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namespace DOTSCheatSheet
{
using System; // Wird für Events / Actions benötigt
using System.Collections; // Wird für Coroutinen benötigt
using UnityEngine; // Der Haupt-Namespace für fast alles in Unity
// Das Attribut RequireComponent zwingt Unity dazu, automatisch einen Rigidbody
// an das GameObject zu hängen, sobald dieses Skript hinzugefügt wird.
[RequireComponent(typeof(Rigidbody))]
public class UnityReferenz : MonoBehaviour
{
// ========================================================================
// 1. VARIABLEN & SICHTBARKEIT (Attribute für den Inspektor)
// ========================================================================
[Header("Basis-Variablen")]
[Tooltip("Das ist ein Tooltip. Er erscheint, wenn man mit der Maus im Editor darüber fährt.")]
public int lebenspunkte = 100; // Public: Von überall sichtbar UND im Editor sichtbar
[SerializeField]
private float geschwindigkeit = 5.5f; // Private + SerializeField: Nur in diesem Skript nutzbar, ABER im Editor einstellbar! (Best Practice)
[Range(0f, 1f)]
public float lautstaerke = 0.5f; // Erzeugt einen schönen Schieberegler im Unity Editor
[HideInInspector]
public bool istVersteckt = true; // Public, aber im Editor unsichtbar (für interne Logik)
[Header("Referenzen zu anderen Dingen")]
[SerializeField] private GameObject meinPrefab; // Referenz auf ein Prefab (z.B. ein Schuss oder Gegner)
[SerializeField] private Transform zielPosition; // Referenz auf eine Position in der Welt (Transform)
[SerializeField] private Renderer meinRenderer; // Referenz auf eine visuelle Komponente
// Private Variablen (weder von außen noch vom Editor erreichbar)
private Rigidbody meinRigidbody;
private float zeitSeitStart = 0f;
// ========================================================================
// 2. UNITY LEBENSZYKLUS (Event-Methoden, die Unity automatisch aufruft)
// ========================================================================
// Awake wird als ALLERERSTES aufgerufen, noch bevor das Spiel richtig losgeht.
// Hier holt man sich Referenzen auf die eigenen Komponenten.
void Awake()
{
// Holt den Rigidbody, der auf DIESEM GameObject liegt.
meinRigidbody = GetComponent<Rigidbody>();
if (meinRigidbody == null)
{
Debug.LogError("Hilfe! Hier fehlt ein Rigidbody!"); // Schreibt einen Fehler in die Konsole
}
}
// Start wird aufgerufen, bevor das erste Update läuft (für Initialisierungen).
void Start()
{
Debug.Log("Das Spiel ist gestartet! Hallo von: " + gameObject.name);
// Farbe ändern als Test
if (meinRenderer != null)
{
meinRenderer.material.color = Color.blue;
}
// Startet eine asynchrone Hintergrund-Schleife (Coroutinen, siehe unten)
StartCoroutine(MeinTimer());
}
// Update wird JEDEN FRAME aufgerufen.
// Achtung: Wenn das Spiel mit 60 FPS läuft, läuft das hier 60x pro Sekunde!
void Update()
{
// 1. Timer hochzählen mit Time.deltaTime (Zeit, die seit dem letzten Frame vergangen ist)
zeitSeitStart += Time.deltaTime;
// 2. Input abfragen
AbfrageInput();
}
// FixedUpdate wird in festen Zeitintervallen aufgerufen (Standard: 50x pro Sekunde).
// ALLES was mit Physik zu tun hat, MUSS hier rein, NICHT in Update!
