内容简介:传送门:运行结果:
传送门:
运行结果:
脚本:
BGScroll:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class BGScroll : MonoBehaviour { public float scrollSpeed; //背景图片滚动速度 public float tileSizeZ; //滚动长度 private Vector3 startPosition; //记录初始变量 void Start () { startPosition = transform.position; } void Update () { float newPosition = Mathf.Repeat (Time.time * scrollSpeed, tileSizeZ); //求Time.time * scrollSpeed % tileSizeZ transform.position = startPosition + Vector3.forward * newPosition; } }
DestroyByBoundary:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class DestroyByBoundary : MonoBehaviour { // Use this for initialization void Start () { } // Update is called once per frame void Update () { } private void OnTriggerExit(Collider other) { //与Boundary发生碰撞的直接销毁 Destroy (other.gameObject); } }
DestroyByContact:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class DestroyByContact : MonoBehaviour { public GameObject explosion; //小行星爆炸特效 public GameObject explosion_player; //玩家飞船爆炸特效 public int scoreValue; //击毁获得的分值 private GameController gameController; void Start() { GameObject gameControllerObj = GameObject.FindGameObjectWithTag ("GameController"); if (gameControllerObj) gameController = gameControllerObj.GetComponent<GameController> (); else Debug.Log ("Not find 'GameController' script"); } //碰撞检测的回调函数,需要勾选 is Trigger选项 void OnTriggerEnter(Collider other) { //当是敌人或者边界时,不计算碰撞 if (other.tag == "Enemy" || other.tag == "Boundary") return; if (explosion) Instantiate (explosion, transform.position, transform.rotation); //实例化特效 if (other.tag == "Player" && explosion_player) { Instantiate (explosion_player, transform.position, transform.rotation); gameController.GameOver (); } //分数递增 gameController.AddScore (scoreValue); //销毁特效 Destroy (other.gameObject); Destroy (gameObject); } }
DestroyByTime:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class DestroyByTime : MonoBehaviour { public float lifeTime; //延续多少秒后销毁 // Use this for initialization void Start () { Destroy (gameObject, lifeTime); } // Update is called once per frame void Update () { } }
EvasiveManeuver:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class EvasiveManeuver : MonoBehaviour { public Boundary boundary; //边界 public float tilt; //翻转度 public float dodge; public float smoothing; //平滑度 public Vector2 StartWait; //刚开始等待时间 public Vector2 ManeuverTime; //规避时间 public Vector2 ManeuverWait; //距离下次规避需要等待时间 private float currentSpeed; //记录z轴的速度 private float targetManeuver; //获得x轴目标速度 private Rigidbody rb; void Start() { rb = GetComponent<Rigidbody> (); currentSpeed = rb.velocity.z; StartCoroutine (Evade()); } //规避 IEnumerator Evade() { //首先等待一段时间 yield return new WaitForSeconds (Random.Range (StartWait.x, StartWait.y)); while (true) { targetManeuver = Random.Range (1, dodge) * -Mathf.Sign (rb.position.x); yield return new WaitForSeconds (Random.Range (ManeuverTime.x, ManeuverTime.y)); //目标速度归0 targetManeuver = 0; yield return new WaitForSeconds (Random.Range (ManeuverWait.x, ManeuverWait.y)); } } void FixedUpdate() { //改变rb.velocity.x向targetManeuver靠近 smoothing * Time.deltaTime为应用到该值的最大变化 float newManeuver = Mathf.MoveTowards (rb.velocity.x, targetManeuver, smoothing * Time.deltaTime); rb.velocity = new Vector3 (newManeuver, 0.0f, currentSpeed); rb.position = new Vector3 ( Mathf.Clamp(rb.position.x, boundary.xMin, boundary.xMax), 0.0f, Mathf.Clamp(rb.position.z, boundary.zMin, boundary.zMax) ); rb.rotation = Quaternion.Euler (0.0f, 0.0f, rb.velocity.x * -tilt); } }
