您的位置:首页 > 移动开发 > Unity3D

Unity初探—SpaceShoot

2016-01-30 14:04 549 查看

Unity初探—SpaceShoot

DestroyByBoundary脚本(C#)

  在游戏中我们添加了一个Cube正方体,让他来作为游戏的边界。它是可以触发触发事件的(勾选Is Trigger),当游戏中的碰撞体结束trigger事件,也就是出了正方体边界,我们就将其销毁。

void OnTriggerExit(Collider other)
{
Destroy(other.gameObject);
}


Description描述

OnTriggerExit is called when the Collider other has stopped touching the trigger .

当Collider(碰撞体)停止触发trigger(触发器)时调用OnTriggerExit。

Mover脚本

  游戏中通过该脚本来控制陨石的坠落和子弹的射出,他们都是在Z轴方向上运动。通过设置speed可以控制其飞行的速度和前后方向。

public float speed;
// Use this for initialization
void Start () {
GetComponent<Rigidbody>().velocity = transform.forward * speed;
}


Description描述

The velocity vector of the rigidbody.

刚体的速度向量。

这里有各个轴的定义:

transform.forward:蓝色Z轴
transform.right:红色轴X轴
transform.up:黄色轴Y轴。


RandomRotator脚本

  游戏中的陨石在飞行的过程中我们希望让他翻滚掉了,这里我们为他添加了翻滚的脚本。其中tumble用来控制滚动速度。

public float tumble;//gun dong
// Use this for initialization
void Start () {
GetComponent<Rigidbody>().angularVelocity = Random.insideUnitSphere * tumble;
}


Rigidbody.angularVelocity

Description描述

The angular velocity vector of the rigidbody.

刚体的角速度向量。

这里有关生成随机数的常用方法:

Random

insideUnitCircle:返回单位半径为1圆中随机一点。

insideUnitSphere:返回单位半径为1球体中随机一点。

onUnitSphere:返回单位半径为1球体表面上随机一点。

Range:Min~Max

rotation:返回一个随机的角度(只读)。

seed:设置用于生成随机数的种子

value:返回[0.0~1.0] 之间的随机数(只读)

PlayerController脚本

  该脚本用来控制飞船的飞翔范围,倾斜角,射击速度等。

using UnityEngine;
using System.Collections;

[System.Serializable]
public class Boundary
{
public float xMin, xMax, zMin, zMax;
}
public class PlayerController : MonoBehaviour
{
public float speed;
public float tilt;
public Boundary boundary;

private float nextFire;
public float fireRate;
public GameObject shot;
public Transform shotSqawn;
// Use this for initialization
void Start()
{

}

// Update is called once per frame
void Update()
{
if (Input.GetButton("Fire1")&&Time.time >nextFire)
{
nextFire = Time.time + fireRate;
Instantiate(shot, shotSqawn.position, shotSqawn.rotation);
GetComponent<AudioSource>().Play();
}
}

void FixedUpdate()
{
float moveHorizontal = Input.GetAxis("Horizontal");
float moveVertical = Input.GetAxis("Vertical");

Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
GetComponent<Rigidbody>().velocity = movement * speed;
GetComponent<Rigidbody>().rotation = Quaternion.Euler(0.0f, 0.0f, GetComponent<Rigidbody>().velocity.x * -tilt);

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)
);
}
}


Serializable 序列化:

Inherits from Attribute

The Serializable attribute lets you embed a class with sub properties in the inspector.

Serializable(序列化)属性让你植入一个类用替代内容在Inspector(检视面板)

------------------------------------------------------------------------------------------------------

Mathf.Clamp 限制

static function Clamp (value : float, min : float, max : float) : float

Description描述

Clamps a value between a minimum float and maximum float value.

限制value的值在min和max之间, 如果value小于min,返回min。 如果value大于max,返回max,否则返回value

------------------------------------------------------------------------------------------------------

Time.deltaTime 增量时间

static var deltaTime : float

Description描述

The time in seconds it took to complete the last frame (Read Only).

以秒计算,完成最后一帧的时间(只读)。

Use this function to make your game frame rate independent.

使用这个函数使和你的游戏帧速率无关。

放在Update()函数中的代码是以帧来执行的.如果我们需要物体的移动以秒来执行.我们需要将物体移动的值乘以Time.deltaTime。

------------------------------------------------------------------------------------------------------

Quaternion.Euler 欧拉角

static function Euler (x : float, y : float, z : float) : Quaternion

Description描述

Returns a rotation that rotates z degrees around the z axis, x degrees around the x axis, and y degrees around the y axis (in that order).

返回一个旋转角度,绕z轴旋转z度,绕x轴旋转x度,绕y轴旋转y度(像这样的顺序)。

------------------------------------------------------------------------------------------------------

DestroyByContact脚本

  该脚本控制游戏中一些对象的销毁工作,playerExplosion为飞船爆炸时触发的特效,score为积分,gameController为GameController 对象。

public GameObject explosion;
public GameObject playerExplosion;
public int score;
private GameController gameController;

void Start()
{
GameObject gameControllerObject = GameObject.FindWithTag("GameController");
if (gameControllerObject!=null)
{
gameController = gameControllerObject.GetComponent<GameController>();
}
if (gameControllerObject == null)
{
Debug.Log("Can't fing 'GameController' script");
}
}
void OnTriggerEnter(Collider other)
{
if (other.tag=="Boundary")
{
return;
}
if (other.tag=="PlayerL")
{
Instantiate(playerExplosion ,other.transform.position,other.transform.rotation);
gameController.GameOver();
}
gameController.addScore(score);
Instantiate(explosion,transform.position,transform.rotation);
Destroy(other.gameObject);
Destroy(gameObject);
}


DestroyByTime脚本

  创建脚本,使得一些游戏对象可以在一定的时间后销毁。

public float lifeTime;
// Use this for initialization
void Start () {
Destroy(gameObject, lifeTime);
}


GameController脚本

  创建GameController脚本来控制游戏的核心逻辑,包括游戏中陨石障碍物的掉落,游戏结束控制,游戏重开控制,分数统计等。

using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class GameController : MonoBehaviour {

public GameObject hazard;
public Vector3 spawnValue;
public int hazardCount;
public float spawnWait;
public float starWait;
public float waveWait;

private int score;
public Text scoreText;

public Text gameOverText;
private bool gameOver;

public Text restartText;
public bool restart;
// Use this for initialization
void Start () {
gameOverText.text = "";
gameOver = false;

restartText.text = "";
restart = false;

score = 0;
UpdateScore();
StartCoroutine( SpawnWave());
}

void Update()
{
if (restart)
{
if (Input.GetKeyDown(KeyCode.R))
{
//Application.LoadLevel(Application.loadedLevel);
SceneManager.LoadScene("Mytest");
}

}
}
IEnumerator SpawnWave()
{
while (true)
{
yield return new WaitForSeconds(starWait);
for (int i = 0; i < hazardCount; i++)
{
Vector3 spawnPosition = new Vector3(Random.Range(-spawnValue.x, spawnValue.x),
spawnValue.y,
spawnValue.z);
Quaternion spawRotation = Quaternion.identity;
Instantiate(hazard, spawnPosition, spawRotation);
yield return new WaitForSeconds(spawnWait);

if (gameOver)
{
restart = true;
restartText.text = "Press 'R' to Restart";
}
}
yield return new WaitForSeconds(waveWait);
}
}

public void GameOver()
{
gameOver = true;
gameOverText.text = "GameOver";
}

void UpdateScore()
{
scoreText.text = "Score: " + score;
}
public void addScore(int value)
{
score += value;
UpdateScore();
}
}


MonoBehaviour.StartCoroutine 开始协同程序

function StartCoroutine (routine : IEnumerator) : Coroutine

Description描述

Starts a coroutine.

开始协同程序。

The execution of a coroutine can be paused at any point using the yield statement. The yield return value specifies when the coroutine is resumed. Coroutines are excellent when modelling behaviour over several frames. Coroutines have virtually no performance overhead. StartCoroutine function always returns immediately, however you can yield the result. This will wait until the coroutine has finished execution.

一个协同程序在执行过程中,可以在任意位置使用yield语句。yield的返回值控制何时恢复协同程序向下执行。协同程序在对象自有帧执行过程中堪称优秀。协同程序在性能上没有更多的开销。StartCoroutine函数是立刻返回的,但是yield可以延迟结果。直到协同程序执行完毕。

When using JavaScript it is not necessary to use StartCoroutine, the compiler will do this for you. When writing C# code you must call StartCoroutine.

用javascript不需要添加StartCoroutine,编译器将会替你完成.但是在C#下,你必须调用StartCoroutine。
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息
标签: