Space Shooter 学习
using UnityEngine; using System.Collections; /// <summary> /// 背景滚动 /// </summary> public class Done_BGScroller : MonoBehaviour { /// <summary> /// 滚动速度 /// </summary> public float scrollSpeed; /// <summary> /// z轴的长度 /// </summary> public float tileSizeZ; /// <summary> /// 背景起始位置 /// </summary> private Vector3 startPosition; void Start () { //缓存起始位置 startPosition = transform.position; } void Update () { float newPosition = Mathf.Repeat(Time.time * scrollSpeed, tileSizeZ); transform.position = startPosition + Vector3.forward * newPosition; } }
BGScroller
using UnityEngine; using System.Collections; /// <summary> /// 被边界摧毁 /// </summary> public class Done_DestroyByBoundary : MonoBehaviour { /// <summary> /// 敌人,陨石等离开边界被摧毁 /// </summary> void OnTriggerExit (Collider other) { Destroy(other.gameObject); } }
DestroyByBoundary
using UnityEngine; using System.Collections; /// <summary> /// 主角被敌对物碰到后销毁 /// </summary> public class Done_DestroyByContact : MonoBehaviour { /// <summary> /// 爆炸特效 /// </summary> public GameObject explosion; /// <summary> /// 玩家爆炸特效 /// </summary> public GameObject playerExplosion; /// <summary> /// 玩家得分 /// </summary> public int scoreValue; /// <summary> /// 游戏控制器 /// </summary> private Done_GameController gameController; void Start () { GameObject gameControllerObject = GameObject.FindGameObjectWithTag ("GameController"); if (gameControllerObject != null) { gameController = gameControllerObject.GetComponent <Done_GameController>(); } if (gameController == null) { Debug.Log ("Cannot find 'GameController' script"); } } /// <summary> /// 碰到触发器 /// </summary> /// <param name="other"></param> void OnTriggerEnter (Collider other) { //如果是边界或敌人则不处理 if (other.tag == "Boundary" || other.tag == "Enemy") { return; } if (explosion != null) { Instantiate(explosion, transform.position, transform.rotation); } //如果碰到玩家,实例化玩家爆炸特效 //游戏结束 if (other.tag == "Player") { Instantiate(playerExplosion, other.transform.position, other.transform.rotation); gameController.GameOver(); } // gameController.AddScore(scoreValue); //删除碰到的游戏物体 Destroy (other.gameObject); //删除自身游戏物体 Destroy (gameObject); } }
DestroyByContact
using UnityEngine; using System.Collections; /// <summary> /// 特效经过一段时间后销毁 /// </summary> public class Done_DestroyByTime : MonoBehaviour { /// <summary> /// 生存周期 /// </summary> public float lifetime; void Start () { Destroy (gameObject, lifetime); } }
DestroyByTime
using UnityEngine; using System.Collections; /// <summary> /// 敌机的躲避策略 /// </summary> public class Done_EvasiveManeuver : MonoBehaviour { /// <summary> /// 边界 /// </summary> public Done_Boundary boundary; /// <summary> /// 倾斜 /// </summary> public float tilt; /// <summary> /// 闪避 /// </summary> public float dodge; public float smoothing; /// <summary> /// /// </summary> public Vector2 startWait; /// <summary> /// /// </summary> public Vector2 maneuverTime; /// <summary> /// /// </summary> public Vector2 maneuverWait; private float currentSpeed; private float targetManeuver; void Start () { currentSpeed = GetComponent<Rigidbody>().velocity.z; StartCoroutine(Evade()); } /// <summary> /// 躲避协程 /// </summary> /// <returns></returns> IEnumerator Evade () { yield return new WaitForSeconds (Random.Range (startWait.x, startWait.y)); while (true) { targetManeuver = Random.Range (, dodge) * -Mathf.Sign (transform.position.x); yield return new WaitForSeconds (Random.Range (maneuverTime.x, maneuverTime.y)); targetManeuver = ; yield return new WaitForSeconds (Random.Range (maneuverWait.x, maneuverWait.y)); } } void FixedUpdate () { float newManeuver = Mathf.MoveTowards (GetComponent<Rigidbody>().velocity.x, targetManeuver, smoothing * Time.deltaTime); GetComponent<Rigidbody>().velocity = new Vector3 (newManeuver, 0.0f, currentSpeed); 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) ); GetComponent<Rigidbody>().rotation = Quaternion.Euler (, , GetComponent<Rigidbody>().velocity.x * -tilt); } }
EvasiveManeuver
