Space Shooter
项目:https://pan.baidu.com/s/1jIDe2H4
using UnityEngine; using System.Collections; namespace VoidGame { public class Asteroid:MonoBehaviour { public GameObject m_explosionPrefab; //爆炸Prefab public float m_moveSpeed = 5.0f; //移动速度 public float m_rotateSpeed = 1.0f; //旋转速度 private Rigidbody m_rigidbody; void Start() { m_rigidbody = GetComponent<Rigidbody>(); m_rigidbody.velocity = Vector3.back * m_moveSpeed; //速度 m_rigidbody.angularVelocity = Random.insideUnitSphere * m_rotateSpeed; //角速度 } //小行星碰到玩家销毁自己 void OnTriggerEnter(Collider other) { if(other.CompareTag("Player") || other.CompareTag("PlayerBullet")) { Destroy(gameObject); Explosion(); } } //创建爆炸效果,2秒后删除 void Explosion() { GameObject explosion = Instantiate(m_explosionPrefab,transform.position,transform.rotation) as GameObject; Destroy(explosion,2.0f); } } }
Asteroid
using UnityEngine; using System.Collections; namespace VoidGame { public class Background:MonoBehaviour { public float m_scrollSpeed = 1.0f; //滚动速度; void Update() { Scroll(); } void Scroll() { if(transform.position.z <= -30.0f) { transform.position = new Vector3(transform.position.x,transform.position.y,transform.position.z + 60.0f); } else { transform.position += Vector3.back * m_scrollSpeed * Time.deltaTime; } } } }
Background
using UnityEngine; using System.Collections; namespace VoidGame { public class DestroyBoundary:MonoBehaviour { //任何物体超出边界范围摧毁 void OnTriggerExit(Collider other) { Destroy(other.gameObject); } } }
DestroyBoundary
using UnityEngine; using UnityEngine.UI; using System.Collections; namespace VoidGame { public class GameManager:MonoBehaviour { public static GameManager m_instance; public GameObject[] m_harzardPrefabs; //要生成的对象数组 public Vector3 m_spawnRange; //生成范围 public bool m_isGameOver; //游戏是否结束 private Text m_scoreText; //分数文本框 private Text m_gameOverText; //游戏结束文本框 private Text m_restartText; //重来文本框 private int m_score; //分数 void Awake() { m_instance = this; } void Start() { m_scoreText = GameObject.Find("ScoreText").GetComponent<Text>(); m_scoreText.text = "得分:0"; m_gameOverText = GameObject.Find("GameOverText").GetComponent<Text>(); m_gameOverText.enabled = false; m_restartText = GameObject.Find("RestartText").GetComponent<Text>(); m_restartText.enabled = false; StartCoroutine(Spawn()); } void Update() { if(m_isGameOver) { if(Input.GetKeyDown(KeyCode.R)) { Application.LoadLevel(Application.loadedLevel); } } } IEnumerator Spawn() { while(true) { if(m_isGameOver) { m_gameOverText.enabled = true; m_restartText.enabled = true; break; } ); //每波等待时间 ;i < m_harzardPrefabs.Length;i++) { //在限定的x轴范围内随机生成 Vector3 spawnPosition = new Vector3(Random.Range(-m_spawnRange.x,m_spawnRange.x),m_spawnRange.y,m_spawnRange.z); Instantiate(m_harzardPrefabs[i],spawnPosition,Quaternion.identity); yield return new WaitForSeconds(0.5f); //生成单个物体候等待的时间 } } } //添加分数并显示 public void AddScore(int score) { m_score += score; m_scoreText.text = "得分:" + m_score.ToString(); } } }
GameManager
using UnityEngine; using System.Collections; namespace VoidGame { [System.Serializable] public class MoveBoundary { public float m_minX; public float m_maxX; public float m_minZ; public float m_maxZ; } }
MoveBoundary
