Unity学习第四周

游戏介绍

unity开发,通过控制坦克的移动与攻击,保护基地,消灭敌方坦克。

开发过程

背景的导入与素材的处理

选择素材Graphics中的backgrand作为背景。
在这里插入图片描述

如果素材没有被分割需要我们手动分割,点击需要分割的素材在Sprite Mode中选择Multiple后点击右下的Sprite Editor选择Apply进入分割页面点击左上角的Slice选择Slice系统将自动分割,点击Apply。
在这里插入图片描述
在这里插入图片描述

预制体与2D动画的形成

预制体的形成
在Project面板下建立Prafads文件夹将Hierarchy面板下的贴图,拖回Prafabs文件夹下,形成预制体。
2D动画的形成
按住ctrl将多个图片拖入Hierarchy面板下,创建Animation文件夹,命名并保存到Animation文件夹。

控制玩家的移动及其方向

 public void Move()
    {

        float i = Input.GetAxis("Horizontal");
        transform.Translate(Vector3.right * i * MoveSpeed * Time.fixedDeltaTime, Space.World);//施加一个向右的力随时间的变化而变化乘以移速
        if (i < 0)
        {
            sr.sprite = tanksprite[3];
            bulletsprite = new Vector3(0, 0, 90);
        }
        else if (i > 0)
        {
            sr.sprite = tanksprite[1];
            bulletsprite = new Vector3(0, 0, -90);
        }
        if (i != 0)
        {
            return;
        }
        float j = Input.GetAxis("Vertical");
        transform.Translate(Vector3.up * j * MoveSpeed * Time.fixedDeltaTime, Space.World);
        if (j < 0)
        {
            sr.sprite = tanksprite[2];
            bulletsprite = new Vector3(0, 0, 180);
        }
        else if (j > 0)
        {
            sr.sprite = tanksprite[0];
            bulletsprite = new Vector3(0, 0, 0);
        }
    }

玩家主代码

public class Player : MonoBehaviour
{
    //属性
    public float MoveSpeed = 2;
    private Vector3 bulletsprite;
    private float time;
    private float defenttime=5;
    private bool isdefended=true;
    //引用方法
    public AudioClip attackAudio;//添加攻击音效
    public AudioClip explorAudio;//添加爆炸音效
    public SpriteRenderer sr;
    public Sprite[] tanksprite;//上,右,下,左
    public GameObject bulletPro;
    public GameObject explortank;
    public GameObject Shield0;
    private void Awake()
    {
        sr = GetComponent<SpriteRenderer>();
    }

添加碰撞器,解决抖动

给player加刚体和碰撞器,给其他障碍物加碰撞器
在刚体组件下点击Constraints 把Z轴锁死,就可以解决移动当中的旋转
把代码放在FiexedUpdate生命周期函数中,因为固定帧数,可以解决抖动

坦克的攻击CD,移动优先级问题,层级渲染

  private void FixedUpdate()//固定物理帧
    {
        if(Playerstate.Instance.isDefent)
        {
            return;
        }
        Move();
        //攻击CD
        if (time >= 0.4f)
        {
            Attack();
        }
        else
        {
            time += Time.fixedDeltaTime;
        }

    }

Oorder in Layer 越大渲染层级越高。

坦克的攻击方法,无敌的保护时间

  private void Attack()
    {
        if(Input.GetKeyDown(KeyCode.Space))//输入空格攻击
        {
            Instantiate(bulletPro, transform.position, Quaternion.Euler(transform.eulerAngles+bulletsprite));
            AudioSource.PlayClipAtPoint(attackAudio, transform.position);
            time = 0;

        }
    }
  void Update()
    {
        //保护时间
        if(isdefended)
        {
            Shield0.SetActive(true);
            defenttime -= Time.deltaTime;
            if(defenttime<=0)
            {
                isdefended = false;
                Shield0.SetActive(false);
            }
        }
     
     
    }

坦克的死亡与爆炸

 private void Die()
    {
        if(isdefended)
        {
            return;
        }
        Playerstate.Instance.dieplayer = true;
        //爆炸
        Instantiate(explortank, transform.position,transform.rotation);
        AudioSource.PlayClipAtPoint(explorAudio, transform.position);
        //死亡
        Destroy(gameObject);
    }

子弹的脚本

public class Bullet : MonoBehaviour
{
    private float moveSpeed = 10;//子弹的移动速度
    public bool bulletplayer;
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        transform.Translate(transform.up*moveSpeed*Time.deltaTime,Space.World);
    }
    public void OnTriggerEnter2D(Collider2D collision)
    {
        switch(collision.tag)
        {
            case "Player1":
                {
                    if(!bulletplayer)
                    { collision.SendMessage("Die"); Destroy(gameObject); }
                   
                 }
                break;
            case "Heart":
                {
                    collision.SendMessage("Die");  //发送Die方法
                    Destroy(gameObject);
                }
                break;
            case "Wall":
                {
                    Destroy(collision.gameObject);
                    Destroy(gameObject);
                }
                break;
            case "Barriar":
                {
                    if (bulletplayer)
                    {
                        collision.SendMessage("PlayerAudio");
                    }
                    Destroy(gameObject);
                }
                break;
            case "Eneray":
                {
                    if(bulletplayer)
                    {
                        collision.SendMessage("Die");
                        Destroy(gameObject);
                    }
                   
