我是靠谱客的博主 繁荣含羞草,最近开发中收集的这篇文章主要介绍Unity实现见缝插针小游戏,觉得挺不错的,现在分享给大家,希望可以做个参考。

概述

本文实例为大家分享了Unity实现见缝插针游戏的具体代码,供大家参考,具体内容如下

控制小球旋转

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RotateSelf : MonoBehaviour {
  //每秒旋转90度
  public float speed = 90;

  // Update is called once per frame
  void Update () {
   //绕Z轴顺针旋转
    transform.Rotate(new Vector3(0, 0, -speed * Time.deltaTime));
  }
}

针头碰撞检测

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PinHead : MonoBehaviour {

  private void OnTriggerEnter2D(Collider2D collision)
  {
    if (collision.tag == "PinHead")
    {
      GameObject.Find("GameManager").GetComponent<GameManager>().GameOver();
    }
  }
}

控制针的运动位置

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Pin : MonoBehaviour {

  public float speed = 5;
  private bool isFly = false;
  private bool isReach = false;
  private Transform startPoint;
  private Vector3 targetCirclePos;
  private Transform circle;

  // Use this for initialization
  void Start () {
    startPoint = GameObject.Find("StartPoint").transform;
    circle = GameObject.FindGameObjectWithTag("Circle").transform;
    targetCirclePos = circle.position;
    targetCirclePos.y -= 1.55f;
  }

  // Update is called once per frame
  void Update () {
    if (isFly == false)
    {
      if (isReach == false)
      {
        transform.position = Vector3.MoveTowards(transform.position, startPoint.position, speed * Time.deltaTime);
        if (Vector3.Distance(transform.position, startPoint.position) < 0.05f)
        {
          isReach = true;
        }
      }
    }
    else
    {
      transform.position = Vector3.MoveTowards(transform.position, targetCirclePos, speed * Time.deltaTime);
      if(Vector3.Distance( transform.position,targetCirclePos) < 0.05f)
      {
        transform.position = targetCirclePos;
        transform.parent = circle;
        isFly = false;
      }
    }
  }

  public void StartFly()
  {
    isFly = true;
    isReach = true;
  }
}

游戏管理

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class GameManager : MonoBehaviour {

  private Transform startPoint;
  private Transform spawnPoint;
  private Pin currentPin;
  private bool isGameOver = false;
  private int score = 0;
  private Camera mainCamera;
  public Text scoreText;
  public GameObject pinPrefab;
  public float speed = 3;

  // Use this for initialization
  void Start () {
    startPoint = GameObject.Find("StartPoint").transform;
    spawnPoint = GameObject.Find("SpawnPoint").transform;
    mainCamera = Camera.main;
    SpawnPin();
  }

  private void Update()
  {
    if (isGameOver) return;
    if (Input.GetMouseButtonDown(0))
    {
      score++;
      scoreText.text = score.ToString();
      currentPin.StartFly();
      SpawnPin();
    }
  }

  void SpawnPin()
  {
     //针的实例化
    currentPin = GameObject.Instantiate(pinPrefab, spawnPoint.position, pinPrefab.transform.rotation).GetComponent<Pin>();
  }

  public void GameOver()
  {
    if (isGameOver) return;
    GameObject.Find("Circle").GetComponent<RotateSelf>().enabled = false;
    StartCoroutine(GameOverAnimation());
    isGameOver = true;
  }

  IEnumerator GameOverAnimation()
  {
    while (true)
    {
      mainCamera.backgroundColor = Color.Lerp(mainCamera.backgroundColor, Color.red, speed * Time.deltaTime);
      mainCamera.orthographicSize = Mathf.Lerp(mainCamera.orthographicSize, 4, speed * Time.deltaTime);
      if( Mathf.Abs( mainCamera.orthographicSize-4 )<0.01f)
      {
        break;
      }
      yield return 0;
    }
    yield return new WaitForSeconds(0.2f);
    //重新加载场景
    SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
  }
}

游戏初始状态和运行结果

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