using UnityEngine; using System.Collections; namespace VoidGame { public class Enemy:MonoBehaviour { public GameObject m_bulletPrefab; //子弹Prefab public GameObject m_explosionPrefab; //爆炸Prefab public float m_moveSpeed = 5.0f; //移动速度 private Transform m_bulletSpawnerTransform; private Rigidbody m_rigidbody; private AudioSource m_audioSource; void Start() { m_rigidbody = GetComponent<Rigidbody>(); m_rigidbody.velocity = Vector3.back * m_moveSpeed; m_bulletSpawnerTransform = transform.Find("BulletSpawner"); m_audioSource = GetComponent<AudioSource>(); StartCoroutine(Shoot()); } //敌人碰到玩家,玩家子弹销毁自己 void OnTriggerEnter(Collider other) { if(other.CompareTag("Player") || other.CompareTag("PlayerBullet")) { Destroy(gameObject); Explosion(); } } //射击 IEnumerator Shoot() { while(true) { yield return new WaitForSeconds(0.5f); Instantiate(m_bulletPrefab,m_bulletSpawnerTransform.position,Quaternion.identity); m_audioSource.Play(); } } //爆炸 void Explosion() { GameObject explosion = Instantiate(m_explosionPrefab,transform.position,transform.rotation) as GameObject; Destroy(explosion,2.0f); } } }
Enemy
using UnityEngine; using System.Collections; namespace VoidGame { public class EnemyBullet:MonoBehaviour { public float m_moveSpeed = 20.0f; //移动速度 private Rigidbody m_rigidBody; void Start() { m_rigidBody = GetComponent<Rigidbody>(); m_rigidBody.velocity = Vector3.back * m_moveSpeed; //给刚体设置速度 } //敌人子弹碰到 玩家 销毁自己 void OnTriggerEnter(Collider other) { if(other.CompareTag("Player")) { Destroy(gameObject); } } } }
EnemyBullet
using UnityEngine; using System.Collections; namespace VoidGame { public class Player:MonoBehaviour { public GameObject m_explosionPrefab; //爆炸Prefab public GameObject m_playerBulletPrefab; //子弹Prefab public float m_fireRate = 0.25f; //子弹射击频率 public float m_moveSpeed = 10.0f; //移动速度 public MoveBoundary m_moveBoundary; //移动边界 private float m_nextFire; //下一次发射时间 private Transform m_bulletSpawnerTransform; //子弹发射器 private AudioSource m_audioSource; private Rigidbody m_rigidbody; void Start() { m_audioSource = GetComponent<AudioSource>(); m_rigidbody = GetComponent<Rigidbody>(); m_bulletSpawnerTransform = transform.Find("BulletSpawner"); } void Update() { //大于下一次发射子弹的时间才能发射子弹 if(Input.GetButton("Fire1") && Time.time > m_nextFire) { Shoot(); } } void FixedUpdate() { float moveHorizontal = Input.GetAxis("Horizontal"); //水平方向移动 float moveVertical = Input.GetAxis("Vertical"); //垂直方向移动 Vector3 movement = ,moveVertical); //移动方向 m_rigidbody.velocity = movement * m_moveSpeed; //刚体速度 = 移动方向 * 移动速度 //固定飞机的移动范围 m_rigidbody.position = ,Mathf.Clamp(m_rigidbody.position.z,m_moveBoundary.m_minZ,m_moveBoundary.m_maxZ)); m_rigidbody.rotation = Quaternion.Euler(0f,0f,m_rigidbody.velocity.x * -4.5f); //旋转 } //玩家碰到敌人,敌人子弹,行星爆炸并销毁自己 void OnTriggerEnter(Collider other) { if(other.CompareTag("Enemy")|| other.CompareTag("EnemyBullet") || other.CompareTag("Asteroid")) { Destroy(gameObject); Explosion(); GameManager.m_instance.m_isGameOver = true; } } //射击 void Shoot() { m_nextFire = Time.time + m_fireRate; Instantiate(m_playerBulletPrefab,m_bulletSpawnerTransform.position,Quaternion.identity); m_audioSource.Play(); } //爆炸 void Explosion() { GameObject explosion = Instantiate(m_explosionPrefab,transform.position,transform.rotation) as GameObject; Destroy(explosion,2.0f); } } }
Player
using UnityEngine; using System.Collections; namespace VoidGame { public class PlayerBullet:MonoBehaviour { public float m_moveSpeed = 20.0f; //移动速度 private Rigidbody m_rigidBody; void Start() { m_rigidBody = GetComponent<Rigidbody>(); m_rigidBody.velocity = Vector3.forward * m_moveSpeed; //给刚体设置速度 } //玩家子弹碰到敌人,小行星销毁 void OnTriggerEnter(Collider other) { if(other.CompareTag("Enemy") || other.CompareTag("Asteroid")) { GameManager.m_instance.AddScore(); Destroy(gameObject); } } } }
PlayerBullet
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