s@[TOC]Unity自学之汉诺塔(5)——游戏控制
Unity自学之汉诺塔(5)——游戏控制
(非常抱歉,前段时间比较忙,没有及时更新!)
下面我们来对整个游戏进行一个梳理总结。
场景及物体
这是我的场景物体结构,其中的控制由挂载在空物体gameCtr和panziCtr上的两个脚本完成。Canvas下面的是UI组件,它们的控制也在前述的两个脚本里完成。
公共数据结构及变量
采用了单独的一个公共变量类 pubData.cs,用来记录所有的公共变量和状态。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class pubData {
public static Stack<int> stackA = new Stack<int>(); //柱子的栈
public static Stack<int> stackB = new Stack<int>();
public static Stack<int> stackC = new Stack<int>();
public static GameObject[] panziArr = null;//盘子数组,方便控制盘子
public static string fromZhu = "";//记录要从哪根柱子出发 A B C
public static int countNum = 0;//记录已经移动了多少步
public static int levelNo = 1;//记录关卡,
}
每一个关卡初始化(gameCtr物体脚本)
在场景里添加一个空物体取名gameCtr,挂载一个初始化脚本initCtrl.cs
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class initCtrl : MonoBehaviour {
public GameObject[] panziArr;
public Text leveltxt;
public Button btnReset;//右上方的重新开始按钮
public Button btnRestart;//panel上的重玩按钮
public Button btnnext;//panel上的下一关按钮
public GameObject okpanel;
// Use this for initialization
void Start () {
pubData.panziArr = panziArr; //将盘子数组赋值
pubData.stackA.Clear();
pubData.stackB.Clear();
pubData.stackC.Clear();
pubData.stackA.Push(10);
pubData.stackB.Push(10);
pubData.stackC.Push(10);
if (pubData.levelNo == 1) //游戏开始,所有盘子都在柱子A,后期要加上关卡选择 那么要控制显示的盘子数量,
{
pubData.stackA.Push(2);
pubData.stackA.Push(1);
pubData.stackA.Push(0);
for (int i =0; i < 3; i++)
{
pubData.panziArr[i].SetActive(true);
}
for (int i = 3; i < 7; i++)
{
pubData.panziArr[i].SetActive(false);
}
}
else if (pubData.levelNo == 2)
{
pubData.stackA.Push(3);
pubData.stackA.Push(2);
pubData.stackA.Push(1);
pubData.stackA.Push(0);
for (int i = 0; i < 4; i++)
{
pubData.panziArr[i].SetActive(true);
}
for (int i = 4; i < 7; i++)
{
pubData.panziArr[i].SetActive(false);
}
}
else if (pubData.levelNo == 3)
{
pubData.stackA.Push(4);
pubData.stackA.Push(3);
pubData.stackA.Push(2);
pubData.stackA.Push(1);
pubData.stackA.Push(0);
for (int i = 0; i < 5; i++)
{
pubData.panziArr[i].SetActive(true);
}
for (int i = 5; i < 7; i++)
{
pubData.panziArr[i].SetActive(false);
}
}
else if (pubData.levelNo == 4)
{
pubData.stackA.Push(5);
pubData.stackA.Push(4);
pubData.stackA.Push(3);
pubData.stackA.Push(2);
pubData.stackA.Push(1);
pubData.stackA.Push(0);
for (int i = 0; i < 6; i++)
{
pubData.panziArr[i].SetActive(true);
}
for (int i = 6; i < 7; i++)
{
pubData.panziArr[i].SetActive(false);
}
}
else if (pubData.levelNo == 5)
{
pubData.stackA.Push(6);
pubData.stackA.Push(5);
pubData.stackA.Push(4);
pubData.stackA.Push(3);
pubData.stackA.Push(2);
pubData.stackA.Push(1);
pubData.stackA.Push(0);
for (int i = 0; i < 7; i++)
{
pubData.panziArr[i].SetActive(true);
