1.3.0 - - 见缝插针

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 
 5 public class RotateCirle : MonoBehaviour {
 6 
 7     public float RotateSpeed = 60;
 8 
 9     
10     // Update is called once per frame
11     void Update () {
12         transform.Rotate(new Vector3(0, 0, -1) * RotateSpeed * Time.deltaTime);     //球旋转
13     }
14 }
RotateCircle - - 控制小球旋转
 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 
 5 public class PinCircleCollision : MonoBehaviour {
 6 
 7     //检测碰撞触发
 8     private void OnTriggerEnter2D(Collider2D collision)
 9     {
10         
11         if(collision.tag == "PinCircleCollision")
12         {
13             //通过找到GameManager这个物体后调用GameManager下的GameOver()方法
14             
15             GameObject.Find("GameManger").GetComponent<GameManger>().GameOver();   
16         }
17     }
18 }
PinCollision - - 设置针头碰撞
 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 
 5 public class PinMove : MonoBehaviour {
 6 
 7     public float speed = 5;
 8     private bool isFly = false;     // 针向小球移动
 9     private bool isReach = false;   // 针由SpawnPoint到达StartPoint
10     private Vector3 TargetPos;      // 针正好插在小球上的位置
11     private Transform startPoint;
12     private Transform circlePoint;
13 
14     // Use this for initialization
15     void Start () {
16         startPoint = GameObject.Find("StartPoint").transform;   //获取针位置
17         circlePoint = GameObject.Find("Circle").transform;      //获取球位置
18         TargetPos.y = circlePoint.position.y - 1.7f;            //实际计算得出的偏移量1.7
19     }
20     
21     // Update is called once per frame
22     void Update () {
23 
24         if(isFly==false)
25         {
26             if(isReach==false)
27             {
28                 //针由SpawnPoint向StartPoint移动
29                 transform.position = Vector3.MoveTowards(transform.position, startPoint.position, speed * Time.deltaTime);
30                 //当帧和StartPoint的距离小于一定值时停止移动(优化性能)
31                 if(Vector3.Distance(transform.position,startPoint.position)<0.1f)
32                 {
33                     isReach = true;
34                 }
35             }
36             
37         }
38         else
39         {
40             //针向球移动
41             transform.position = Vector3.MoveTowards(transform.position, TargetPos, speed * Time.deltaTime);
42             if (Vector3.Distance(transform.position, TargetPos) < 0.1f)
43             {
44                 transform.position = TargetPos;       //当前位置再传递回给针,确保所有针的位置相同
45                 transform.parent = circlePoint;     //设置Circle为Pin的父类,针和小球一起旋转
46                 isFly = false;
47             }
48         }
49     }
50 
51     //控制针向小球移动,由GameManger.cs中鼠标按下时调用 
52     public void StatFly()
53     {
54         isFly = true;
55         isReach = true;
56     }
57 }
PinMove - - 控制针向小球移动
 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 using UnityEngine.UI;
 5 using UnityEngine.SceneManagement;
 6 
 7 public class GameManger : MonoBehaviour {
 8 
 9 
10     private Transform startPoint;
11     private Transform spawnPoint;
12     private PinMove currentPin;
13     private bool isGameOver = false;
14     private int score;
15     private Camera mainCamera;
16 
17     public float cameraChangeSpeed = 3;
18     public Text scoreText;
19     public GameObject gameOverText;
20     public Transform pinPrefab;
21 
22    
23 
24     // Use this for initialization
25     void Start () {
26         
27         startPoint = GameObject.Find("StartPoint").transform;
28         spawnPoint = GameObject.Find("SpawnPoint").transform;
29         mainCamera = Camera.main;
30         SpawnPin();
31     }
32     
33     // Update is called once per frame
34     void Update () {
35                
36         //游戏结束后立即退出,不发射针
37         if (isGameOver) return;
38 
39         //按下鼠标左键发射针,并生成新的针
40         if (Input.GetMouseButtonDown(0))
41         {
42             score++;
43             scoreText.text = score.ToString();      //计分
44             currentPin.StatFly();
45             SpawnPin();     //当这里没有这个方法生成新的针时,再次点击鼠标后唯一的那个针会错位并自我旋转,应该是transform.parent = circlePoint被多次执行导致
46         }
47     }
48 
49     //实例化针
50     void SpawnPin()
51     {
52        currentPin = Instantiate(pinPrefab,spawnPoint.position, pinPrefab.rotation).GetComponent<PinMove>();
53     }
54 
55     //游戏结束
56     //由于两个小球各自的碰撞都会触发GameOver()方法,因此会消耗性能
57     //所以通过这样使GameOver()方法只执行一次
58     public void GameOver()
59     {
60         if (isGameOver) return;
61         gameOverText.SetActive(true);       //显示GameOver
62         GameObject.Find("Circle").GetComponent<RotateCirle>().enabled = false;  //禁止小球旋转
63         StartCoroutine(GameOverAnimation());    //调用协程
64         isGameOver = true;
65     }
66 
67     IEnumerator GameOverAnimation()
68     {
69         while(true)
70         {
71             mainCamera.backgroundColor = Color.Lerp(mainCamera.backgroundColor, Color.red, cameraChangeSpeed*Time.deltaTime);   //控制camera背景颜色变化
72             mainCamera.orthographicSize = Mathf.Lerp(mainCamera.orthographicSize, 4, cameraChangeSpeed * Time.deltaTime);       //控制camera大小变化
73             //当到达目标值后跳出循环
74             if (mainCamera.orthographicSize - 4 < 0.01f)
75                 break;
76             yield return 0;
77         }
78         yield return new WaitForSeconds(1);     //暂停1秒
79         SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);       //重新开始游戏
80     }
81 }
GameManger - - 游戏玩法的实现

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转载自www.cnblogs.com/QQW123/p/9085996.html
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