文章目录
- 1、开始场景
- 2、游戏场景
- 3、结束界面
1、开始场景
1、场景装饰
RotateObj
csharp
using UnityEngine;
public class RotateObj : MonoBehaviour
{
public float rotateSpeed = 15;
void Update()
{
transform.Rotate(Vector3.up, rotateSpeed * Time.deltaTime);
}
}
2、开始界面
BasePanel
csharp
using UnityEngine;
public class BasePanel<T> : MonoBehaviour where T:class
{
//两个关键的静态成员
//私有的静态成员变量(声明) 基础Mono不能new
private static T instance;
//公共的静态成员属性或方法(获取)
//public static T Instance
//{
// get
// {
// return instance;
// }
//}
public static T Instance => instance;
//instance赋值,为确保挂载的唯一性,自己定义一个规范
private void Awake()
{
instance = this as T;
}
public virtual void ShowMe()
{
this.gameObject.SetActive(true);
}
public virtual void HideMe()
{
this.gameObject.SetActive(false);
}
}
BeginPanel
csharp
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// 通过类名快速得到脚本
/// </summary>
public class BeginPanel : BasePanel<BeginPanel>
{
// 声明公共的成员变量来关联各个控件
public CustomGUIButton btnBegin;
public CustomGUIButton btnSetting;
public CustomGUIButton btnQuit;
public CustomGUIButton btnRank;
void Start()
{
//锁定鼠标在窗口内
//Cursor.lockState = CursorLockMode.Confined;
//监听一次按钮点击过后的内容
btnBegin.clickEvent += () =>
{
SceneManager.LoadScene("GameScene");
};
btnSetting.clickEvent += () =>
{
SettingPanel.Instance.ShowMe();
HideMe();
};
btnQuit.clickEvent += () =>
{
Application.Quit();
};
btnRank.clickEvent += () =>
{
RankPanel.Instance.ShowMe();
Instance.HideMe();
};
}
}
3、设置界面
GameDataMgr
csharp
/// <summary>
/// 游戏数据管理类,是一个单例模式对象
/// </summary>
public class GameDataMgr
{
private static GameDataMgr instance = new GameDataMgr();
public static GameDataMgr Instance { get => instance; }
//设置信息对象
public MusicData musicData;
//排行榜数据对象
public RankList rankData;
private GameDataMgr()
{
//初始化游戏数据
musicData = PlayerPrefsDataMgr.Instance.LoadData(typeof(MusicData), "Music_Key") as MusicData;
//第一次进入游戏的默认值
if (!musicData.notFirst)
{
musicData.notFirst = true;
musicData.isOpenBK = true;
musicData.isOpenSound = true;
musicData.bkValue = 1;
musicData.soundValue = 1;
PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key");
}
//初始化读取排行榜数据
rankData = PlayerPrefsDataMgr.Instance.LoadData(typeof(RankList),"Rank_key") as RankList;
}
//提供一个添加数据到排行榜中的方法
public void AddRankInfo(string name,int score,float time)
{
rankData.list.Add(new RankInfo(name,score,time));
//排序
rankData.list.Sort((a, b) => a.time < b.time ? -1 : 1);
//移除第10条之后的数据
for (int i = rankData.list.Count-1; i >= 10; i--)
{
rankData.list.RemoveAt(i);
}
//存储
PlayerPrefsDataMgr.Instance.SaveData(rankData, "Rank_key");
}
public void OpenOrCloseBKMusic(bool isOpen)
{
musicData.isOpenBK = isOpen; //改变是否开启状态
//控制开关
BKMusic.Instance.ChangeOpen(isOpen);
PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key"); //存储
}
public void OpenOrCloseSound(bool isOpen)
{
musicData.isOpenSound = isOpen; //改变
PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key"); //存储
}
public void ChangeBKValue(float value)
{
musicData.bkValue = value;
BKMusic.Instance.ChangeValue(value);
PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key");
}
public void ChangeSoundValue(float value)
{
musicData.soundValue = value;
PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key");
}
}
SettingPanel
csharp
using UnityEngine;
using UnityEngine.SceneManagement;
public class SettingPanel : BasePanel<SettingPanel>
{
//声明成员变量 关联控件
public CustomGUISlider sliderMusic;
public CustomGUISlider sliderSound;
public CustomGUIToggle togMusic;
public CustomGUIToggle togSound;
public CustomGUIButton btnClose;
void Start()
{
//监听对应的事件,处理逻辑
sliderMusic.changeValue += (value) => GameDataMgr.Instance.ChangeBKValue(value);
sliderSound.changeValue += (value) => GameDataMgr.Instance.ChangeSoundValue(value);
togMusic.changeValue += (value) => GameDataMgr.Instance.OpenOrCloseBKMusic(value);
togSound.changeValue += (value) => GameDataMgr.Instance.OpenOrCloseSound(value);
btnClose.clickEvent += () =>
{
HideMe();
//判断当前所在场景
if(SceneManager.GetActiveScene().name == "BeginScene")
//把隐藏的开始界面重新显示
BeginPanel.Instance.ShowMe();
};
HideMe();
//this.gameObject.SetActive(false);
}
public void UpdatePanelInfo()
{
//更新设置信息
MusicData data = GameDataMgr.Instance.musicData;
sliderMusic.nowValue = data.bkValue;
sliderSound.nowValue = data.soundValue;
togMusic.isSel = data.isOpenBK;
togSound.isSel = data.isOpenSound;
}
public override void ShowMe()
{
base.ShowMe();
UpdatePanelInfo(); //更新设置信息
}
public override void HideMe()
{
base.HideMe();
Time.timeScale = 1;
}
}
4、音效数据逻辑
MusicData
csharp
/// <summary>
/// 音效数据类,用于存储音乐设置相关的信息
/// </summary>
public class MusicData
{
//背景音乐
public bool isOpenBK;
//音效
public bool isOpenSound;
public float bkValue;
public float soundValue;
public bool notFirst;
}
5、排行榜界面
RankPanel
csharp
using System.Collections.Generic;
public class RankPanel : BasePanel<RankPanel>
{
//关联public的控件对象
public CustomGUIButton btnClose;
private List<CustomGUILable> labRank = new List<CustomGUILable>();
private List<CustomGUILable> labPlayer = new List<CustomGUILable>();
private List<CustomGUILable> labScore = new List<CustomGUILable>();
private List<CustomGUILable> labTime = new List<CustomGUILable>();
void Start()
{
for (int i = 1; i <= 10; i++)
{
//通过路径/找到子对象的子对象
//labRank.Add(transform.Find("labRank/labRank" + i).GetComponent<CustomGUILable>());
labPlayer.Add(transform.Find("labPlayer/labPlayer" + i).GetComponent<CustomGUILable>());
labScore.Add(transform.Find("labScore/labScore" + i).GetComponent<CustomGUILable>());
labTime.Add(transform.Find("labTime/labTime" + i).GetComponent<CustomGUILable>());
}
//print("排名" + labRank.Count);
print("玩家" + labPlayer.Count);
print("分数" + labScore.Count);
print("通关时间" + labTime.Count);
//处理事件监听逻辑
btnClose.clickEvent += () =>
{
HideMe();
BeginPanel.Instance.ShowMe();
};
//GameDataMgr.Instance.AddRankInfo("测试", 100, 7232);
HideMe();
}
public override void ShowMe()
{
base.ShowMe();
UpdatePanelInfo();
}
public void UpdatePanelInfo()
{
//处理根据排行榜数据更新面板
//获取GameDataMgr中的排行榜列表,用于更新
List<RankInfo> list = GameDataMgr.Instance.rankData.list;
//根据列表更新面板数据
for (int i = 0; i < list.Count; i++)
{
labPlayer[i].content.text = list[i].name;
labScore[i].content.text = list[i].score.ToString();
int time = (int)list[i].time;
labTime[i].content.text = "";
if (time / 3600 > 0)
{
labTime[i].content.text += time / 3600 + "时";
}
if (time % 3600 / 60 > 0 || labTime[i].content.text != "")
{
labTime[i].content.text += time % 3600 / 60 + "分";
}
labTime[i].content.text += time % 60 + "秒";
}
}
}
6、排行榜数据逻辑
RankInfo
csharp
using System.Collections.Generic;
/// <summary>
/// 排行榜单条数据
/// </summary>
public class RankInfo
{
public string name;
public int score;
public float time;
public RankInfo() { }
public RankInfo(string name, int score, float time)
{
this.name = name;
this.score = score;
this.time = time;
}
}
/// <summary>
/// 排行榜列表
/// </summary>
public class RankList
{
public List<RankInfo> list;
}
7、背景音乐
BKMusic
csharp
using UnityEngine;
public class BKMusic : MonoBehaviour
{
private static BKMusic instance;
public static BKMusic Instance => instance;
public AudioSource audioSource;
void Awake()
{
//初始化 赋值
instance = this;
//得到自己依附的游戏对象上挂载的音频源脚本
audioSource = GetComponent<AudioSource>();
//初始化已经设置好的信息
ChangeValue(GameDataMgr.Instance.musicData.bkValue);
ChangeOpen(GameDataMgr.Instance.musicData.isOpenBK);
}
/// <summary>
/// 改变背景音乐大小
/// </summary>
/// <param name="value"></param>
public void ChangeValue(float value)
{
audioSource.volume = value;
}
/// <summary>
/// 开启背景音乐
/// </summary>
/// <param name="isOpen"></param>
public void ChangeOpen(bool isOpen)
{
//关闭 mute(静音)
audioSource.mute = !isOpen;
}
}
2、游戏场景
1、游戏界面
GamePanel
csharp
using UnityEngine;
public class GamePanel : BasePanel<GamePanel>
{
//获取控件
public CustomGUILable labScore;
public CustomGUILable labTime;
public CustomGUIButton btnQuit;
public CustomGUIButton btnSetting;
public CustomGUITexture texHP;
public float hpW = 300;
[HideInInspector]
public int nowScore = 0; //分数记录
[HideInInspector]
public float nowTime = 0;
private int time;
void Start()
{
//锁定鼠标在窗口内
Cursor.lockState = CursorLockMode.Confined;
//监听界面上的一些控件操作
btnQuit.clickEvent += () =>
{
QuitPanel.Instance.ShowMe();
Time.timeScale = 0;
};
btnSetting.clickEvent += () =>
{
SettingPanel.Instance.ShowMe();
Time.timeScale = 0;
};
//AddScore(100);
//UpdataHP(300, 30);
}
void Update()
{
nowTime += Time.deltaTime;
time = (int)nowTime;
labTime.content.text = "";
if (time / 3600 > 0)
{
labTime.content.text += time / 3600 + "时";
}
if (time % 3600 / 60 > 0 || labTime.content.text != "")
{
labTime.content.text += time % 3600 / 60 + "分";
}
labTime.content.text += time % 60 + "秒";
}
/// <summary>
/// 更新得分的方法
/// </summary>
/// <param name="score"></param>
public void AddScore(int score)
{
nowScore = score;
//更新界面
labScore.content.text = score.ToString();
}
/// <summary>
/// 更新血条的方法
/// </summary>
/// <param name="maxHP"></param>
/// <param name="HP"></param>
public void UpdataHP(int maxHP,int HP)
{
texHP.guiPos.width = (float)HP/maxHP * hpW;
}
}
2、基础场景搭建
CubeObj
csharp
using UnityEngine;
public class CubeObj : MonoBehaviour
{
//奖励预设体关联
public GameObject[] rewardObjects;
//死亡特效关联
public GameObject deadEff;
private void OnTriggerEnter(Collider other)
{
//50%几率创建奖励
int rangeInt = Random.Range(0, 100);
if(rangeInt < 70)
{
//根据箱子位置随机创建一个奖励预设体
rangeInt = Random.Range(0,rewardObjects.Length);
Instantiate(rewardObjects[rangeInt],transform.position,transform.rotation);
}
//创建特效预设体
GameObject effObj = Instantiate(deadEff, transform.position, transform.rotation);
//控制音效
AudioSource audioS = effObj.GetComponent<AudioSource>();
audioS.volume = GameDataMgr.Instance.musicData.soundValue;
audioS.mute = !GameDataMgr.Instance.musicData.isOpenSound;
Destroy(gameObject);
}
}
QuitPanel
csharp
using UnityEngine;
using UnityEngine.SceneManagement;
public class QuitPanel : BasePanel<QuitPanel>
{
public CustomGUIButton btnQuit;
public CustomGUIButton btnGoOn;
public CustomGUIButton btnClose;
void Start()
{
HideMe();
btnQuit.clickEvent += () =>
{
SceneManager.LoadScene("BeginScene");
};
btnGoOn.clickEvent += () =>
{
HideMe();
};
btnClose.clickEvent += () =>
{
HideMe();
};
