Unity实例开发-太空射手

栏目: 编程语言 · 发布时间: 6年前

内容简介:传送门:运行结果:

传送门:

太空射手

运行结果:

Unity实例开发-太空射手

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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