                }
                break;
            default:break;

        }
    }
}

敌人脚本的编写

public class Enemys : MonoBehaviour
{
    public float MoveSpeed = 2;
    private Vector3 bulletsprite;
    private float time;
    //private float defenttime = 3;
    private float timeChange=4;
    private float i;
    private float j=-1;
    //引用方法
    public SpriteRenderer sr;
    public Sprite[] tanksprite;//上,右,下,左
    public GameObject bulletPro;
    public GameObject explortank;

    private void Awake()
    {
        sr = GetComponent<SpriteRenderer>();
    }
    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
     
        //攻击CD
        if (time >= 3)
        {
            Attack();
        }
        else
        {
            time += Time.deltaTime;
        }
    }
    private void FixedUpdate()//固定物理帧
    {
        Move();
        
    }
    //坦克的攻击
    private void Attack()
    {
            Instantiate(bulletPro, transform.position, Quaternion.Euler(transform.eulerAngles + bulletsprite));
            time = 0;
        
    }
    //移动方法
    public void Move()
    {

        if (timeChange >= 4)
        {
            int num = Random.Range(0, 8);
            if (num >= 4)
            {
                i = 0;
                j = -1;
            }
            else if (num == 0)
            {
                j = 1;
                i = 0;
            }
            else if (num > 0 && num <= 2)
            {
                i = 1;
                j = 0;
            }
            else if (num > 2 && num < 4)
            {
                i = -1;
                j = 0;
            }
            timeChange = 0;
        }
        else
            timeChange += Time.fixedDeltaTime;

        
        transform.Translate(Vector3.right * i * MoveSpeed * Time.fixedDeltaTime, Space.World);//施加一个向右的力随时间的变化而变化乘以移速
        if (i < 0)
        {
            sr.sprite = tanksprite[3];
            bulletsprite = new Vector3(0, 0, 90);
        }
        else if (i > 0)
        {
            sr.sprite = tanksprite[1];
            bulletsprite = new Vector3(0, 0, -90);
        }
        if (i != 0)
        {
            return;
        }
        transform.Translate(Vector3.up * j * MoveSpeed * Time.fixedDeltaTime, Space.World);
        if (j < 0)
        {
            sr.sprite = tanksprite[2];
            bulletsprite = new Vector3(0, 0, 180);
        }
        else if (j > 0)
        {
            sr.sprite = tanksprite[0];
            bulletsprite = new Vector3(0, 0, 0);
        }
    }
    //坦克死亡方法
    private void Die()
    {

        Playerstate.Instance.score++;
        //爆炸
        Instantiate(explortank, transform.position, transform.rotation);

        //死亡
        Destroy(gameObject);
    }
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if(collision.gameObject.tag=="Eneray")
        {
            timeChange = 4;
        }
    }
}

坦克的出生特效

public class Born : MonoBehaviour
{
    public GameObject BornPlayer;
    public GameObject[] EnemyBorn;
    public bool creatPlayer;
    public AudioClip bornAudio;
    // Start is called before the first frame update
    void Start()
    {
        Invoke("BornTank", 1.2f);  //延时特效
        AudioSource.PlayClipAtPoint(bornAudio, transform.position);
        Destroy(gameObject, 1.2f);   //延时销毁
    }

    // Update is called once per frame
    void Update()
    {
       
    }
    private void BornTank()
    {
        if (creatPlayer)
        {
            Instantiate(BornPlayer, transform.position, Quaternion.identity);
        }
        else
        {
            int num = Random.Range(0, 2);
            Instantiate(EnemyBorn[num], transform.position, Quaternion.identity);
        }
    }
}

基地(心脏)的爆炸与死亡

public class Heart : MonoBehaviour
{
    public AudioClip dieAudio;
    public SpriteRenderer sr;
    public Sprite Borken;
    public GameObject Explorer;
    // Start is called before the first frame update
    void Start()
    {
        sr = GetComponent<SpriteRenderer>();
    }

    // Update is called once per frame
    //void Update()
    //{
        
    //}
    public void Die()
    {
        sr.sprite = Borken;
        Instantiate(Explorer,transform.position,transform.rotation);
        Playerstate.Instance.isDefent = true;
        AudioSource.PlayClipAtPoint(dieAudio,transform.position);
    }
}

地图的建立

public class MapCreat : MonoBehaviour
{
    private List<Vector3> itemlist = new List<Vector3>();
    //用来装饰地图
    //0,老家,1墙,2障碍,3出生,4河流,5草
    public GameObject[] item;
    private void Awake()
    {
        //老家
        GreateItem(item[0],new Vector3(0,-8,0),Quaternion.identity);
        //老家的墙
        GreateItem(item[1], new Vector3(-1, -8, 0), Quaternion.identity);
        GreateItem(item[1], new Vector3(1, -8, 0), Quaternion.identity);
        for(int i=-1;i<2;i++)
        {
            GreateItem(item[1], new Vector3(i, -7, 0), Quaternion.identity);
        }
        //初始化边界
        for(int i=-11;i<=10;i++)
        {
            GreateItem(item[6], new Vector3(i, -9, 0), Quaternion.identity);
        }
        for (int i = -11; i <=10; i++)
        {
            GreateItem(item[6], new Vector3(i, 9, 0), Quaternion.identity);
        }
        for (int i = -9; i <= 8; i++)
        {
            GreateItem(item[6], new Vector3(-11,i , 0), Quaternion.identity);
        }
        for (int i = -9; i <= 8; i++)
        {
            GreateItem(item[6], new Vector3(11, i, 0), Quaternion.identity);
        }
        //地图
        for(int i=0;i<60;i++)
        {
            GreateItem(item[1], CreateRandom(), Quaternion.identity);
        }
        for (int i = 0; i < 19; i++)
        {
            GreateItem(item[2], CreateRandom(), Quaternion.identity);
        }
        for (int i = 0; i < 18; i++)
        {
            GreateItem(item[4], CreateRandom(), Quaternion.identity);
        }
        for (int i = 0; i < 20; i++)
        {
            GreateItem(item[5], CreateRandom(), Quaternion.identity);
        }
        //玩家
        GameObject go = Instantiate(item[3], new Vector3(-2, -8, 0), Quaternion.identity);
            go.GetComponent<Born>().creatPlayer = true;
        //产生敌人
        GreateItem(item[3], new Vector3(-10, 8, 0), Quaternion.identity);
        GreateItem(item[3], new Vector3(10, 8, 0), Quaternion.identity);
        GreateItem(item[3], new Vector3(0, 8, 0), Quaternion.identity);
        //随时间产生
        InvokeRepeating("CreateEnemy",4,5);
    }
    private void GreateItem(GameObject CreategameObject,Vector3 Creatvector,Quaternion Craetquaternion)
    {
        GameObject itemgo = Instantiate(CreategameObject,Creatvector,Craetquaternion);
        itemgo.transform.SetParent(gameObject.transform);
        itemlist.Add(Creatvector);
    }
    //产生随机物
    private Vector3 CreateRandom()
    {
        //不产生边缘障碍
        while (true)
        {
            Vector3 Creatvector = new Vector3(Random.Range(-9, 10), Random.Range(-7, 8), 0);
            if (!HasPosition(Creatvector))
            {
                return Creatvector;
            }
        }
    }
    private bool HasPosition(Vector3 Creatpos)
    {
        for(int i=0;i<itemlist.Count;i++)
        {
            if(Creatpos==itemlist[i])
            { 
                return true; 
            }
        }
        return false;
    }
    //随机产生敌人
    private void CreateEnemy()
    {
        int h = Random.Range(0, 3);
        Vector3 EnemyPos = new Vector3();
        if(h==0)
        {
           EnemyPos= new Vector3(-10, 8, 0);
        }
        else if(h==1)
        {
            EnemyPos = new Vector3(10, 8, 0);
        }
        else if(h==2)
        {
            EnemyPos = new Vector3(0, 8, 0);
        }

        GreateItem(item[3], EnemyPos , Quaternion.identity);
    }

}

玩家状态管理的创建

定义生命值,分数,可以实时反映在UI界面,死亡状态,失败状态,调用相应方法。

public class Playerstate : MonoBehaviour
{
    public int life = 3;
    public int score = 0;
    public bool dieplayer;
    public GameObject born;
    public GameObject isDefentUI;
    public bool isDefent;
    public Text playerLifeText;
    public Text playerScoreText;
    // Start is called before the first frame update
    //
    private static Playerstate instance;

    public static Playerstate Instance { get => instance; set => instance = value; }

    private void Awake()
    {
        Instance = this;
    }
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if(isDefent)
        {
            isDefentUI.SetActive(true);
            Invoke("ReturnMenu", 3);
        }
        if(dieplayer)
        {
            Reverce();  
        }
        playerLifeText.text = life.ToString();
        playerScoreText.text = score.ToString();
    }
    private void Reverce()
    {
        if (life <= 0)
        {
            //游戏失败
            isDefent = true;
            Invoke("ReturnMenu", 3);
        }
        else
        {
            life--;
            GameObject go = Instantiate(born, new Vector3(-2, -8, 0), Quaternion.identity);
            go.GetComponent<Born>().creatPlayer = true;
            dieplayer = false;
        }
    }
    private void ReturnMenu()
    {
        SceneManager.LoadScene(1);
    }
}

UI的制作

在这里插入图片描述

public class Image : MonoBehaviour
{
    public Transform poseone;
    public Transform posetwo;
        private float h = 1;
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.W))
        {
            h = 1;
            transform.position = poseone.position;
        }
        else if(Input.GetKeyDown(KeyCode.S))
        {
            h = 2;
            transform.position = posetwo.position;
        }
        if (Input.GetKeyDown(KeyCode.Space) && h ==1)
        {
            SceneManager.LoadScene(0);
        }
    }
}

添加音效

可以加入Audio Souce组件,通过拖拽添加。
在这里插入图片描述

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