTPVSDFTҎԼʹ͋Δͷಡࠐ͕Մೳ ্l3FTPVSDFTJNBHFQOHzΛಡΈࠐΜͰ͍Δ
3FTPVSDFTͰ1SFGBCΛࢀর͢ΔࣄͰ͖Δ l3FTPVSDFT*UFNzΛࢀর GameObject _gameObject = Resources.Load<GameObject>("Item"); ಡΈࠐΈϑΥϧμɺ3FTPVSDFTͱ͍͏ϑΥϧμ໊Ͱ͋Εɺ Ͳͷ֊ʹ͍͍͋ͬͯ
4. Instantiate
(BNF0CKFDU*OTUBOUJBUFͰ 1SFGBCΛݩʹΦϒδΣΫτͷੜ͕Ͱ͖Δ GameObject _prefab = Resources.Load<GameObject>("CheckItem"); GameObject _object = Instantiate<GameObject>(_prefab);
ՃͰҾࢦఆ͕Ͱ͖Δ ୈೋҾ*OTUBOUJBUF͢Δ%࠲ඪ ୈࡾҾճసํ GameObject _object = Instantiate(_prefab, Vector3.zero, Quaternion.identity) as
GameObject;
Ճͨ͠(BNF0CKFDUͷ4FU1BSFOUͰࢦఆ _object.transform.SetParent(this.transform); _object.transform.SetParent(this.transform, false); ୈೋҾͰXPSME࠲ඪͷҐஔɾεέʔϧͰஔ͢Δ͔ʁ GBMTFࢦఆͨ͠ʹैଐɺ࣮ࡍͷҐஔɺεέʔϧ͕มΘΔ USVFXPSME࠲ඪ্ͷҐஔεέʔϧ͕มΘΒͳ͍Α͏ ࣗͷҐஔɺεέʔϧΛʹج͍ͮͯΛ࠶ܭࢉɻ
5. Destroy
4DFOFʹొͨ͠(BNF0CKFDUΛআ͢Δ͜ͱ͕Ͱ͖Δ // ҾʹGameObjectΛ͢͜ͱͰࣗΛআͰ͖Δ GameObject.Destroy(this.gameObject); // 1ඵޙʹআ͢Δ GameObject.Destroy(this.gameObject, 1.0f); ඵΛࢦఆͯ͠ɺͦͷޙʹআͰ͖Δ
6. Component
SampleBehaviour sample = this.gameObject.AddComponent<SampleBehaviour>(); (BNF0CKFDUʹଐ͢Δ$PNQPOFOUಈతʹՃͰ͖Δ SampleBehaviour sample = this.gameObject.GetComponent<SampleBehaviour>(); ·ͨऔಘͰ͖Δ
(FU$PNQPOFOU.POP#FIBWJPVSʹੜ͍͑ͯΔ (BNF0CKFDUʹ͍͍ͯΔ$PNQPOFOUͳΒͳΜͰऔಘՄೳ var text = this.GetComponent<Text>(); var trans = this.GetComponent<Transform>();
var collider = this.GetComponent<BoxCollider>();
ෳಉ͡$PNQPOFOU͕͋Δ߹ SampleBehaviour[] components = this.GetComponents<SampleBehaviour>(); SampleBehaviour component = this.GetComponentInChildren<SampleBehaviour>(); SampleBehaviour
component = this.GetComponentInParent<SampleBehaviour>(); ࢠཁૉ͔ΒऔಘͰ͖Δ ཁૉ͔ΒऔಘͰ͖Δ
ଞͷ$PNQPOFOUΛऔಘ͢Δํ๏ ࣗͷ(BNF0CKFDUʹ͚ͭͯࢀর ҉తಉҰγʔϯ QVCMJDͰઃఆͯ͠ࢀর ໌ࣔతಉҰγʔϯ
'JOEͰ୳ͯ͠ࢀর ҉తಉҰγʔϯ 4JOHMFUPOʹͯ͠ࢀর ҉తάϩʔόϧγʔϯ
'JOEͰ୳͢ GameObject obj1 = GameObject.Find("Sample"); GameObject obj2 = GameObject.FindGameObjectWithTag("Player"); GameObject
obj3 = GameObject.FindObjectOfType<GUITexture>(); جຊతʹUBHΛ͚ͭͯ୳͢ͷ͕ૣͯ͘ྑ͍ ͦͦ୳͞ͳ͍ͰࡁΉઃܭ͕Α͍
7. Input
public class SampleBehaviour : MonoBehaviour { void Update() { if
(Input.GetKey(KeyCode.Space)) { // εϖʔεΛԡͯ͠Δؒtrue } if (Input.GetKeyDown(KeyCode.Space)) { // εϖʔεΛԡԼͨ͠ॠؒͷΈtrue } if (Input.GetKeyUp(KeyCode.Space)) { // εϖʔεΛԡԼͯͨ͠͠ॠؒͷΈtrue } } } (FU,FZϘλϯೖྗΛऔಘ
(FU,FZϘλϯೖྗΛऔಘ Input.GetMouseButton(0); // ࠨΫϦοΫ Input.GetMouseButtonDown(1); // ӈΫϦοΫ Input.GetMouseButtonUp(2); // ਅΜதΫϦοΫ
// λονΠϕϯτͷॲཧ if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)
{ } TouchPhase.Began; // ։࢝ TouchPhase.Ended; // ऴྃ TouchPhase.Moved; // Ҡಈத TouchPhase.Stationary; // λονͨ͠··ఀࢭத TouchPhase.Canceled; // γεςϜଆͰΩϟϯηϧ͞Εͨ (FU5PVDIλονΠϕϯτͷऔಘ
Input.acceleration; // Ճ Input.location; // Ґஔใ Input.compass; // ίϯύε Input.deviceOrientation;
// σόΠεͷํ ͦͷଞऔಘͰ͖Δͷ
8. Debug
%FCVH-PH999Ͱϩά͕͚Δ Debug.Log("debugϩά"); Debug.LogWarning("warningϩά"); Debug.LogError("errorϩά");
Debug.Break(); Ұ࣌ఀࢭΛϓϩάϥϜଆ͔Β͢Δ͜ͱ͕ग़དྷΔ ͜Ε͕ԡ͞Εͨঢ়ଶ
Debug.isDebugBuild; // debugϏϧυͰ͋Εtrue %FCVHϏϧυ͔Ͳ͏͔ఆͰ͖Δ
$MFBSϩάΛআ͢Δ $PMMBQTFಉ͡ϝοηʔδͷϩάΛ·ͱΊΔ $MFBSPO1MBZ։࢝ϘλϯΛԡ͢ͱϩάΛΫϦΞ͢Δ &SSPSPO1BVTFΤϥʔ͕ى͖ͨΒϙʔζ͢Δ ͦͷଞ$POTPMFͷ͍ํ
9. Profile
(BNFϏϡʔͷ4UBUTΛԡ͢ͱ؆қతͳใ͕ݟΕΔ
8JOEPX1SPpMFSͰ$16/FUXPSL.FNPSZදࣔ