Unity见缝插针游戏 Unity实现见缝插针小游戏
菠萝小笨笨 人气:0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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