}
public override void HideMe()
{
base.HideMe();
Time.timeScale = 1.0f;
}
}
奖励 PropReward
csharp
using UnityEngine;
public enum E_PropType
{
Atk, Def, MaxHp, Hp,
}
public class PropReward : MonoBehaviour
{
public E_PropType type = E_PropType.Atk;
public int changeVaule = 2;
public GameObject getEff;
private void OnTriggerEnter(Collider other)
{
//玩家才能获取属性奖励
if (other.CompareTag("Player"))
{
//得到玩家脚本
PlayerObj player = other.GetComponent<PlayerObj>();
switch (type)
{
case E_PropType.Atk:
player.atk += changeVaule;
break;
case E_PropType.Def:
player.def += changeVaule;
break;
case E_PropType.MaxHp:
player.maxHp += changeVaule;
GamePanel.Instance.UpdataHP(player.maxHp, player.hp);
break;
case E_PropType.Hp:
player.hp += changeVaule;
if (player.hp > player.maxHp)
player.hp = player.maxHp;
GamePanel.Instance.UpdataHP(player.maxHp, player.hp);
break;
}
//创建特效
//获得武器的特效
GameObject eff = Instantiate(getEff, transform.position, transform.rotation);
AudioSource audioS = eff.GetComponent<AudioSource>();
audioS.volume = GameDataMgr.Instance.musicData.soundValue;
audioS.mute = !GameDataMgr.Instance.musicData.isOpenSound;
Destroy(gameObject);
}
}
}
武器奖励 WeaponReward
csharp
using UnityEngine;
public class WeaponReward : MonoBehaviour
{
//随机武器
public GameObject[] weaponObj;
//武器特效
public GameObject getEff;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
//获取武器
int index = Random.Range(0, weaponObj.Length);
//得到PlayerObj脚本
PlayerObj player = other.GetComponent<PlayerObj>();
//切换武器
player.ChangeWeapon(weaponObj[index]);
//获得武器的特效
GameObject eff = Instantiate(getEff, transform.position, transform.rotation);
AudioSource audioS = eff.GetComponent<AudioSource>();
audioS.volume = GameDataMgr.Instance.musicData.soundValue;
audioS.mute = !GameDataMgr.Instance.musicData.isOpenSound;
Destroy(gameObject);
}
}
}
3、坦克基类
TankBaseObj
csharp
using UnityEngine;
public abstract class TankBaseObj : MonoBehaviour
{
public int atk;
public int def;
public int maxHp;
public int hp;
public Transform tankHead;
public float moveSpeed = 10;
public float roundSpeed = 100;
public float headRoundSpeed = 100;
//死亡特效
public GameObject deadEff;
public abstract void Fire();
public virtual void Wound(TankBaseObj other)
{
//伤害计算
int dmg = other.atk - this.def;
if (dmg <= 0)
return;
this.hp -= dmg;
if (this.hp <= 0)
{
hp = 0;
this.Dead();
}
}
public virtual void Dead()
{
Destroy(gameObject);
if (deadEff != null)
{
//实例化对象(特效)的位置和角度
GameObject effObj = Instantiate(deadEff, transform.position, transform.rotation);
//获取该对象的音频
AudioSource audioSource = effObj.GetComponent<AudioSource>();
audioSource.volume = GameDataMgr.Instance.musicData.soundValue;
audioSource.mute = !GameDataMgr.Instance.musicData.isOpenSound;
audioSource.Play();
}
}
}
特效销毁 AutoDestroy
csharp
using UnityEngine;
public class AutoDestroy : MonoBehaviour
{
public float time = 2;
void Start()
{
Destroy(gameObject, time);
}
}
子弹 BulletObj
csharp
using UnityEngine;
public class BulletObj : MonoBehaviour
{
//移动速度
public float moveSpeed = 50;
//子弹所有者
public TankBaseObj fatherObj;
//特效对象
public GameObject effObj;
void Update()
{
transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
}
private void OnTriggerEnter(Collider other)
{
//子弹打到Cube
if (other.CompareTag("Cube") ||
//Monster发出的子弹打到玩家
other.CompareTag("Player") && fatherObj.CompareTag("Monster") ||
//Player发出的子弹打到Monster
other.CompareTag("Monster") && fatherObj.CompareTag("Player"))
{
//伤害判断
//通过里氏判断让父类获取脚本
TankBaseObj obj = other.GetComponent<TankBaseObj>();
if (obj != null)
obj.Wound(fatherObj);
//子弹爆炸特效
if (effObj != null)
{
//创建爆炸特效
GameObject eff = Instantiate(effObj, transform.position, transform.rotation);
//修改音效的音量
//获取音效对象
AudioSource audioSource = eff.GetComponent<AudioSource>();
audioSource.volume = GameDataMgr.Instance.musicData.soundValue;
audioSource.mute = !GameDataMgr.Instance.musicData.isOpenSound;
Destroy(gameObject);
}
}
}
//设置子弹所有者
public void SetFather(TankBaseObj obj)
{
fatherObj = obj;
}
}
武器 WeaponObj
csharp
using UnityEngine;
public class WeaponObj : MonoBehaviour
{
//实例化子弹对象
public GameObject bullet;
//发射位置
public Transform[] shootPos;
//武器的拥有者
public TankBaseObj fatherObj;
//设置子弹所有者
public void SetFather(TankBaseObj obj)
{
fatherObj = obj;
}
public void Fire()
{
//根据位置创建子弹
for (int i = 0; i < shootPos.Length; i++)
{
//创建子弹
GameObject obj = Instantiate(bullet, shootPos[i].position, shootPos[i].rotation); ;
//获取子弹所有者
BulletObj bulletObj = obj.GetComponent<BulletObj>();
bulletObj.SetFather(fatherObj);
//补 刚体里的Constraints为轴向约束
}
}
}
4、主玩家相关
PlayerObj
csharp
using UnityEngine;
public class PlayerObj : TankBaseObj
{
//当前装备的武器
public WeaponObj nowWeapon;
//武器安装位置
public Transform weaponPos;
void Update()
{
//控制前进后退 1.Transform 位移 2.Input 轴向输入检测
transform.Translate(Input.GetAxis("Vertical") * Vector3.forward * moveSpeed * Time.deltaTime);
//控制旋转 1.Transform 旋转 2.Input 轴向输入检测
transform.Rotate(Input.GetAxis("Horizontal") * Vector3.up * roundSpeed * Time.deltaTime);
//鼠标左右移动 控制炮台旋转
tankHead.transform.Rotate(Input.GetAxis("Mouse X") * Vector3.up * headRoundSpeed * Time.deltaTime);
//开火
if (Input.GetMouseButtonDown(0))
{
Fire();
}
}
public override void Fire()
{
if (nowWeapon != null)
nowWeapon.Fire();
}
public override void Dead()
{
//base.Dead();
Time.timeScale = 0;
LostPanel.Instance.ShowMe();
}
public override void Wound(TankBaseObj other)
{
base.Wound(other);
//更新血条
GamePanel.Instance.UpdataHP(maxHp, hp);
}
/// <summary>
/// 切换武器
/// </summary>
/// <param name="obj">Weapon</param>
public void ChangeWeapon(GameObject weapon)
{
if(nowWeapon != null)
{
Destroy(nowWeapon.gameObject);
nowWeapon = null;
}
//实例化随机到的武器 将weaponPos设置为weapon的父对象,false保持缩放大小
GameObject weaponObj = Instantiate(weapon, weaponPos, false);
//挂载武器脚本
nowWeapon = weaponObj.GetComponent<WeaponObj>();
//设置武器拥有者为Player
nowWeapon.SetFather(this);
}
}
摄像机跟随 CameraMove
csharp
using UnityEngine;
public class CameraMove : MonoBehaviour
{
//摄像机目标位置
public Transform targetPlayer;
public float H = 17;
private Vector3 pos;
void LateUpdate()
{
if (targetPlayer == null)
return;
//x/z和玩家一样
pos.x = targetPlayer.position.x;
pos.z = targetPlayer.position.z;
//通过外部调整摄像机高度
pos.y = H;
transform.position = pos;
}
}
5、敌人相关
MonsterObj
csharp
using UnityEngine;
public class MonsterObj : TankBaseObj
{
#region 变量
//当前目标点
private Transform targetPos;
//随机用的点,外面关联
public Transform[] randomPos;
//敌方坦克盯着的目标
public Transform lookAtTarget;
//靠近一定范围自动开火
public float fireDis = 5;
//间隔时间
public float fireOffsetTime = 2;
private float nowTime = 0;
//开火位置
public Transform[] shootPos;
//子弹预设体位置
public GameObject bulletObj;
//血条显示时间
private float showTime;
public Texture maxHpBK;
public Texture hpBK;
private Rect maxHpRect;
private Rect hpRect;
#endregion
void Start()
{