}
};
leveltxt.text = "第"+(pubData.levelNo).ToString()+"关";
pubData.countNum = 0;
okpanel.SetActive(false);
Debug.Log(pubData.stackA.Peek());
Debug.Log(pubData.panziArr[0]);
btnReset.onClick.AddListener(delegate () {
onResetClick();
});
btnRestart.onClick.AddListener(delegate ()
{
onRestartClick();
});
btnnext.onClick.AddListener(delegate ()
{
onNextClick();
});
}
void onResetClick()
{
SceneManager.LoadScene("Hannuota");
}
void onRestartClick()
{
SceneManager.LoadScene("Hannuota");
}
void onNextClick()
{
if (pubData.levelNo < 5)
{
pubData.levelNo += 1;
SceneManager.LoadScene("Hannuota");
}
else if (pubData.levelNo == 5)
{
pubData.levelNo = 1;
SceneManager.LoadScene("Hannuota");
}
}
// Update is called once per frame
void Update () {
}
}
在场景里,将涉及到的盘子、按钮、以及提示性的文字物体添加到脚本变量里。
游戏运行的控制
在场景里添加一个空物体取名panziCtr,挂载脚本panziCtr.cs。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Events;
public class panziCtrl : MonoBehaviour {
public Button btnA;
public Button btnB;
public Button btnC;
public GameObject[] ctlNodes;
public Text scoretxt;
// public int movespeed = 10;
public GameObject okpanel;
private Rigidbody rb;
// Use this for initialization
void Start () {
btnA.onClick.AddListener(delegate () {
onAClick();
});
btnB.onClick.AddListener(delegate () {
onBClick();
});
btnC.onClick.AddListener(delegate () {
onCClick();
});
}
void onAClick()
{
if (pubData.stackA.Count >1) //判断柱子A上有盘子
{
if (pubData.fromZhu == "")//如果是第一次点击 从这根柱子移动盘子
{
int Aupidx = pubData.stackA.Peek();//得到柱子A上最上面盘子的序号,
Vector3 target = ctlNodes[0].transform.position;//获得A柱上空第一个标志点坐标
// StartCoroutine(MoveToPosition(pubData.panziArr[Aupidx], target));//移动A柱最上面的盘子到达A柱上空标志点
rb = pubData.panziArr[Aupidx].GetComponent<Rigidbody>();
rb.useGravity = false;
rb.MovePosition(target);
pubData.fromZhu = "A";//第一次点击结束,
Debug.Log("准备移动A柱的"+pubData.panziArr[Aupidx]);
}
else if (pubData.fromZhu =="A")//之前已经选择过柱子A,则进行取消操作
{
int Aupidx = pubData.stackA.Peek();//得到柱子A上最上面盘子的序号,
rb = pubData.panziArr[Aupidx].GetComponent<Rigidbody>();
rb.useGravity = true;
pubData.fromZhu = "";//取消之前的选择,
Debug.Log("取消选择A柱");
}
};
if (pubData.fromZhu == "B")//标明盘子将从柱子B过来柱子A
{
if (pubData.stackB.Count >1)//判断柱子B上有盘子
{
int Bupidx = pubData.stackB.Peek();//得到柱子B上最上面盘子的序号,
int Aupidx = pubData.stackA.Peek();//得到柱子A上最上面盘子的序号,用来判断盘子的相对大小
if (Bupidx < Aupidx)//如果要过来的盘子比A柱最上面的小则执行移动操作
{
Vector3 target = ctlNodes[0].transform.position;//获得A柱上空第一个标志点坐标
rb = pubData.panziArr[Bupidx].GetComponent<Rigidbody>();
rb.MovePosition(target);
rb.useGravity = true;//移动结束
pubData.fromZhu = "";//清空点击选择
pubData.stackA.Push(Bupidx);//标明这个盘子到了柱子A 进栈
pubData.stackB.Pop();// 柱子B 出栈
Debug.Log(pubData.panziArr[Bupidx]+ "从B柱移动到A柱");
pubData.countNum += 1;
scoretxt.text = "移动步数:"+pubData.countNum.ToString();
checkOK();
}
}
};
if (pubData.fromZhu == "C")//标明盘子将从柱子C过来柱子A
{
if (pubData.stackC.Count > 1)//判断柱子C上有盘子
{
int Cupidx = pubData.stackC.Peek();//得到柱子C上最上面盘子的序号,
int Aupidx = pubData.stackA.Peek();//得到柱子A上最上面盘子的序号,用来判断盘子的相对大小
if (Cupidx < Aupidx)
{
Vector3 target = ctlNodes[0].transform.position;//获得A柱上空第一个标志点坐标
rb = pubData.panziArr[Cupidx].GetComponent<Rigidbody>();
rb.MovePosition(target);
rb.useGravity = true;//移动结束
pubData.fromZhu = "";//清空点击选择
pubData.stackA.Push(Cupidx);//标明这个盘子到了柱子A 进栈
pubData.stackC.Pop();// 柱子C 出栈
Debug.Log(pubData.panziArr[Cupidx] + "从C柱移动到A柱");
pubData.countNum += 1;
scoretxt.text = "移动步数:" + pubData.countNum.ToString();
checkOK();
}
}
};
}
void onBClick()
{
if (pubData.stackB.Count > 1) //判断柱子B上有盘子
{
if (pubData.fromZhu == "")//如果是第一次点击 从这根柱子移动盘子
{
int Bupidx = pubData.stackB.Peek();//得到柱子B上最上面盘子的序号,
Vector3 target = ctlNodes[1].transform.position;//获得B柱上空第一个标志点坐标
// StartCoroutine(MoveToPosition(pubData.panziArr[Aupidx], target));//移动A柱最上面的盘子到达A柱上空标志点
rb = pubData.panziArr[Bupidx].GetComponent<Rigidbody>();
rb.useGravity = false;
rb.MovePosition(target);
pubData.fromZhu = "B";//第一次点击结束,
Debug.Log("准备移动B柱的" + pubData.panziArr[Bupidx]);
}
else if (pubData.fromZhu == "B")//之前已经选择过柱子B,则进行取消操作
{
int Bupidx = pubData.stackB.Peek();//得到柱子B上最上面盘子的序号,
rb = pubData.panziArr[Bupidx].GetComponent<Rigidbody>();
rb.useGravity = true;
pubData.fromZhu = "";//取消之前的选择,
Debug.Log("取消选择B柱");
}
};
if (pubData.fromZhu == "A")//标明盘子将从柱子A过来柱子B
{
if (pubData.stackA.Count > 1)//判断柱子A上有盘子
{
int Aupidx = pubData.stackA.Peek();//得到柱子A上最上面盘子的序号,
int Bupidx = pubData.stackB.Peek();//得到柱子B最上面盘子的序号,
if (Aupidx < Bupidx)
{
Vector3 target = ctlNodes[1].transform.position;//获得B柱上空第一个标志点坐标
rb = pubData.panziArr[Aupidx].GetComponent<Rigidbody>();
rb.MovePosition(target);
rb.useGravity = true;//移动结束
pubData.fromZhu = "";//清空点击选择
pubData.stackB.Push(Aupidx);//标明这个盘子到了柱子B 进栈
pubData.stackA.Pop();// 柱子A 出栈
Debug.Log(pubData.panziArr[Aupidx] + "从A柱移动到B柱");
pubData.countNum += 1;
scoretxt.text = "移动步数:" + pubData.countNum.ToString();
checkOK();
}
}
};
if (pubData.fromZhu == "C")//标明盘子将从柱子C过来柱子B
{
if (pubData.stackC.Count > 1)//判断柱子C上有盘子
{
int Cupidx = pubData.stackC.Peek();//得到柱子C上最上面盘子的序号,
int Bupidx = pubData.stackB.Peek();//得到柱子B最上面盘子的序号,
if (Cupidx < Bupidx)
{
Vector3 target = ctlNodes[1].transform.position;//获得B柱上空第一个标志点坐标
rb = pubData.panziArr[Cupidx].GetComponent<Rigidbody>();
rb.MovePosition(target);
rb.useGravity = true;//移动结束
pubData.fromZhu = "";//清空点击选择
pubData.stackB.Push(Cupidx);//标明这个盘子到了柱子B 进栈
pubData.stackC.Pop();// 柱子C 出栈
Debug.Log(pubData.panziArr[Cupidx] + "从C柱移动到B柱");
pubData.countNum += 1;
scoretxt.text = "移动步数:" + pubData.countNum.ToString();
checkOK();
}
}
};
}
void onCClick()
{
if (pubData.stackC.Count > 1) //判断柱子C上有盘子
{
if (pubData.fromZhu == "")//如果是第一次点击 从这根柱子移动盘子
{
int Cupidx = pubData.stackC.Peek();//得到柱子A上最上面盘子的序号,
Vector3 target = ctlNodes[2].transform.position;//获得C柱上空第一个标志点坐标
// StartCoroutine(MoveToPosition(pubData.panziArr[Aupidx], target));//移动A柱最上面的盘子到达A柱上空标志点
rb = pubData.panziArr[Cupidx].GetComponent<Rigidbody>();
rb.useGravity = false;
rb.MovePosition(target);
pubData.fromZhu = "C";//第一次点击结束,
Debug.Log("准备移动C柱的" + pubData.panziArr[Cupidx]);
}
else if (pubData.fromZhu == "C")//之前已经选择过柱子C,则进行取消操作
{
int Cupidx = pubData.stackC.Peek();//得到柱子C上最上面盘子的序号,
rb = pubData.panziArr[Cupidx].GetComponent<Rigidbody>();
rb.useGravity = true;
pubData.fromZhu = "";//取消之前的选择,
Debug.Log("取消选择C柱");
}
};
if (pubData.fromZhu == "B")//标明盘子将从柱子B过来柱子C
{
if (pubData.stackB.Count > 1)//判断柱子B上有盘子
{
int Bupidx = pubData.stackB.Peek();//得到柱子B上最上面盘子的序号,
int Cupidx = pubData.stackC.Peek();//得到柱子C上最上面盘子的序号,
if (Bupidx < Cupidx)
{
Vector3 target = ctlNodes[2].transform.position;//获得C柱上空第一个标志点坐标
rb = pubData.panziArr[Bupidx].GetComponent<Rigidbody>();
rb.MovePosition(target);
rb.useGravity = true;//移动结束
pubData.fromZhu = "";//清空点击选择
pubData.stackC.Push(Bupidx);//标明这个盘子到了柱子C 进栈
pubData.stackB.Pop();// 柱子B 出栈
Debug.Log(pubData.panziArr[Bupidx] + "从B柱移动到C柱");
pubData.countNum += 1;
scoretxt.text = "移动步数:" + pubData.countNum.ToString();
checkOK();
}
}
};
if (pubData.fromZhu == "A")//标明盘子将从柱子A过来柱子C
{
if (pubData.stackA.Count > 1)//判断柱子A上有盘子
{
int Aupidx = pubData.stackA.Peek();//得到柱子A上最上面盘子的序号,
int Cupidx = pubData.stackC.Peek();//得到柱子C上最上面盘子的序号,
if (Aupidx < Cupidx)
{
Vector3 target = ctlNodes[2].transform.position;//获得C柱上空第一个标志点坐标
rb = pubData.panziArr[Aupidx].GetComponent<Rigidbody>();
rb.MovePosition(target);
rb.useGravity = true;//移动结束
pubData.fromZhu = "";//清空点击选择
pubData.stackC.Push(Aupidx);//标明这个盘子到了柱子C 进栈
pubData.stackA.Pop();// 柱子C 出栈
Debug.Log(pubData.panziArr[Aupidx] + "从A柱移动到C柱");
pubData.countNum += 1;
scoretxt.text = "移动步数:" + pubData.countNum.ToString();
checkOK();
}
}
};
}
void checkOK()
{
if (pubData.stackC.Count == pubData.levelNo + 3)
{
okpanel.SetActive(true);
}
}
// Update is called once per frame
void Update () {
}
}
在场景里,将涉及到的盘子、按钮、以及提示性的文字物体添加到脚本变量里。
小结
整个游戏就完成了,代码控制之类的现在看来还有些粗糙,只是为了完成那个动作,没有考虑优化、重用等问题。但是整体走下来,可以对Unity3D游戏开发有一个初步的理解。比如公共变量怎么存储使用,不同脚本之间的数据是怎么交换的;游戏物体的各种状态是怎么存储、变化以及控制的。这些都是游戏开发的基础,理解了它们,可以开一个好头。
感谢朋友们的观看,游戏项目包可以到这里下载:
https://download.csdn.net/download/JasonArthrus/13107820