using UnityEngine; using System.Collections; /// <summary> /// 游戏控制 /// </summary> public class Done_GameController : MonoBehaviour { /// <summary> /// 敌人预设列表 /// </summary> public GameObject[] hazards; /// <summary> /// 敌人孵化的范围 /// </summary> public Vector3 spawnValues; /// <summary> /// 每波敌人的数量 /// </summary> public int hazardCount; /// <summary> /// 生成每个敌人后的等待时间 /// </summary> public float spawnWait; /// <summary> /// 第一次孵化敌人的等待时间 /// </summary> public float startWait; /// <summary> /// 生成每波敌人后的生成时间 /// </summary> public float waveWait; /// <summary> /// 分数文本 /// </summary> public GUIText scoreText; /// <summary> /// 重新开始文本 /// </summary> public GUIText restartText; /// <summary> /// 游戏结束文本 /// </summary> public GUIText gameOverText; /// <summary> /// 游戏是否结束 /// </summary> private bool gameOver; /// <summary> /// 是否重新开始 /// </summary> private bool restart; /// <summary> /// 得分 /// </summary> private int score; void Start () { gameOver = false; restart = false; restartText.text = ""; gameOverText.text = ""; score = ; UpdateScore (); StartCoroutine (SpawnWaves ()); } void Update () { if (restart) { if (Input.GetKeyDown (KeyCode.R)) { Application.LoadLevel (Application.loadedLevel); } } } /// <summary> /// 孵化波 /// </summary> /// <returns></returns> IEnumerator SpawnWaves () { //等待 yield return new WaitForSeconds (startWait); //无限生成敌人 while (true) { //生成敌人 ; i < hazardCount; i++) { GameObject hazard = hazards [Random.Range (, hazards.Length)]; Vector3 spawnPosition = new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), spawnValues.y, spawnValues.z); Quaternion spawnRotation = Quaternion.identity; Instantiate (hazard, spawnPosition, spawnRotation); yield return new WaitForSeconds (spawnWait); } //生成每波敌人后的等待时间 yield return new WaitForSeconds (waveWait); if (gameOver) { restartText.text = "Press 'R' for Restart"; restart = true; break; } } } /// <summary> /// 添加分数 /// </summary> /// <param name="newScoreValue"></param> public void AddScore (int newScoreValue) { score += newScoreValue; UpdateScore (); } /// <summary> /// 更新分数显示文本 /// </summary> void UpdateScore () { scoreText.text = "Score: " + score; } /// <summary> /// 游戏结束 /// </summary> public void GameOver () { gameOverText.text = "Game Over!"; gameOver = true; } }
GameController
using UnityEngine; using System.Collections; /// <summary> /// 移动类 /// </summary> public class Done_Mover : MonoBehaviour { /// <summary> /// 移动速度 /// </summary> public float speed; void Start () { //给刚体设置一个初始速度 GetComponent<Rigidbody>().velocity = transform.forward * speed; } }
Mover
using UnityEngine; using System.Collections; /// <summary> /// 边界 /// </summary> [System.Serializable] public class Done_Boundary { public float xMin, xMax, zMin, zMax; } /// <summary> /// 玩家控制 /// </summary> public class Done_PlayerController : MonoBehaviour { /// <summary> /// 移动速度 /// </summary> public float speed; /// <summary> /// 倾斜 /// </summary> public float tilt; /// <summary> /// 游戏边界 /// </summary> public Done_Boundary boundary; /// <summary> /// 子弹预设 /// </summary> public GameObject shot; /// <summary> /// 子弹射出的位置 /// </summary> public Transform shotSpawn; /// <summary> /// 射击频率,每秒发射子弹数 /// </summary> public float fireRate; /// <summary> /// 下一次子弹发射的时间 /// </summary> private float nextFire; void Update () { //按下发射,且当前时间大于下一次子弹发射的时间 if (Input.GetButton("Fire1") && Time.time > nextFire) { //重新设置下一次发射子弹的时间 nextFire = Time.time + fireRate; Instantiate(shot, shotSpawn.position, shotSpawn.rotation); GetComponent<AudioSource>().Play (); } } void FixedUpdate () { //获取水平和垂直方向的输入值,将其应用在刚体的速度上 float moveHorizontal = Input.GetAxis ("Horizontal"); float moveVertical = Input.GetAxis ("Vertical"); Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical); GetComponent<Rigidbody>().velocity = movement * speed; //限制刚体在边界内移动 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) ); //设置飞机在z轴的倾斜 GetComponent<Rigidbody>().rotation = Quaternion.Euler (0.0f, 0.0f, GetComponent<Rigidbody>().velocity.x * -tilt); } }
PlayerController
using UnityEngine; using System.Collections; /// <summary> /// 陨石随机移动 /// </summary> public class Done_RandomRotator : MonoBehaviour { /// <summary> /// 翻滚速度 /// </summary> public float tumble; void Start () { //设置陨石的角速度 GetComponent<Rigidbody>().angularVelocity = Random.insideUnitSphere * tumble; } }
RandomRotator
using UnityEngine; using System.Collections; /// <summary> /// 敌人的武器控制 /// </summary> public class Done_WeaponController : MonoBehaviour { /// <summary> /// 子弹预设 /// </summary> public GameObject shot; /// <summary> /// 发射子弹的位置 /// </summary> public Transform shotSpawn; /// <summary> /// 发射子弹频率, /// </summary> public float fireRate; /// <summary> /// 发射子弹延迟 /// </summary> public float delay; void Start () { InvokeRepeating ("Fire", delay, fireRate); } void Fire () { Instantiate(shot, shotSpawn.position, shotSpawn.rotation); GetComponent<AudioSource>().Play(); } }
WeaponController
游戏视频:https://pan.baidu.com/s/1o87Anwe
游戏项目:https://pan.baidu.com/s/1c246OQs
Space Shooter 学习的更多相关文章
- 源于《Unity官方实例教程 “Space Shooter”》思路分析及相应扩展
教程来源于:Unity官方实例教程 Space Shooter(一)-(五) http://www.jianshu.com/p/8cc3a2109d3b 一.经验总结 教程中步骤清晰,并且 ...