GameController:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class GameController : MonoBehaviour { public GameObject[] hazards; //敌人预制体 public Vector3 spawnValue; //产生敌人位置最大值 public long hazardCnt; //每波敌人的数目 public float startWait; //生成敌人之前需要等待的时间 public float waveWait; //每个敌人生成之间的时间间隔 public float spawnWait; //每波敌人的间隔 public Text gameOverText; //结束文本 public Text scoreText; //分数文本 public Text restartText; //重新开始文本 private int score; //分数 private bool gameOver; //是否游戏结束 private bool restart; //是否出现重新开始 // Use this for initialization void Start () { StartCoroutine (SpawnWaves()); score = 0; gameOver = false; restart = false; gameOverText.text = ""; restartText.text = ""; UpdateScore (); } // Update is called once per frame void Update () { //按下R键重新加载场景 if (restart && Input.GetKeyDown (KeyCode.R)) SceneManager.LoadScene (SceneManager.GetActiveScene ().buildIndex); } //敌人的生成 IEnumerator SpawnWaves() { yield return new WaitForSeconds (startWait); while (true) { for (int i = 0; i < hazardCnt; ++i) { GameObject hazard = hazards [Random.Range (0, hazards.Length)]; Vector3 spawnPosition = new Vector3 ( Random.Range (-spawnValue.x, spawnValue.x), spawnValue.y, spawnValue.z ); Instantiate (hazard, spawnPosition, Quaternion.identity); yield return new WaitForSeconds (spawnWait); } if (gameOver) { restart = true; restartText.text = "Press 'R' for respart."; break; } yield return new WaitForSeconds (waveWait); } } //分数更新 private void UpdateScore() { scoreText.text = "Score:" + score.ToString (); } //分数增加 public void AddScore(int newScore) { score += newScore; UpdateScore(); } //游戏结束 public void GameOver() { gameOver = true; gameOverText.text = "Game Over!"; } }
Mover:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Mover : MonoBehaviour { public float speed; //速度 private Rigidbody rb; // Use this for initialization void Start () { rb = GetComponent<Rigidbody> (); rb.velocity = Vector3.forward * speed; } // Update is called once per frame void Update () { } }
PlayerControl:
using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] //边界 public class Boundary { public float xMin, xMax, zMin, zMax; } public class PlayerControl : MonoBehaviour { public float speed; //移动速度 public Boundary boundary; public float tilt; //倾斜量 public GameObject shot; //子弹 public Transform shotSpawn; //获取子弹挂载点的位置信息 public float fireRate; //子弹发射速率 private float nextFire; //判断是否可以进行下一颗子弹发射 private AudioSource audioSrc; //音乐组件 // Use this for initialization void Start () { audioSrc = GetComponent<AudioSource> (); } // Update is called once per frame void Update () { if (Input.GetButton ("Fire1") && Time.time >= nextFire) { nextFire = Time.time + fireRate; Instantiate (shot, shotSpawn.position, shotSpawn.rotation); //音乐播放 audioSrc.Play (); } } void FixedUpdate() { //获取下列默认轴: “Horizontal” 和“Vertical” 映射于控制杆、A、W、S、D和箭头键(方向键)。 float moveHorizontal = Input.GetAxis ("Horizontal"); float moveVertical = Input.GetAxis ("Vertical"); Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical); //设定刚体速度 GetComponent<Rigidbody>().velocity = movement * speed; //限制运动范围 GetComponent<Rigidbody> ().position = new Vector3 ( Mathf.Clamp(GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax), 0.0f, Mathf.Clamp(GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax) ); //返回一个旋转角,绕x轴旋转x度,绕y轴旋转y度,绕z轴旋转z度。 GetComponent<Rigidbody>().rotation = Quaternion.Euler (0.0f, 0.0f, GetComponent<Rigidbody>().velocity.x * -tilt); } }
RandomRotator:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class RandomRotator : MonoBehaviour { public float tumble; //翻滚速度 private Rigidbody rb; // Use this for initialization void Start () { rb = GetComponent<Rigidbody> (); //改变刚体的角速度变量 rb.angularVelocity = Random.insideUnitSphere * tumble; //随机返回单位球内任意一点 } // Update is called once per frame void Update () { } }
WeaponController:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class WeaponController : MonoBehaviour { public GameObject shot; public Transform shotSpawn; public float shotRate; public float delay; //实例化敌机后多久发射子弹 private AudioSource audioSrc; // Use this for initialization void Start () { //在delay秒调用Fire方法,以后每过shotRate秒重新调用Fire方法 InvokeRepeating ("Fire", delay, shotRate); audioSrc = GetComponent<AudioSource> (); } // Update is called once per frame void Update () { } //发射子弹 private void Fire() { Instantiate (shot, shotSpawn.position, shotSpawn.rotation); audioSrc.Play (); } }
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