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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