制作分数和生命的UI:
由于我们前面没有做类似的UI所以这里教大伙一下基本思路:
首先我们创建一个canvas用来创建两个Text用来显示分数和生命的UI
蓝色的是分数黄色的是生命
我们创建一个scoreplay的脚本挂载在text上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScoreDisplay : MonoBehaviour
{
Text scoreText;
GameSeesion gameSession;
private void Start()
{
scoreText = GetComponent<Text>();
gameSession = FindObjectOfType<GameSeesion>();
}
private void Update()
{
scoreText.text = gameSession.GetScore().ToString();
}
}
创建一个空对象gamesession还有一个同名脚本挂载在它上面:
接着我们改一下Player和Enemy的脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
[Header("玩家移动")]
[SerializeField] float ySpeed = 10f;
[SerializeField] float xSpeed = 10f;
[SerializeField] float padding = 1f;
[Header("Play Health")]
[SerializeField] int health = 500;
[Header("ProjectTile")]
[SerializeField] GameObject laserPrefab;
[SerializeField] float projectTileSpeed = 10f;
[SerializeField] float projectTileFiringPeriod = 0.1f;
//战机在屏幕能移动的坐标
float xMin;
float xMax;
float yMin;
float yMax;
//协程的编程是指在不堵塞主线程的情况下执行某些特定的函数
Coroutine fireCoroutine;
[SerializeField] AudioClip deathSFX;
[SerializeField] [Range(0, 1)] float deathSoundVolume = 0.75f;
[SerializeField] AudioClip shootSFX;
[SerializeField] [Range(0, 1)] float shootSoundVolume = 0.55f;
void Start()
{
SetUpMoveBoundaries();
}
private void SetUpMoveBoundaries()
{
Camera gameCamera = Camera.main;
//之前的视频说过,Camera.main.ViewportToWorldPoint()是将摄像机视角的坐标转化为世界坐标然后padding是防止战机出屏幕边缘
xMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).x + padding;
xMax = gameCamera.ViewportToWorldPoint(new Vector3(1, 0, 0)).x - padding;
yMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).y + padding;
yMax = gameCamera.ViewportToWorldPoint(new Vector3(0, 1, 0)).y - padding;
}
void Update()
{
Move();
Fire();
}
private void Move()
{
//Input Manager上两个监控键盘上WSAD按键而生成-1到1值的
var deltaY = Input.GetAxis("Vertical") * Time.deltaTime * ySpeed;
var deltaX = Input.GetAxis("Horizontal") * Time.deltaTime * xSpeed;
// Debug.Log(deltaX);
//限制移动范围
var newXPos = Mathf.Clamp(transform.position.x + deltaX, xMin, xMax);
var newYPos = Mathf.Clamp(transform.position.y + deltaY, yMin, yMax);
transform.position = new Vector2(newXPos,newYPos);
}
private void Fire()
{
if (Input.GetButtonDown("Fire1"))
{
fireCoroutine = StartCoroutine(FireContinuously());
}
if (Input.GetButtonUp("Fire1"))//这个Fire1也是Input Manager上的
{
StopCoroutine(fireCoroutine); //暂停某个协程
// StopAllCoroutines();
}
}
//协程函数是用关键字迭代器IEnumerator而且一定要用yield关键词返回
IEnumerator FireContinuously()
{
while (true)
{
GameObject laser = Instantiate(laserPrefab, transform.position, Quaternion.identity) as GameObject; //生成子弹
laser.GetComponent<Rigidbody2D>().velocity = new Vector2(0, projectTileSpeed); //给子弹一个向上的力
AudioSource.PlayClipAtPoint(shootSFX, Camera.main.transform.position, shootSoundVolume);
yield return new WaitForSeconds(projectTileFiringPeriod); //下一颗子弹发生的间隔时间
}
}
private void OnTriggerEnter2D(Collider2D other)
{
DamageDealer damageDealer = other.gameObject.GetComponent<DamageDealer>();
if (!damageDealer) { return; }
ProcessHit(damageDealer);
}
private void ProcessHit(DamageDealer damageDealer)
