游戏的退出和重开
退出和重开:建一个按钮,并在按钮上写一个脚本
同时在Inspector视图中,在右侧如图所示
退出:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class an : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void Click()
{
EditorApplication.isPlaying = false;//编辑器是否在播放模式
}
}
重开:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor.SceneManagement;
public class an2 : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void Click ()
{
EditorSceneManager.LoadScene("SampleScene");//引号里面写自己场景的名字
}
}
专业解释:
首先要添加 using UnityEditor.SceneManagement;
using System.Collections;
using UnityEngine;
using UnityEditor.SceneManagement;
//两种情况:
void Restart_1(string SceneName)// 重新打开场景名为“SceneName”的场景
{
if (Input.GetKeyDown(KeyCode.R))//如果按下“R”经重启场景
{
EditorSceneManager.LoadScene(SceneName);
}
}
void Restart_2()
{
EditorSceneManager.LoadScene(“SceneName”);//重新打开ScnenName 场景
}
上面的仅仅在编译时可以用,但是打包时就会出现错误,因为你使用了Editor文件
下面的可以不使用Editor
using UnityEngine.SceneManagement;
SceneManager.LoadScene (0);
暂停:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class an3 : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void Click ()
{
EditorApplication.isPaused = true ;
}
}