极致21点开发DAY1

最近在学习UI框架,无奈没有完整的项目学习,四处搜索找了这款游戏源码,在Unity2018上完美运行。于是乎开始学习开发这款游戏。今天主要完成的任务时拼UI。搭建了3个场景, StartScene, LoadingScene, MainScene。PlayScene比较复杂,包含了复杂的逻辑,放在最后学习。

1.StartScene

这个场景比较简单,主要包括3个部分:背景,Logo,开始按钮。

逻辑:点击开始按钮,进入LoadingScene。

在UICamera或者Canvas(StartScene)物体上挂载脚本StartMgr.cs

 1 using UnityEngine;
 2 using UnityEngine.SceneManagement;
 3 using UnityEngine.UI;
 4 public class StartMgr : MonoBehaviour
 5 {
 6     public Button btnStart;
 7     private void Start()
 8     {
 9         if(btnStart != null)
10         {
11             //给按钮添加监听事件
12             btnStart.onClick.AddListener(OnLoadLevel);
13         }
14     }
15 
16     private void OnLoadLevel()
17     {
18         SceneManager.LoadScene(1);
19     }
20 
21 }

2.LoadingScene

这个场景包含的主要元素是:背景、Logo、齿轮(含旋转的动画),进度条。

加载游戏用到了异步加载技术,在LoadScene物体上挂载脚本LoadScene.cs。

 1 using System.Collections;
 2 using UnityEngine;
 3 using UnityEngine.SceneManagement;
 4 using UnityEngine.UI;
 5 using System.Collections.Generic;
 6 public class LoadScene : MonoBehaviour
 7 {
 8     public Slider progressBar;
 9     //当前加载进度
10     private float currentProgress = 0;
11     //目标加载进度
12     private float targetProgress = 0;
13 
14     private void Start()
15     {        
16        //启动协程
17         StartCoroutine("LoadingScene");
18     }
19 
20     private IEnumerator LoadingScene()
21     {
22         //异步加载
23         AsyncOperation asyncOp = SceneManager.LoadSceneAsync(2);
24         //没有加载完毕时
25         while (asyncOp.progress < 0.9f)
26         {
27             Debug.Log("正在疯狂加载中...");
28             currentProgress = asyncOp.progress;
29             yield return UpdateProgressBarValue();
30         }
31         currentProgress = 1f;
32         yield break;
33     }
34 
35     private IEnumerator<WaitForEndOfFrame> UpdateProgressBarValue()
36     {
37         while (targetProgress < currentProgress)
38         {
39             Debug.Log("正在更新进度...");
40             targetProgress += 0.01f;
41             progressBar.value = targetProgress;
42             yield return new WaitForEndOfFrame();
43         }
44         yield break;
45     }
46         
47 }

3.MainScene

这个场景元素比较多,分为七大块。Main, PersonalInfo,Action,TAsk,Install,Explain

今天完成的逻辑比较简单,就是点击头像打开个人中心面板及其关闭逻辑。代码如下:Person

PersonalController.cs负责个人中心面板逻辑,MainSceneController负责整个场景游戏逻辑。

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 using UnityEngine.UI;
 5 public class MainSceneController : MonoBehaviour
 6 {
 7     public Button headBtn;
 8     public GameObject personalInfo;
 9 
10     private void Start()
11     {
12         Init();
13     }
14 
15     private void Init()
16     {
17         headBtn.onClick.AddListener(OnHeadBtn);
18     }
19     private void OnHeadBtn()
20     {
21         personalInfo.SetActive(true);
22     }
23 
24 }
 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 using UnityEngine.UI;
 5 public class PersonalController : MonoBehaviour
 6 {
 7     public InputField nameInput;
 8     public InputField mottoInput;
 9     public Button sureBtn;
10     public Button closeBtn;
11 
12 
13     private void Start()
14     {
15         Init();
16     }
17 
18     private void Init()
19     {
20         sureBtn.onClick.AddListener(OnSureBtn);
21         closeBtn.onClick.AddListener(OnCloseBtn);
22     }
23     private void OnSureBtn()
24     {
25         PlayerPrefs.SetString("name", nameInput.text);
26         PlayerPrefs.SetString("motto", mottoInput.text);
27         OnCloseBtn();
28     }
29 
30     private void OnCloseBtn()
31     {
32         gameObject.SetActive(false);
33     }
34 }

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转载自www.cnblogs.com/blackteeth/p/10203287.html
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