void FixedUpdate()
{
// Beispiel: Wir schieben das Objekt stetig nach vorne
// meinRigidbody.AddForce(Vector3.forward * geschwindigkeit);
}
// ========================================================================
// 3. EIGENE METHODEN: INPUT & BEWEGUNG
// ========================================================================
private void AbfrageInput()
{
// TASTENABFRAGE (Einmaliges Drücken)
if (Input.GetKeyDown(KeyCode.Space))
{
Springen();
}
// TASTENABFRAGE (Gedrückt halten)
if (Input.GetKey(KeyCode.W))
{
// Bewege das Objekt direkt (ohne Physik) nach vorne
// transform.Translate(Vector3.forward * geschwindigkeit * Time.deltaTime);
}
// MAUSABFRAGE (0 = Links, 1 = Rechts, 2 = Mitte)
if (Input.GetMouseButtonDown(0))
{
SpawnObjekt();
}
}
private void Springen()
{
// Wirft das Objekt physikalisch in die Luft
meinRigidbody.AddForce(Vector3.up * 300f);
Debug.Log("Hüpf!");
}
// ========================================================================
// 4. INSTANZIIEREN (Spawnen) & ZERSTÖREN
// ========================================================================
public void SpawnObjekt()
{
if (meinPrefab == null) return; // Abbruch, wenn kein Prefab hinterlegt ist
// Instantiate erstellt eine Kopie des Prefabs an unserer aktuellen Position
GameObject neuesObjekt = Instantiate(meinPrefab, transform.position, Quaternion.identity);
// Wir können das neue Objekt direkt benennen
neuesObjekt.name = "Klon_von_" + gameObject.name;
// Wir können das Objekt nach 5 Sekunden automatisch zerstören lassen
Destroy(neuesObjekt, 5f);
}
// ========================================================================
// 5. PHYSIK & KOLLISIONEN
// ========================================================================
// Wird ausgelöst, wenn ein anderes Objekt (mit Collider und Rigidbody) uns RAMMT
void OnCollisionEnter(Collision collision)
{
// Checken, wen wir da gerammt haben (anhand von Tags)
if (collision.gameObject.CompareTag("Player"))
{
Debug.Log("Autsch! Der Spieler hat mich gerammt!");
// So können wir z.B. Leben abziehen:
lebenspunkte -= 10;
}
}
// Wird ausgelöst, wenn ein Objekt eine unsichtbare Lichtschranke durchquert
// (Collider muss auf "Is Trigger" gestellt sein)
void OnTriggerEnter(Collider other)
{
Debug.Log("Etwas ist in meinen Trigger gelaufen: " + other.name);
}
// ========================================================================
// 6. RAYCASTING (Laser-Strahlen schießen)
// ========================================================================
private void SchiesseLaser()
{
RaycastHit hit;
// Schießt einen Strahl von unserer Position nach vorne, 100 Meter weit
if (Physics.Raycast(transform.position, transform.forward, out hit, 100f))
{
Debug.Log("Ich schaue genau auf: " + hit.collider.name);
// Wenn man auf das getroffene Objekt zugreifen will:
// hit.collider.gameObject.GetComponent<AnderesSkript>().MachWas();
}
}
// ========================================================================
// 7. COROUTINEN (Dinge, die Zeit brauchen / Warten)
// ========================================================================
// Eine Methode vom Typ IEnumerator läuft parallel und kann pausiert werden
private IEnumerator MeinTimer()
{
Debug.Log("Timer gestartet...");
// Pausiert die Ausführung dieser Methode für exakt 2 Sekunden
yield return new WaitForSeconds(2f);
Debug.Log("2 Sekunden sind vorbei!");
// Endlos-Schleifen sind hier okay, WEIL sie mit yield return pausiert werden!
while (lebenspunkte > 0)
{
// Mache jede Sekunde einen Tick Schaden
// lebenspunkte -= 1;
yield return new WaitForSeconds(1f);
}
}
}
}

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namespace UnityAPIReference
{
using UnityEngine;
using UnityEngine.SceneManagement; // WICHTIG: Für den Szenen-Wechsel
using UnityEngine.UI; // WICHTIG: Für klassische UI (Text, Buttons)
public class UnityAPIReferenz : MonoBehaviour
{
[Header("Referenzen auf andere Komponenten")]
public Rigidbody meinRigidbody;
public Renderer meinRenderer;
public AudioSource meineAudioquelle;
public Animator meinAnimator;
public Light meinLicht;
public Text meinUI_Text;
void Start()
{
// ========================================================================
// 1. DAS EIGENE GAMEOBJECT KONTROLLIEREN
// ========================================================================
// Das Objekt komplett de-aktivieren (verschwindet aus der Welt, Updates stoppen)
gameObject.SetActive(false);
gameObject.SetActive(true);
// Namen und Tag auslesen oder ändern
gameObject.name = "Neuer_Name_im_Inspector";
gameObject.tag = "Player"; // (Achtung: Der Tag muss im Editor existieren!)
// Das Objekt nach 3 Sekunden komplett aus dem Speicher löschen
Destroy(gameObject, 3f);
// ========================================================================
// 2. TRANSFORM (Position, Rotation, Skalierung & Hierarchie)
// Transform hat JEDES GameObject standardmäßig.