RandomPos();
}
void Update()
{
//看向自己的目标点
transform.LookAt(targetPos);
//不停的往自己的面朝向移动
transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
//判断距离
if (Vector3.Distance(transform.position, targetPos.position) < 0.1f)
{
RandomPos();
}
if (lookAtTarget != null)
{
tankHead.LookAt(lookAtTarget);
if (Vector3.Distance(transform.position, lookAtTarget.position) <= fireDis)
{
nowTime += Time.deltaTime;
if (nowTime >= fireOffsetTime)
{
Fire();
nowTime = 0;
}
}
}
}
private void RandomPos()
{
if (randomPos == null)
return;
targetPos = randomPos[Random.Range(0, randomPos.Length)];
}
public override void Fire()
{
for (int i = 0; i < shootPos.Length; i++)
{
GameObject obj = Instantiate(bulletObj, shootPos[i].position, shootPos[i].rotation);
BulletObj bullet = obj.GetComponent<BulletObj>();
bullet.SetFather(this);
}
}
public override void Dead()
{
base.Dead();
GamePanel.Instance.AddScore(10);
}
//血条UI
private void OnGUI()
{
if (showTime > 0)
{
showTime -= Time.deltaTime;
//血条位置:先把世界位置转换成屏幕位置,再转换成GUI位置
Vector3 screenPos = Camera.main.WorldToScreenPoint(transform.position);
//screenPos.y -= Screen.height;
//screenPos.y =screenPos.y - Screen.height;
screenPos.y = Screen.height - screenPos.y;
//绘制GUI
maxHpRect.x = screenPos.x - 50;
maxHpRect.y = screenPos.y - 70;
maxHpRect.width = 100;
maxHpRect.height = 15;
GUI.DrawTexture(maxHpRect, maxHpBK);
hpRect.x = screenPos.x - 50;
hpRect.y = screenPos.y - 70;
hpRect.width = (float)hp / maxHp * 100f;
hpRect.height = 15;
GUI.DrawTexture(hpRect, hpBK);
}
}
public override void Wound(TankBaseObj other)
{
base.Wound(other);
showTime = 2;
}
}
MonsterTower
csharp
using UnityEngine;
public class MonsterTower : TankBaseObj
{
//间隔开火
//开火间隔时间
public float fireOffsetTime = 1;
private float nowtTime = 0;
//子弹发射位置
public Transform[] shootPos;
//关联子弹预设体
public GameObject bulletObj;
void Update()
{
nowtTime += Time.deltaTime;
if (nowtTime >= fireOffsetTime)
{
Fire();
nowtTime = 0;
}
}
public override void Fire()
{
for (int i = 0; i < shootPos.Length; i++)
{
//根据发射位置个数实例化子弹
GameObject obj = Instantiate(bulletObj, shootPos[i].position, shootPos[i].rotation);
//获取子弹脚本
BulletObj bullet = obj.GetComponent<BulletObj>();
//获取子弹所有者
bullet.SetFather(this);
}
}
public override void Wound(TankBaseObj other)
{
//base.Wound(other); 不用父类的Wound伤害计算方法
}
}
6、通关点
EndPoint
csharp
using UnityEngine;
public class EndPoint : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Player"))
{
//暂停游戏
Time.timeScale = 0;
//通过逻辑
WinPanel.Instance.ShowMe();
}
}
}
3、结束界面
1、游戏胜利界面
WinPanel
csharp
using UnityEngine;
using UnityEngine.SceneManagement;
public class WinPanel : BasePanel<WinPanel>
{
public CustomGUIInput inputInfo;
public CustomGUIButton btnSure;
void Start()
{
//取消游戏暂停
Time.timeScale = 1;
//监听将数据记录到排行榜中
btnSure.clickEvent += () =>
{
GameDataMgr.Instance.AddRankInfo(inputInfo.content.text,
GamePanel.Instance.nowScore,
GamePanel.Instance.nowTime);
//返回开始界面
SceneManager.LoadScene("BeginScene");
};
HideMe();
}
}
2、游戏失败界面
LosePanel
csharp
using UnityEngine;
using UnityEngine.SceneManagement;
public class LostPanel : BasePanel<LostPanel>
{
public CustomGUIButton btnBack;
public CustomGUIButton btnGoOn;
void Start()
{
btnBack.clickEvent += () =>
{
Time.timeScale = 1;
SceneManager.LoadScene("BeginScene");
};
btnGoOn.clickEvent += () =>
{
Time.timeScale = 1;
SceneManager.LoadScene("GameScene");
};
HideMe();
}
}