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Unity實(shí)現(xiàn)見縫插針小游戲

 更新時(shí)間:2020年04月16日 17:05:51   作者:菠蘿小笨笨  
這篇文章主要為大家詳細(xì)介紹了Unity實(shí)現(xiàn)見縫插針小游戲,文中示例代碼介紹的非常詳細(xì),具有一定的參考價(jià)值,感興趣的小伙伴們可以參考一下

本文實(shí)例為大家分享了Unity實(shí)現(xiàn)見縫插針游戲的具體代碼,供大家參考,具體內(nèi)容如下

控制小球旋轉(zhuǎn)

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

public class RotateSelf : MonoBehaviour {
  //每秒旋轉(zhuǎn)90度
  public float speed = 90;

  // Update is called once per frame
  void Update () {
   //繞Z軸順針旋轉(zhuǎn)
    transform.Rotate(new Vector3(0, 0, -speed * Time.deltaTime));
  }
}

針頭碰撞檢測

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();
    }
  }
}

控制針的運(yùn)動(dòng)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;
  }
}

游戲管理

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()
  {
     //針的實(shí)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);
    //重新加載場景
    SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
  }
}

游戲初始狀態(tài)和運(yùn)行結(jié)果

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以上就是本文的全部內(nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。

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