奋斗的小鸟demo

 

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Gamemanager : MonoBehaviour
{
    public static Gamemanager instance;

    public List<birds> lisr_birds;
    public List<Pig> lisr_pigs;
    //存储装弹位置
    public Vector3 postion_start;
    private void Awake()
    {
        instance = this;
    }
    void Initialized()
    {
        for (int i = 0; i < lisr_birds.Count; i++)
        {
            if (i == 0)
            {
                lisr_birds[i].join.enabled = true;
               
            }
            else
            {
                lisr_birds[i].join.enabled = false;
            }
        }
       
    }
    // Start is called before the first frame update
    void Start()
    {
        Initialized();
        if (lisr_birds.Count > 0)
        {
            postion_start = lisr_birds[0].transform.position;
        }
     
    }
    /// <summary>
    /// 小鸟销毁后调用
    /// </summary>
    public void Next_birds()
    {
        if (lisr_pigs.Count > 0)
        {
            if (lisr_birds.Count > 0)
            {
                //使位置替换更平缓
                lisr_birds[0].transform.position = postion_start;
                lisr_birds[0].join.enabled = true;
            }
            else
            {
                //输
            }
        }
        else
        {
            //赢
        }
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class birds : MonoBehaviour
{
    [Header("最大距离")]
    public float max_dis;

    public Transform center_point;
    [HideInInspector]
    //弹簧组件 主要动力来源 模拟弹弓皮筋弹力
    public SpringJoint2D join;
    private Rigidbody2D rig_body;

    public bool drag;

    public LineRenderer left;
    public LineRenderer right;
    [Header("镜头跟随速度")]
    public float smothoof_speed=2;
    [Header("镜头跟随距离")]
    public float distance = 10;
    private void Awake()
    {
        rig_body = GetComponent <Rigidbody2D>();
        join = transform.GetComponent<SpringJoint2D>();
    }
    private void OnMouseDown()
    {
        drag = true;
        rig_body.isKinematic = true;

       
    }
    private void OnMouseUp()
    {
        drag = false;
        rig_body.isKinematic = false;

        //晚些再关 SpringJoint2D 是为了留一些动力
        Invoke("Dong_li", 0.1f);

        left.enabled = false;
        right.enabled = false;
    }
    void Dong_li()
    {
        join.enabled = false;
        //当前小鸟5秒后销毁
        Invoke("Next_birds", 5);
    }
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        if (drag)
        {
            //2d游戏 将鼠标坐标转化成世界坐标  然后赋值给小鸟
            transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            transform.position += new Vector3(0, 0, 10);

            //给小鸟限定 拖拽位置 (单位向量*最大距离+原始位置)
            if(Vector3.Distance(transform.position, center_point.position)> max_dis)
            {
                Vector3 pos = (transform.position - center_point.position).normalized;
                pos *= max_dis;
                transform.position = center_point.transform.position + pos;
            }

            Line();
        }
    }
    private void LateUpdate()
    {
        //镜头跟随视角 x轴做限定
        float pos_x = transform.position.x;
        Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, new 
            Vector3(Mathf.Clamp(pos_x, 0, distance), Camera.main.transform.position.y, Camera.main.transform.position.z), smothoof_speed*Time.deltaTime);
    }
    /// <summary>
    /// 划线 linerender 最终位置为小鸟
    /// </summary>
    void Line()
    {
        left.enabled = true;
        right.enabled = true;
        left.SetPosition(0, left.transform.position);
        left.SetPosition(1, transform.position);

        right.SetPosition(0, right.transform.position);
        right.SetPosition(1, transform.position);
    }
    /// <summary>
    /// 销毁当前小鸟 进入逻辑判断
    /// </summary>
    void Next_birds()
    {
        Gamemanager.instance.lisr_birds.Remove(this);
        Destroy(gameObject);
        Gamemanager.instance.Next_birds();

    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum Class
{
    猪,
    其他
}

public class Pig : MonoBehaviour
{
    [Header("最大速度")]
    public float max_speed;
    [Header("最小速度")]
    public float min_speed;

    public Sprite shou_shang;

    [Header("死亡特效")]
    public GameObject die_texiao;
    [Header("得分")]
    public GameObject de_fen;

    public Class pig_is_on;
    private void OnCollisionEnter2D(Collision2D collision)
    {
        print(collision.relativeVelocity.magnitude);
        if (collision.relativeVelocity.magnitude > max_speed)
        {

            Die();
        }

        if (collision.relativeVelocity.magnitude > min_speed && collision.relativeVelocity.magnitude < max_speed)
        {
            transform.GetComponent<SpriteRenderer>().sprite = shou_shang;
        }
    }
    void Die()
    {
        switch (pig_is_on)
        {
            case Class.猪:
                Gamemanager.instance.lisr_pigs.Remove(this);
                break;
            case Class.其他:
                break;
            default:
                break;
        }
        
        Destroy(gameObject);
        Instantiate(die_texiao, transform.position, Quaternion.identity);
        GameObject  obj_score = Instantiate(de_fen, transform.position + new Vector3(0, 0.5f, 0), Quaternion.identity);
     
        Destroy(obj_score,1.5f);
        
    }
}

 

 

 

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