- jspace2d——A free 2d multiplayer space shooter
http://code.google.com/p/jspace2d/ —————————————————————————————————————————————————————————————— We ...
- Space Shooter
项目:https://pan.baidu.com/s/1jIDe2H4 using UnityEngine; using System.Collections; namespace VoidGame ...
- Survival Shooter 学习
using UnityEngine; using System.Collections; namespace CompleteProject { /// <summary> /// 摄像机 ...
- Space Shooter 太空射击
1.控制玩家移动 public float speed = 10f; public float xMin = -6.5f; public float xMax = 6.5f; public float ...
- Unity 官方自带的例子笔记 - Space Shooter
首先 买过一本叫 Unity3D开发的书,开篇第一个例子就是大家经常碰见的打飞机的例子,写完后我觉得不好玩.后来买了一本 Unity 官方例子说明的书,第一个例子也是打飞机,但是写完后发现蛮酷的,首先 ...
- unity官方案例精讲(第三章)--星际航行游戏Space Shooter
案例中实现的功能包括: (1)键盘控制飞船的移动: (2)发射子弹射击目标 (3)随机生成大量障碍物 (4)计分 (5)实现游戏对象的生命周期管理 导入的工程包中,包含着一个完整的 _scene--- ...
- 非常优秀的iphone学习文章总结!
This site contains a ton of fun tutorials – so many that they were becoming hard to find! So I put t ...
- Unity3d学习日记(二)
跟着教程做让背景可以滚动起来并添加了背景的粒子特效,加入了敌机. ctrl攻击,↑↓←→移动,Game Over后按R重新开始游戏. Space Shooter游戏地址:http://ya ...
随机推荐
- 关于netcore 发布到服务器的准备
1.先cmd到指定的网站目录, 然后执行 dotnet xxx.dll, 浏览器查看 localhost:5000 确认没有问题之后才去部署到iis
- 100Mbps和100MB/s
作为毕业2年计算机专业的学生,现在才知道100Mbps和100MB/s的概念,实在是渣. Mbps=Mbit/s即兆比特每秒.Million bits per second的缩写传输速率是指设备的的数 ...
- fk的使用细节
在seiman的博客fk2.3的用法笔记一文中,介绍了当震中距很大时,fk在使用时需要加上-f,这一展平变换的选项. 另外,nt*dt为最终数据的总长度,当震中距为远震范围时,such as:40°, ...
- 究竟 javascript 错误处理有哪些类型?
有时候,在自己封装的工具函数中,不传参或传入了错误类型的参数,也要适当的抛出一些错误以示警告:使用框架不正常情况下也会抛出错误,如果对错误一无所知,便无从下手调试.综合上述,了解错误的处理机制是多么必 ...
- L290 英语中级班-3月上
1元音饱满度 a [ei] name gamee [i:] he she mei [ai] fine likeo [ou] go homeu [ u:] use blue 2口音适应 刚开始说时,慢点 ...
- python-django的生命周期
wsgi,请求封装后交给web框架(flask,django) 中间件,对请求进行校验或在请求对象中添加其他相关数据,列如(scrf[跨域],request,session) 路由匹配,根据浏览器发送 ...
- 2019-03-27-day020-单继承与多继承
昨日回顾 类的加载顺序 类内部的代码什么时候执行? 除了方法里面的代码 其余的所有内容都是在执行这个文件的时候就从上到下依次执行的 不需要调用 如果有同名的方法.属性,总是写在后面的会生 class ...
- 搭建VUE项目
1.换源由于npm源服务器在国内访问速度较慢,所以一般需要更换源服务器地址npm config set registry https://registry.npm.taobao.org也可以安装cnp ...
- python上传图片并识别图片
from json_response import JsonResponse from aip import AipOcr import os import time BASE_DIR = os.pa ...
- JAVA中将byte[]数组转成16进制字符串
方法一: /** * byte数组转化为16进制字符串 * @param bytes * @return */ public static String byteToHexString(byte[] ...