S老师 打飞机 学习

using UnityEngine;
using System.Collections;
/// <summary>
/// 奖励
/// </summary>
public class Award : MonoBehaviour {
; //0 gun 1 explode
public float speed = 1.5f;
void Update(){
this.transform.Translate( Vector3.down*Time.deltaTime*speed );
if(this.transform.position.y<=-4.5f){
Destroy(this.gameObject);
}
}
}
Award
using UnityEngine;
using System.Collections;
/// <summary>
/// 背景移动
/// </summary>
public class BackgroundTransform : MonoBehaviour {
public static float moveSpeed = 2f;
void Update () {
this.transform.Translate( Vector3.down * moveSpeed * Time.deltaTime );
Vector3 postion = this.transform.position;
if(postion.y<=-8.52f){
,postion.z );
}
}
}
BackgroundTransform
using UnityEngine;
using System.Collections;
/// <summary>
/// 子弹
/// </summary>
public class Bullet : MonoBehaviour {
;
// Update is called once per frame
void Update () {
transform.Translate( Vector3.up * speed *Time.deltaTime );
if(transform.position.y>4.3f){
Destroy(this.gameObject);
}
}
void OnTriggerEnter2D(Collider2D other) {
if(other.tag=="Enemy"){
if(!other.GetComponent<Enemy>().isDeath){
other.gameObject.SendMessage("BeHit");
GameObject.Destroy(this.gameObject);
}
}
}
}
Bullet
using UnityEngine;
using System.Collections;
public enum EnemyType{
smallEnemy,
middleEnemy,
bigEnemy
}
/// <summary>
/// 敌人
/// </summary>
public class Enemy : MonoBehaviour {
;
;
;
public EnemyType type= EnemyType.smallEnemy;
public bool isDeath = false;
public Sprite[] explosionSprites;
;
;
private SpriteRenderer render;
public float hitTimer = 0.2f;
private float resetHitTime ;
public Sprite[] hitSprites;
// Use this for initialization
void Start () {
render = this.GetComponent<SpriteRenderer>();
resetHitTime=hitTimer;
hitTimer=;
}
// Update is called once per frame
void Update () {
this.transform.Translate( Vector3.down*speed*Time.deltaTime );
if(this.transform.position.y<=-5.6f){
Destroy(this.gameObject);
}
if(isDeath){
timer+=Time.deltaTime;
int frameIndex = (int)(timer/(1f/explosionAnimationFrame));
if(frameIndex>=explosionSprites.Length){
//destroy
Destroy(this.gameObject);
}else{
render.sprite= explosionSprites[frameIndex];
}
}else{
if(type==EnemyType.middleEnemy||type==EnemyType.bigEnemy){
){
hitTimer-=Time.deltaTime;
int frameIndex = (int)((resetHitTime-hitTimer)/(1f/explosionAnimationFrame));
frameIndex%=;
render.sprite= hitSprites[frameIndex];
}
}
}
}
public void BeHit(){
hp-=;
// explosion
){
toDie();
}else{
hitTimer=resetHitTime;
}
}
private void toDie(){
if(!isDeath){
isDeath=true;
GameManager._instance.score+=score;
}
}
}
Enemy
using UnityEngine;
using System.Collections;
public enum GameState{
Runing,
Pause
}
/// <summary>
/// 游戏管理
/// </summary>
public class GameManager : MonoBehaviour {
public static GameManager _instance;
;
private GUIText guiText;
public GameState gameState = GameState.Runing;
void Awake(){
_instance=this;
guiText=GameObject.FindGameObjectWithTag("ScoreGUI").GetComponent<GUIText>();
}
// Update is called once per frame
void Update () {
guiText.text="Score:"+score;
}
public void transfromGameState(){
if(gameState==GameState.Runing){
pauseGame();
}else if(gameState==GameState.Pause){
continueGame();
}
}
public void pauseGame(){
Time.timeScale=;// time.delatTime = 0
gameState=GameState.Pause;
}
public void continueGame(){
Time.timeScale=;
gameState=GameState.Runing;
}
}
GameManager
using UnityEngine;
using System.Collections;
/// <summary>
/// 游戏暂停
/// </summary>
public class GamePause : MonoBehaviour {
void OnMouseUpAsButton() {
print ("click me!");
GameManager._instance.transfromGameState();
GetComponent<AudioSource>().Play();
}
}
GamePause
using UnityEngine;
using System.Collections;
/// <summary>
/// 飞机的枪
/// </summary>
public class Gun : MonoBehaviour {
public float rate =0.2f;
public GameObject bullet;
public void fire(){
GameObject.Instantiate(bullet,transform.position,Quaternion.identity );
