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Unity Programming on Boo


2011/11/5( )
@shinriyo
               :   (2011/6/23)
Boo

Python




                                  https://github.com/bamboo
   &     Rodrigo B. De Oliveira                    Unity
import UnityEngine

class GameZombie (MonoBehaviour):
    public SomeWhiteTexture as Texture
    private hot as bool = true
    private cameraFlg as bool = true
    private isOver as bool = false

    def ApplyDamage (damage as int):
        Destroy(self)
                                   https://market.android.com/details?id=com.shinriyo.tsuminbie

    def Start ():
        animation.Play("Zombie Walk");
;

Input.ResetInputAxes()


                 :
def Update ():
(list comprehensions)   OK
import UnityEngine

class NewBehaviourScript (MonoBehaviour):
    doubles as List

    def Start ():
         doubles = [i*2 for i in range(5)]

    def Update ():
                                                                     0
         for dbl in doubles:                                         2
              Debug.Log(dbl)                                         4
                                                                     6
                                                                     8
Vector3                        OK

var aPosition : Vector3;
                                 US
aPosition.x = 1;




aPosition as Vector3
                           Boo
aPosition.x = 1
float                   single

def HogeMethod (hoge as single):

    Debug.Log (hoge )
.boo
.py
Unity Script(        US)


                                   []

[RequireComponent(CharacterController)]         Boo




@script RequireComponent(CharacterController)   US
function Do () {
   print("Do now");                US
   yield WaitForSeconds (2);
   print("Do 2 seconds later");
}


  def Do() as IEnumerator:
     print('Do now')
     yield WaitForSeconds(2)              C#
     print('Do 2 seconds later')


  IEnumerator Do() {
    print("Do now");                      Boo
    yield return new WaitForSeconds(2);
    print("Do 2 seconds later");
  }
public

var walkSpeed = 2.0;
                         US




public walkSpeed = 2.0        Boo
C#


class ThirdPersonController(MonoBehaviour):




              US
if

if IsGrounded():




elif IsGrounded():


              else if
# ANIMATION sector
// Set rotation to the move direction
/*
    do something
*/


''' Apply gravity
- extra power jump modifies gravity
- controlledDescent mode modifies gravity
'''
def Start ():
    pass




  def Start ():
!     hoge + bar
        pass
private _characterState as CharacterState




def CalculateJumpVerticalSpeed (targetJumpHeight as float):




                                                                    self
def CalculateJumpVerticalSpeed (self, targetJumpHeight as float):


                                                                    BCE0043: Unexpected token:
                                                                    self.
HogeClass.StaticMethod()




public static def StaticMethod():
   !Debug.Log("StaticMethod")       HogeClass
||       &&

if moveSpeed < walkSpeed * 0.9 and grounded or hoge:




             &&    and      1
if hoge:
  something     #       2
  aaa           #




if fuga:
    something       #       4   Python
   bar              #   3          4
Unity Programing on Boo

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Unity Programing on Boo

  • 1. Unity Programming on Boo 2011/11/5( ) @shinriyo : (2011/6/23)
  • 2. Boo Python https://github.com/bamboo & Rodrigo B. De Oliveira Unity
  • 3. import UnityEngine class GameZombie (MonoBehaviour): public SomeWhiteTexture as Texture private hot as bool = true private cameraFlg as bool = true private isOver as bool = false def ApplyDamage (damage as int): Destroy(self) https://market.android.com/details?id=com.shinriyo.tsuminbie def Start (): animation.Play("Zombie Walk");
  • 4. ; Input.ResetInputAxes() : def Update ():
  • 5. (list comprehensions) OK import UnityEngine class NewBehaviourScript (MonoBehaviour): doubles as List def Start (): doubles = [i*2 for i in range(5)] def Update (): 0 for dbl in doubles: 2 Debug.Log(dbl) 4 6 8
  • 6. Vector3 OK var aPosition : Vector3; US aPosition.x = 1; aPosition as Vector3 Boo aPosition.x = 1
  • 7. float single def HogeMethod (hoge as single): Debug.Log (hoge )
  • 9. Unity Script( US) [] [RequireComponent(CharacterController)] Boo @script RequireComponent(CharacterController) US
  • 10. function Do () { print("Do now"); US yield WaitForSeconds (2); print("Do 2 seconds later"); } def Do() as IEnumerator: print('Do now') yield WaitForSeconds(2) C# print('Do 2 seconds later') IEnumerator Do() { print("Do now"); Boo yield return new WaitForSeconds(2); print("Do 2 seconds later"); }
  • 11. public var walkSpeed = 2.0; US public walkSpeed = 2.0 Boo
  • 14. # ANIMATION sector // Set rotation to the move direction /* do something */ ''' Apply gravity - extra power jump modifies gravity - controlledDescent mode modifies gravity '''
  • 15. def Start (): pass def Start (): ! hoge + bar pass
  • 16. private _characterState as CharacterState def CalculateJumpVerticalSpeed (targetJumpHeight as float): self def CalculateJumpVerticalSpeed (self, targetJumpHeight as float): BCE0043: Unexpected token: self.
  • 17. HogeClass.StaticMethod() public static def StaticMethod(): !Debug.Log("StaticMethod") HogeClass
  • 18. || && if moveSpeed < walkSpeed * 0.9 and grounded or hoge: && and 1
  • 19. if hoge: something # 2 aaa # if fuga: something # 4 Python bar # 3 4