using UnityEngine; using System.Collections; using UnityEngine.UI; public class csDemoSceneCode : MonoBehaviour { public string[] EffectNames; public string[] Effect2Names; public Transform[] Effect; public Text Text1; int i = 0; int a = 0; void Start() { Instantiate(Effect[i], new Vector3(0, 5, 0), Quaternion.identity); } void Update () { Text1.text = i + 1 + ":" + EffectNames[i]; if (Input.GetKeyDown(KeyCode.Z)) { if (i <= 0) i = 99; else i--; for (a = 0; a < Effect2Names.Length; a++) { if (EffectNames[i] == Effect2Names[a]) { Instantiate(Effect[i], new Vector3(0, 0.2f, 0), Quaternion.identity); break; } } if (a++ == Effect2Names.Length) Instantiate(Effect[i], new Vector3(0, 5, 0), Quaternion.identity); } if (Input.GetKeyDown(KeyCode.X)) { if (i < 99) i++; else i = 0; for (a = 0; a < Effect2Names.Length; a++) { if (EffectNames[i] == Effect2Names[a]) { Instantiate(Effect[i], new Vector3(0, 0.2f, 0), Quaternion.identity); break; } } if (a++ == Effect2Names.Length) Instantiate(Effect[i], new Vector3(0, 5, 0), Quaternion.identity); } if (Input.GetKeyDown(KeyCode.C)) { for (a = 0; a < Effect2Names.Length; a++) { if (EffectNames[i] == Effect2Names[a]) { Instantiate(Effect[i], new Vector3(0, 0.2f, 0), Quaternion.identity); break; } } if (a++ == Effect2Names.Length) Instantiate(Effect[i], new Vector3(0, 5, 0), Quaternion.identity); } } }