// ========================================================================
// Position setzen (Vector3 = X, Y, Z Koordinaten)
transform.position = new Vector3(0, 5, 0); // Absolute Welt-Position
transform.localPosition = new Vector3(0, 0, 0); // Position relativ zum "Eltern-Objekt"
// Rotation setzen (Quaternion ist komplex, daher nutzen wir Euler-Winkel in Grad)
transform.rotation = Quaternion.Euler(0, 90, 0); // Dreht das Objekt um 90 Grad auf der Y-Achse
// Skalierung (Größe) ändern
transform.localScale = new Vector3(2, 2, 2); // Macht das Objekt doppelt so groß
// Direkte Bewegungen (ohne Physik!)
transform.Translate(Vector3.forward * 5f); // 5 Meter nach vorne schieben
transform.Rotate(Vector3.up, 45f); // Um 45 Grad drehen
// Hierarchie (Parenting) ändern
// transform.SetParent(anderesGameObject.transform); // Hängt dieses Objekt an ein anderes an
transform.SetParent(null); // Macht das Objekt wieder komplett unabhängig (Root-Ebene)
// ========================================================================
// 3. KOMPONENTEN FINDEN UND AUSLESEN (Sehr wichtig!)
// ========================================================================
// Holt die Komponente "BoxCollider", die auf demselben GameObject liegt
BoxCollider meinCollider = GetComponent<BoxCollider>();
if (meinCollider != null)
{
meinCollider.enabled = false; // Schaltet die Kollision ab
}
// ========================================================================
// 4. PHYSIK (Rigidbody)
// ========================================================================
if (meinRigidbody != null)
{
// Einen Impuls-Schub geben (z.B. für einen Sprung oder eine Explosion)
meinRigidbody.AddForce(Vector3.up * 500f, ForceMode.Impulse);
// Die aktuelle Geschwindigkeit direkt überschreiben oder auslesen
meinRigidbody.linearVelocity = new Vector3(0, 10, 0);
// Schwerkraft für dieses Objekt deaktivieren
meinRigidbody.useGravity = false;
// Masse ändern
meinRigidbody.mass = 50f;
// IsKinematic: Wenn true, wird das Objekt NICHT mehr von Physik (Schwerkraft/Stöße)
// beeinflusst, kann aber per Skript bewegt werden und rammt andere Objekte weg.
meinRigidbody.isKinematic = true;
}
// ========================================================================
// 5. GRAFIK & MATERIALIEN (Renderer)
// ========================================================================
if (meinRenderer != null)
{
// Das Objekt unsichtbar machen (es bleibt aber da und hat noch Kollision!)
meinRenderer.enabled = false;
// Die Farbe des Materials ändern
meinRenderer.material.color = Color.red; // Standard-Farben
meinRenderer.material.color = new Color(0.5f, 0.2f, 0.8f, 1f); // RGBA (Rot, Grün, Blau, Alpha/Transparenz)
}
// ========================================================================
// 6. AUDIO & SOUNDS
// ========================================================================
if (meineAudioquelle != null)
{
meineAudioquelle.volume = 0.5f; // Lautstärke (0.0 bis 1.0)
meineAudioquelle.pitch = 1.2f; // Tonhöhe (1.0 = normal, < 1 = tiefer/langsamer)
meineAudioquelle.Play(); // Sound abspielen
meineAudioquelle.Stop(); // Sound stoppen
}
// ========================================================================
// 7. ANIMATIONEN (Animator)
// Setzt Parameter, die du im Animator-Fenster definiert hast
// ========================================================================
if (meinAnimator != null)
{
meinAnimator.SetBool("IsRunning", true); // Eine Checkbox umschalten
meinAnimator.SetFloat("Speed", 5.5f); // Einen Komma-Wert übergeben
meinAnimator.SetTrigger("Jump"); // Einen einmaligen Impuls feuern
}
// ========================================================================
// 8. LICHT
// ========================================================================
if (meinLicht != null)
{
meinLicht.intensity = 10f; // Helligkeit
meinLicht.color = Color.yellow; // Lichtfarbe
meinLicht.range = 50f; // Reichweite des Lichts
}
// ========================================================================
// 9. ZEIT KONTROLLIEREN (Time-Klasse)
// ========================================================================
// Zeitlupen-Effekt (0.5 = halbe Geschwindigkeit, 0 = Spiel pausiert!)