{
health -= damageDealer.GetDamage(); //减去收到的伤害
damageDealer.Hit();
if (health <= 0)
{
Die();
}
}
public int GetHealth()
{
return health;
}
private void Die()
{
Destroy(gameObject); //生命值为小于等于0就销毁
AudioSource.PlayClipAtPoint(deathSFX, Camera.main.transform.position, deathSoundVolume);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
[Header("Enemy States")]
[SerializeField] float health = 100f;
[SerializeField] int scoreValue = 150;
[Header("Shooting")]
[SerializeField] float shotCounter;
[SerializeField] float minTimeBetweenShots = 0.2f;
[SerializeField] float maxTimeBetweenShot = 1.5f;
[SerializeField] GameObject projecttile;
[SerializeField] float projecttileSpeed = 10f;
[Header("Sound Effects")]
[SerializeField] GameObject deathDFX;
[SerializeField] AudioClip deathSFX;
[SerializeField] [Range(0,1)]float deathSoundVolume = 0.75f;
[SerializeField] AudioClip shootSFX;
[SerializeField] [Range(0, 1)] float shootSoundVolume = 0.50f;
void Start()
{
shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShot);
}
void Update()
{
CountDownAndShoot();
}
private void CountDownAndShoot()
{
shotCounter -= Time.deltaTime; //计时器,用来当计时器小于等于0时重置发射时间并执行发射函数
if(shotCounter <= 0)
{
Fire();
shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShot);
}
}
private void Fire()
{
GameObject laser = Instantiate(projecttile, transform.position, Quaternion.identity) as GameObject;//生成子弹并给它一个向下的力,因为和主角方向反过来的
laser.GetComponent<Rigidbody2D>().velocity = new Vector2(0, -projecttileSpeed);
AudioSource.PlayClipAtPoint(shootSFX, Camera.main.transform.position, shootSoundVolume);
}
private void OnTriggerEnter2D(Collider2D other)
{
DamageDealer damageDealer = other.gameObject.GetComponent<DamageDealer>();
if (!damageDealer) { return; }
ProcessHit(damageDealer); //同样也是伤害处理的函数
}
private void ProcessHit(DamageDealer damageDealer)
{
health -= damageDealer.GetDamage();
damageDealer.Hit();
if (health <= 0)
{
Die();
}
}
private void Die()
{
FindObjectOfType<GameSeesion>().AddToScore(scoreValue);
Destroy(gameObject);
GameObject explosion = Instantiate(deathDFX,transform.position,transform.rotation);
Destroy(explosion, 1f);
AudioSource.PlayClipAtPoint(deathSFX, Camera.main.transform.position,deathSoundVolume);
}
}
其次显示生命值的脚本也要创建好
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScoreDisplay : MonoBehaviour
{
Text scoreText;
GameSeesion gameSession;
private void Start()
{
scoreText = GetComponent<Text>();
gameSession = FindObjectOfType<GameSeesion>();
}
private void Update()
{
scoreText.text = gameSession.GetScore().ToString();
}
}
创建Start和Game Over场景
其实
其实我前面教的差不多了,这里就直接把预设体拖进来就好
这里的Score Canvas是只需要score即可不需要生命的text
别忘了挂载onclike()监听事件
设置连贯的背景音乐:
为了防止音乐在切换场景时重新播放,我们也要创建一个单例给它
先空对象Music Player然后创建同名脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MusicPlayer : MonoBehaviour
{
private void Awake()
{
SetUpSingleton();
}
private void SetUpSingleton()
{
if(FindObjectsOfType(GetType()).Length > 1)
{
Destroy(gameObject);
}
else
{
DontDestroyOnLoad(gameObject);
}
}
}
别忘了让它一直循环。
生成游戏:
别忘了放到build setting上然后点击PlayerSetting改图标
游戏画面如下: