学习目标:
看过我前面的文章应该知道怎么制作开头和结尾,这里我简单把效果给大伙看一下
我用的游戏分辨率是4∶3,因此我们要改变Canvas的的Cavans Scale为X1440 Y1080
结束的场景也一样
接着我们编写一个脚本来管理场景的切换,创建一个空物体SceneLoader并将脚本
LoadSceneManage挂载到上面,并在按钮上挂载这些Public函数(我之前的入门文章有教程)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class LoadSceneManage : MonoBehaviour
{
public void LoadNextScene()
{
int currentScene = SceneManager.GetActiveScene().buildIndex;
SceneManager.LoadScene(currentScene+1);
}
public void RestartScene()
{
SceneManager.LoadScene(0);
FindObjectOfType<GameStatus>().ResetGame();
}
public void QuitGame()
{
Application.Quit();
}
}
学习内容:
接下来的内容才是重量级,教大家如何搭建好一个关卡场景
我们先创建一个Scene就叫Level1吧
先从Github中下载好素材:Commits · CompleteUnityDeveloper/05-Block-Breakerhttps://github.com/CompleteUnityDeveloper/05-Block-Breaker/commits?author=rickdavidson
然后再import把素材导入到Project面板中
别忘了修改Sprite图片的Pixel Per Unit
然后把场景拖进来并Reset改好名字叫Background
创建好板子Paddle和Ball
创建好Paddle.cs脚本挂载在Paddle上
脚本如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Paddle : MonoBehaviour
{
[SerializeField] float minX = 1F;
[SerializeField] float maxX = 14F;
[SerializeField] float screenWidthInUnits = 16f;
GameStatus theGameSession; //管理UI更新(待会用上)
Ball theBall;
void Start()
{
theGameSession = FindObjectOfType<GameStatus>();
theBall = FindObjectOfType<Ball>();
}
void Update()
{
Vector2 paddlePos = new Vector2(transform.position.x,transform.position.y);
paddlePos.x = Mathf.Clamp(GetXPos(), minX, maxX); //限制板子移动的X范围
transform.position = paddlePos;
}
private float GetXPos()
{
if (theGameSession.IsAutoBackEnabled()) //当系统AI自动操作时
{
return theBall.transform.position.x;
}
else
{
return Input.mousePosition.x / Screen.width * screenWidthInUnits;//相当于鼠标移动的x轴的坐标乘以整个游戏屏幕的宽度得到它的世界坐标
}
}
}
给个Polygon Collider2D
然后再编写Ball的脚本
Ball.cs如下:
using UnityEngine;
public class Ball : MonoBehaviour
{
[SerializeField] Paddle paddle1; //选择你要绑定的板子
[SerializeField] float xPush = 2f;
[SerializeField] float yPush = 15f;
[SerializeField] bool hasStarted = false;
AudioSource myAudioSource;
[SerializeField] AudioClip[] ballSounds;
[SerializeField] float randomFactor = 0.5f;
Rigidbody2D myRigibody2D;
Vector2 paddleToBallVector;
void Start()
{
myRigibody2D = GetComponent<Rigidbody2D>();
myAudioSource = GetComponent<AudioSource>();
paddleToBallVector = transform.position - paddle1.transform.position; //获取球和板子的向量方向
}
void Update()
{
if (!hasStarted) //当游戏还没有开始时就每帧执行
{
LockBallToPaddle();
LaunceOnMouseClick();
}
}
private void LockBallToPaddle() //游戏刚开始要把球绑到板子中间上面随着板子移动
{
Vector2 paddlePos = new Vector2(paddle1.transform.position.x, paddle1.transform.position.y);
transform.position = paddlePos + paddleToBallVector;
}
private void LaunceOnMouseClick()
{
if (Input.GetMouseButtonDown(0)) //通过点击鼠标左键发射,hasStart设置为true,并给它一个向上的力
{
hasStarted = true;
GetComponent<Rigidbody2D>().velocity = new Vector2(xPush,yPush);
}
}
private void OnCollisionEnter2D(Collision2D other)
{
Vector2 velocityTwek = new Vector2(Random.Range(0, randomFactor), Random.Range(0, randomFactor));//随机的速度
if (hasStarted)
{
AudioClip clip = ballSounds[Random.Range(0, ballSounds.Length)];
myAudioSource.PlayOneShot(clip); //播放一遍音频
myRigibody2D.velocity += velocityTwek; //为了防止球一直做减速移动,要在给它每次和砖块碰撞的时候添加一个随机速度
}
}
}
别忘了给它碰撞体和重力,初次之外我们还有一个弹力就用Physice Material 2D
Friction为摩擦力,Bounceness为弹力
我们还要创建一个Audio Source组件让他在发射和碰撞时发出声音,并把素材的音频文件拖到Ball Sounds的数组中