// Time.timeScale = 0.5f;
// Wieviel Zeit seit Spielstart vergangen ist (in Sekunden)
float zeit = Time.time;
// ========================================================================
// 10. SZENEN & LEVEL WECHSELN
// ========================================================================
// Lädt die Szene mit dem Namen "Level_02" (Muss in den Build-Settings hinzugefügt sein!)
// SceneManager.LoadScene("Level_02");
// Lädt die aktuelle Szene neu (z.B. nach einem Game Over)
// SceneManager.LoadScene(SceneManager.GetActiveScene().name);
// ========================================================================
// 11. HILFS-MATHEMATIK (Die Unity Mathf Klasse)
// ========================================================================
// Clamp: Begrenzt einen Wert auf ein Minimum und Maximum
float lebenspunkte = 150f;
lebenspunkte = Mathf.Clamp(lebenspunkte, 0f, 100f); // Setzt den Wert zwingend auf max 100 zurück
// Random: Eine Zufallszahl generieren
int zufallsZahl = Random.Range(1, 10); // Zahl zwischen 1 und 9 (Int-Maximum ist exklusiv!)
float zufallsKomma = Random.Range(0f, 5.5f); // Float-Maximum ist inklusiv.
// Lerp (Linear Interpolation): Einen sanften Übergang zwischen zwei Werten berechnen
// Hier: Berechne den Wert genau in der Mitte (0.5f) zwischen 10 und 20 -> Ergebnis: 15
float sanfterWert = Mathf.Lerp(10f, 20f, 0.5f);
}
}
}

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namespace UnityCheatSheet
{
using System; // Wird für Events / Actions benötigt
using System.Collections; // Wird für Coroutinen benötigt
using UnityEngine; // Der Haupt-Namespace für fast alles in Unity
// Das Attribut RequireComponent zwingt Unity dazu, automatisch einen Rigidbody
// an das GameObject zu hängen, sobald dieses Skript hinzugefügt wird.
[RequireComponent(typeof(Rigidbody))]
public class UnityReferenz : MonoBehaviour
{
// ========================================================================
// 1. VARIABLEN & SICHTBARKEIT (Attribute für den Inspektor)
// ========================================================================
[Header("Basis-Variablen")]
[Tooltip("Das ist ein Tooltip. Er erscheint, wenn man mit der Maus im Editor darüber fährt.")]
public int lebenspunkte = 100; // Public: Von überall sichtbar UND im Editor sichtbar
[SerializeField]
private float geschwindigkeit = 5.5f; // Private + SerializeField: Nur in diesem Skript nutzbar, ABER im Editor einstellbar! (Best Practice)
[Range(0f, 1f)]
public float lautstaerke = 0.5f; // Erzeugt einen schönen Schieberegler im Unity Editor
[HideInInspector]
public bool istVersteckt = true; // Public, aber im Editor unsichtbar (für interne Logik)
[Header("Referenzen zu anderen Dingen")]
[SerializeField] private GameObject meinPrefab; // Referenz auf ein Prefab (z.B. ein Schuss oder Gegner)
[SerializeField] private Transform zielPosition; // Referenz auf eine Position in der Welt (Transform)
[SerializeField] private Renderer meinRenderer; // Referenz auf eine visuelle Komponente
// Private Variablen (weder von außen noch vom Editor erreichbar)
private Rigidbody meinRigidbody;
private float zeitSeitStart = 0f;
// ========================================================================
// 2. UNITY LEBENSZYKLUS (Event-Methoden, die Unity automatisch aufruft)
// ========================================================================
// Awake wird als ALLERERSTES aufgerufen, noch bevor das Spiel richtig losgeht.
// Hier holt man sich Referenzen auf die eigenen Komponenten.
void Awake()
{
// Holt den Rigidbody, der auf DIESEM GameObject liegt.
meinRigidbody = GetComponent<Rigidbody>();
if (meinRigidbody == null)
{
Debug.LogError("Hilfe! Hier fehlt ein Rigidbody!"); // Schreibt einen Fehler in die Konsole
}
}
// Start wird aufgerufen, bevor das erste Update läuft (für Initialisierungen).
void Start()
{
Debug.Log("Das Spiel ist gestartet! Hallo von: " + gameObject.name);
// Farbe ändern als Test
if (meinRenderer != null)
{
meinRenderer.material.color = Color.blue;
}
// Startet eine asynchrone Hintergrund-Schleife (Coroutinen, siehe unten)
StartCoroutine(MeinTimer());
}
// Update wird JEDEN FRAME aufgerufen.
// Achtung: Wenn das Spiel mit 60 FPS läuft, läuft das hier 60x pro Sekunde!
void Update()
{
// 1. Timer hochzählen mit Time.deltaTime (Zeit, die seit dem letzten Frame vergangen ist)
zeitSeitStart += Time.deltaTime;
// 2. Input abfragen
AbfrageInput();
}
// FixedUpdate wird in festen Zeitintervallen aufgerufen (Standard: 50x pro Sekunde).
// ALLES was mit Physik zu tun hat, MUSS hier rein, NICHT in Update!
void FixedUpdate()
{
// Beispiel: Wir schieben das Objekt stetig nach vorne
// meinRigidbody.AddForce(Vector3.forward * geschwindigkeit);
}
// ========================================================================
// 3. EIGENE METHODEN: INPUT & BEWEGUNG
// ========================================================================
private void AbfrageInput()
{
// TASTENABFRAGE (Einmaliges Drücken)
if (Input.GetKeyDown(KeyCode.Space))
{
Springen();
}
// TASTENABFRAGE (Gedrückt halten)
if (Input.GetKey(KeyCode.W))
{
// Bewege das Objekt direkt (ohne Physik) nach vorne
// transform.Translate(Vector3.forward * geschwindigkeit * Time.deltaTime);
}
// MAUSABFRAGE (0 = Links, 1 = Rechts, 2 = Mitte)
if (Input.GetMouseButtonDown(0))
{
SpawnObjekt();
}
}
private void Springen()
{
// Wirft das Objekt physikalisch in die Luft
meinRigidbody.AddForce(Vector3.up * 300f);
Debug.Log("Hüpf!");
}
// ========================================================================
// 4. INSTANZIIEREN (Spawnen) & ZERSTÖREN
// ========================================================================
public void SpawnObjekt()
{
if (meinPrefab == null) return; // Abbruch, wenn kein Prefab hinterlegt ist
// Instantiate erstellt eine Kopie des Prefabs an unserer aktuellen Position
GameObject neuesObjekt = Instantiate(meinPrefab, transform.position, Quaternion.identity);
// Wir können das neue Objekt direkt benennen
neuesObjekt.name = "Klon_von_" + gameObject.name;
// Wir können das Objekt nach 5 Sekunden automatisch zerstören lassen
Destroy(neuesObjekt, 5f);
}
// ========================================================================
// 5. PHYSIK & KOLLISIONEN
// ========================================================================
// Wird ausgelöst, wenn ein anderes Objekt (mit Collider und Rigidbody) uns RAMMT
void OnCollisionEnter(Collision collision)
{
// Checken, wen wir da gerammt haben (anhand von Tags)
if (collision.gameObject.CompareTag("Player"))
{
Debug.Log("Autsch! Der Spieler hat mich gerammt!");
// So können wir z.B. Leben abziehen:
lebenspunkte -= 10;
}
}
// Wird ausgelöst, wenn ein Objekt eine unsichtbare Lichtschranke durchquert
// (Collider muss auf "Is Trigger" gestellt sein)
void OnTriggerEnter(Collider other)
{
Debug.Log("Etwas ist in meinen Trigger gelaufen: " + other.name);
}
// ========================================================================
// 6. RAYCASTING (Laser-Strahlen schießen)
// ========================================================================
private void SchiesseLaser()
{
RaycastHit hit;
// Schießt einen Strahl von unserer Position nach vorne, 100 Meter weit
if (Physics.Raycast(transform.position, transform.forward, out hit, 100f))
{
Debug.Log("Ich schaue genau auf: " + hit.collider.name);
// Wenn man auf das getroffene Objekt zugreifen will:
// hit.collider.gameObject.GetComponent<AnderesSkript>().MachWas();
}
}
// ========================================================================
// 7. COROUTINEN (Dinge, die Zeit brauchen / Warten)
// ========================================================================
// Eine Methode vom Typ IEnumerator läuft parallel und kann pausiert werden
private IEnumerator MeinTimer()
{
Debug.Log("Timer gestartet...");
// Pausiert die Ausführung dieser Methode für exakt 2 Sekunden
yield return new WaitForSeconds(2f);
Debug.Log("2 Sekunden sind vorbei!");
// Endlos-Schleifen sind hier okay, WEIL sie mit yield return pausiert werden!
while (lebenspunkte > 0)
{
// Mache jede Sekunde einen Tick Schaden
// lebenspunkte -= 1;
yield return new WaitForSeconds(1f);
}
}
}
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