}
public void openFire(){
InvokeRepeating(,rate);
}
public void stopFire(){
CancelInvoke("fire");
}
}
Gun
using UnityEngine;
using System.Collections;
/// <summary>
/// 飞机
/// </summary>
public class Hero : MonoBehaviour {
public bool animation = true;
;
;
public Sprite[] sprites;
public float superGunTime = 10f;
public Gun gunTop;
public Gun gunLeft;
public Gun gunRight;
private float resetSuperGunTime ;
private SpriteRenderer spriteRender;
private bool isMouseDown = false;
private Vector3 lastMousePosition = Vector3.zero;
private Transform hero;
;
void Start(){
spriteRender = this.GetComponent<SpriteRenderer>();
hero = GameObject.FindGameObjectWithTag("Player").transform;
resetSuperGunTime = superGunTime;
superGunTime=;
gunTop.openFire();
}
// Update is called once per frame
void Update () {
if(animation){
timer+=Time.deltaTime;// 1f/frameCountPersconds
int frameIndex = (int)(timer/(1f/frameCountPersconds));
;
spriteRender.sprite = sprites[frame];
}
)){
isMouseDown=true;
}
)){
isMouseDown=false;
lastMousePosition = Vector3.zero;
}
if(isMouseDown && GameManager._instance.gameState==GameState.Runing ){
if(lastMousePosition!=Vector3.zero){
//Camera.main.ScreenToWorldPoint(Input.mousePosition)
//print (Camera.main.ScreenToWorldPoint(Input.mousePosition));
Vector3 offset = Camera.main.ScreenToWorldPoint(Input.mousePosition) -lastMousePosition;
transform.position = transform.position+offset;
checkPosition();
}
lastMousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
}
superGunTime-=Time.deltaTime;
){
){
transformToSuperGun();
}
}else{
){
tranformToNormalGun();
}
}
}
private void transformToSuperGun(){
gunCount=;
gunLeft.openFire();
gunRight.openFire();
gunTop.stopFire();
}
private void tranformToNormalGun(){
gunCount=;
gunLeft.stopFire();
gunRight.stopFire();
gunTop.openFire();
}
private void checkPosition(){
//check x -2.22f +2.22f
// check y -3.9 3.4
Vector3 pos = transform.position;
float x = pos.x;
float y = pos.y;
if(x<-2.22f){
x=-2.22f;
}
if(x>2.22f){
x=2.22f;
}
if(y<-3.9f){
y=-3.9f;
}
if(y>3.4f){
y=3.4f;
}
transform.position= );
}
public void OnTriggerEnter2D(Collider2D collider){
if(collider.tag=="Award"){
GetComponent<AudioSource>().Play();
Award award = collider.GetComponent<Award>();
){
//transform gun
superGunTime=resetSuperGunTime;
Destroy(collider.gameObject);
}
}
}
}
Hero
using UnityEngine;
using System.Collections;
/// <summary>
/// 敌人孵化
/// </summary>
public class Spawn : MonoBehaviour {
public GameObject enemy0Prefab;
public GameObject enemy1Prefab;
public GameObject enemy2Prefab;
public GameObject awardType0Prefab;
public GameObject awardType1Prefab;
public float enemy0Rate = 0.5f;
public float enemy1Rate = 5f;
public float enemy2Rate = 8f;
;
;
// Use this for initialization
void Start () {
InvokeRepeating(,enemy0Rate);
InvokeRepeating(,enemy1Rate);
InvokeRepeating(,enemy2Rate);
InvokeRepeating(,awardType0Rate);
InvokeRepeating(,awardType1Rate);
}
// Update is called once per frame
void Update () {
}
public void createEnemy0(){
float x = Random.Range(-2.15f,2.15f);
GameObject.Instantiate(enemy0Prefab,),Quaternion.identity);
}
public void createEnemy1(){
float x = Random.Range(-2.04f,2.04f);
GameObject.Instantiate(enemy1Prefab,),Quaternion.identity);
}
public void createEnemy2(){
float x = Random.Range(-2.04f,2.04f);
GameObject.Instantiate(enemy2Prefab,),Quaternion.identity);
}
public void createAwardType0(){
GetComponent<AudioSource>().Play();
float x = Random.Range(-2.1f,2.1f);
GameObject.Instantiate(awardType0Prefab,),Quaternion.identity);
}
public void createAwardType1(){
GetComponent<AudioSource>().Play();
float x = Random.Range(-2.1f,2.1f);
GameObject.Instantiate(awardType1Prefab,),Quaternion.identity);
}
}
Spawn
视频:https://pan.baidu.com/s/1jHTh3oy
项目:https://pan.baidu.com/s/1sljipdF
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