Android Game Examples
Game2
using UnityEngine;
using System.Collections;
public class Game2_Player : MonoBehaviour {
public GameObject m_bulletPrefab; //子弹预设
private Transform m_fireTransform; //子弹的发射位置
private Camera m_mainCamera; //摄像机
public float m_moveSpeed = 5.0f; //移动速度
private Vector3 m_moveDirection; //移动方向
private Vector3 m_rotateFrom; //旋转起点
private Vector3 m_rotateTo; //
public float m_fireInterval = 0.3f; //射击时间间隔
private float m_fireTimer; //射击计时器
private AudioSource m_audioSource;
void Start () {
m_mainCamera = Camera.main;
m_fireTransform = transform.Find("BulletSpawner");
m_audioSource = GetComponent<AudioSource>();
}
void Update () {
Move();
Rotate();
)) {
Fire();
}
}
void LateUpdate() {
//相机跟随玩家
m_mainCamera.transform.position = ,transform.position.z);
}
//移动
void Move() {
float h = Input.GetAxis("Horizontal");
float v = Input.GetAxis("Vertical");
|| v != ) {
m_moveDirection = ,v);
} else {
m_moveDirection = Vector3.zero;
}
transform.Translate(m_moveDirection * m_moveSpeed * Time.smoothDeltaTime,Space.World);
}
//旋转
void Rotate() {
transform.rotation = Quaternion.LookRotation(GetRotation());
}
//射击
void Fire() {
if(m_fireTimer >= m_fireInterval) {
m_fireTimer = 0f;
GameObject bulletGo = Instantiate(m_bulletPrefab,m_fireTransform.position,Quaternion.LookRotation(GetRotation())) as GameObject;
if(!m_audioSource.isPlaying) {
m_audioSource.Play();
}
} else {
m_fireTimer += Time.smoothDeltaTime;
}
}
//获取旋转角度
Vector3 GetRotation() {
//视角从Y轴向下看,x轴不变,y轴为z轴.旋转起点为屏幕中央,旋转终点为鼠标在屏幕中的位置
m_rotateFrom = ,Screen.height * 0.5f);
m_rotateTo = Input.mousePosition;
m_rotateTo.z = m_rotateTo.y;
m_rotateTo.y = ;
//获得旋转方向
Vector3 rotateDirection = m_rotateTo - m_rotateFrom;
return rotateDirection;
}
}
Game2_Player
using UnityEngine;
using System.Collections;
public class Game2_Enemy : MonoBehaviour {
public float m_moveSpeed = 5.0f; //移动速度
private Transform m_playerTransform; //玩家的位置
private Rigidbody m_rigidBody;
; //血量
void Start () {
m_playerTransform = GameObject.Find("Player").transform;
m_rigidBody = GetComponent<Rigidbody>();
}
void Update () {
if(Vector3.Distance(m_playerTransform.position,transform.position) > 1.0f) {
Chase();
} else {
//m_rigidBody.Sleep();
}
}
void OnDrawGizmos() {
Gizmos.color = Color.red;
Gizmos.DrawLine(transform.position,transform.position + transform.forward);
}
//追逐玩家
void Chase() {
transform.rotation = Quaternion.LookRotation(m_playerTransform.position - transform.position);
transform.Translate(Vector3.forward * m_moveSpeed * Time.smoothDeltaTime);
}
//被打中
public void OnHit(int damage) {
) {
m_hp -= ;
} else {
Destroy(gameObject);
}
}
}
Game2_Enemy
using UnityEngine;
using System.Collections;
public class Game2_EnemySpawner : MonoBehaviour {
public GameObject m_enemyPrefab; //敌人预制
public float m_spawnTime = 10.0f; //生成敌人时间间隔
private float m_startTime; //初始时间
void Start() {
m_startTime = Time.time;
}
void Update() {
if(Time.time - m_startTime >= m_spawnTime) {
Spawn();
m_startTime = Time.time;
}
}
void OnDrawGizmos() {
Gizmos.color = Color.green;
Gizmos.DrawSphere(transform.position,0.2f);
}
//每10秒生成一次敌人
void Spawn() {
Instantiate(m_enemyPrefab,transform.position,Quaternion.identity);
}
}
Game2_EnemySpawner
using UnityEngine;
using System.Collections;
public class Game2_Bullet : MonoBehaviour {
public float m_moveSpeed = 30.0f; //移动速度
void Start () {
StartCoroutine(Destroy());
}
void Update () {
Move();
}
//子弹碰到敌人,减血
void OnCollisionEnter(Collision collision) {
if(collision.collider.CompareTag("Enemy")) {
collision.gameObject.GetComponent<Game2_Enemy>().OnHit();
Destroy(gameObject);
}
}
//移动子弹
void Move() {
transform.Translate(Vector3.forward * m_moveSpeed * Time.smoothDeltaTime);
}
//删除子弹
IEnumerator Destroy(float delayTime) {
yield return new WaitForSeconds(delayTime);
Destroy(gameObject);
}
}
Game2_Bullet

项目:https://pan.baidu.com/s/1o7UqEPs
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