Unity案例课程 - 涂鸦跳跳 Day 1

1.游戏分析

 2.资源导入

3.背景调整

4.图片自适应

在platform上添加Adjust脚本,让它自适应相机

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

public class Adjust : MonoBehaviour
{
    private void Start()
    {
        Resize();
    }

    /// <summary>
    /// 适应屏幕
    /// </summary>
    void Resize()
    {
        float width = GetComponent<SpriteRenderer>().bounds.size.x;
        float targetWidth = Camera.main.orthographicSize * 2 / Screen.height * Screen.width;
        Vector3 scale = transform.localScale;
        scale.x = targetWidth / width;
        transform.localScale = scale;
    }
}

运行程序,结果如下

5.涂鸦弹跳

给Player添加Player脚本,让它能够跳

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

public class Player : MonoBehaviour
{

    // Use this for initialization
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {

    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if(collision.tag == "Platform")
        {
            Jump(1);
        }
    }

    public void Jump(float x)
    {
        GetComponent<Rigidbody2D>().velocity = Vector2.zero;
        GetComponent<Rigidbody2D>().AddForce(new Vector2(0, 12 * x), ForceMode2D.Impulse);
    }
}

运行程序,结果如下

6.控制移动

在Player中添加角色左右移动的代码

        Vector3 acc = Vector3.zero;
        Vector3 diff;
        if (Input.GetKey(KeyCode.LeftArrow))
        {
            acc.x = -0.1f;
            transform.localScale = new Vector3(-1, 1, 1);
        }

        if (Input.GetKey(KeyCode.RightArrow))
        {
            acc.x = 0.1f;
            transform.localScale = new Vector3(1, 1, 1);
        }
        diff = Vector3.MoveTowards(transform.localPosition, transform.localPosition + acc, 0.5f * Time.deltaTime);
        transform.localPosition = diff;

运行程序,结果如下

7.设置边界

让两个边界互通

    /// <summary>
    /// 左右边界
    /// </summary>
    float rightBorder;
    float leftBorder;
    //设置边界
    if(diff.x < leftBorder - 0.2f)
    {
        diff.x = rightBorder;
    }
    if (diff.x > rightBorder + 0.2f)
    {
        diff.x = leftBorder;
    }

运行程序,结果如下

 

 8.Tile的种类及参数

9.设置普通的砖块

给砖块 添加Tile脚本

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

public class Tile : MonoBehaviour
{
    public int tileType;
    public Sprite[] sprites;
    SpriteRenderer sp;




    void Init()
    {
        sp = GetComponent<SpriteRenderer>();
        switch (tileType)
        {
            case 0:
                sp.sprite = sprites[0];
                break;
            case 1:
                sp.sprite = sprites[1];
                break;
            case 2:
                sp.sprite = sprites[2];
                break;
            case 3:
                sp.sprite = sprites[3];
                break;
            case 4:
                sp.sprite = sprites[4];
                break;
            case 5:
                sp.sprite = sprites[5];
                break;
            default:
                break;
        }
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Player" && collision.GetComponent<Rigidbody2D>().velocity.y < 0)
        {
            switch (tileType)
            {
                case 0:
                    collision.GetComponent<Player>().Jump(1);
                    break;
                case 1:

                    break;
                case 2:

                    break;
                case 3:

                    break;
                case 4:

                    break;
                case 5:

                    break;
                default:
                    break;
            }
        }
    }
}

运行程序结果如下:

10.设置其他砖块碰撞效果

完善其他砖块的碰撞效果

            switch (tileType)
            {
                case 0:
                    collision.GetComponent<Player>().Jump(1);
                    break;
                case 1:
                    GetComponent<Rigidbody2D>().gravityScale = 1.5f;
                    break;
                case 2:
                    collision.GetComponent<Player>().Jump(1);
                    GetComponent<Rigidbody2D>().gravityScale = 1.5f;
                    break;
                case 3:
                    collision.GetComponent<Player>().Jump(1.5f);
                    break;
                case 4:
                    collision.GetComponent<Player>().Jump(1);
                    break;
                case 5:
                    collision.GetComponent<Player>().Jump(1);
                    break;
                default:
                    break;
            }

运行程序,结果如下

11.相机跟随

在相机上添加一个FollowTarget脚本,用来跟随玩家

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

public class FollowTarget : MonoBehaviour
{
    public Transform target;
    Vector3 velocity = Vector3.zero;
    float dampTime = 0.5f;

    private void Update()
    {
        if (target)
        {
            Vector3 pos = Camera.main.WorldToViewportPoint(target.position);
            Vector3 delta = target.position - Camera.main.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, pos.z));
            Vector3 destination = transform.position + delta;

            destination.x = 0;
            if(destination.y > transform.position.y)
            {
                transform.position = Vector3.SmoothDamp(transform.position, destination, ref velocity, dampTime);
            }
        }
    }

}

运行程序结果如下:

12.单例模板

建立一个单例类型的类,之后只需要集成该类即可,不需要每次都要声明单例

创建一个MonoSingleton的单例类

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

public abstract class MonoSingleton<T> : MonoBehaviour
    where T:MonoBehaviour
{
    static T m_instance;

    public static T Instance
    {
        get
        {
            return m_instance;
        }
    }

    protected virtual void Awake()
    {
        m_instance = this as T;
    }
}

然后创建GameManager并集成MonoSingleton

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

public class GameManager : MonoSingleton<GameManager>
{

    protected override void Awake()
    {
        base.Awake();
    }
}

13.生成Tile的对象池

在GameManager中创建Tile对象池,并进行初始化

 //tile池子
    public Queue<GameObject> tilePool = new Queue<GameObject>();
    //tile样本
    public GameObject tilePrefab;
    //生成父位置
    public Transform parent;


    int initialSize = 60;

    protected override void Awake()
    {
        base.Awake();
    }

    private void Start()
    {
        GenerateTilePool();
    }

    /// <summary>
    /// 生成tile池子
    /// </summary>
    void GenerateTilePool()
    {
        for (int i = 0; i < initialSize; i++)
        {
            GameObject go = Instantiate(tilePrefab, parent);
            go.SetActive(false);
            go.name = i.ToString();
            tilePool.Enqueue(go);
        }
    }

运行程序结果如下

14.tile的随机高度

创建GameSetting类,在里边定义各个种类的title

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

/// <summary>
/// 游戏设置
/// </summary>
[Serializable]
public class GameSetting 
{
    [Serializable]
    public class NormalTile
    {
        //随机最小高度
        public float minHeight;
        //随机最大高度
        public float maxHeight;
    }

    [Serializable]
    public class BrokenTile
    {
        public float minHeight;
        public float maxHeight;
    }

    [Serializable]
    public class OneTimeOnly
    {
        public float minHeight;
        public float maxHeight;
    }

    [Serializable]
    public class SpringTile
    {
        public float minHeight;
        public float maxHeight;
    }

    [Serializable]
    public class MovingHorizontally
    {
        public float minHeight;
        public float maxHeight;
        //移动距离
        public float distance;
        //速度
        public float speed;
    }

    [Serializable]
    public class MovingVertically
    {
        public float minHeight;
        public float maxHeight;
        public float distance;
        public float speed;
    }

    public NormalTile normalTile;
    public BrokenTile brokenTile;
    public OneTimeOnly oneTimeOnly;
    public SpringTile springTile;
    public MovingHorizontally movingHorizontally;
    public MovingVertically movingVertically;
}

 

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