游戏介绍:
游戏共有5个回合,每个回合中会有随机产生的飞碟飞过屏幕,玩家需要做的事情就是用鼠标尽量快和多地点击飞碟。 每个飞碟对应一定的分数,目前的设置是: 【红色飞碟 3分】、【绿色飞碟 2分】、【蓝色飞碟 1分】
UML图介绍
代码介绍:
对象池代码:
DiskFactory.cs用于产生飞碟,并且用了两个队列来存储飞碟对象,used和free分别表示使用中的飞碟对象和空闲的飞碟对象。
GetDisk(int round)被主控制器调用,round(回合数)会影响所生产的飞碟的速度、大小等属性。 有两个列表used和free,存放的是飞碟属性(包括分数、速度),可以循环使用,提高飞碟的产生效率。
飞碟初始位置随机,可能为屏幕的四个角落之一。 根据飞碟的分数和回合数设置飞碟的大小和速度。
代码如下:
public class MyException : System.Exception
{
public MyException() { }
public MyException(string message) : base(message) { }
}
public class DiskAttributes : MonoBehaviour
{
//public GameObject gameobj;
public int score;
public float speedX;
public float speedY;
}
public class DiskFactory : MonoBehaviour
{
List<GameObject> used;
List<GameObject> free;
System.Random rand;
// Start is called before the first frame update
void Start()
{
used = new List<GameObject>();
free = new List<GameObject>();
rand = new System.Random();
//Disk disk = GetDisk(1);
}
public GameObject GetDisk(int round) {
GameObject disk;
if (free.Count != 0) {
disk = free[0];
free.Remove(disk);
}
else {
disk = GameObject.Instantiate(Resources.Load("Prefabs/disk", typeof(GameObject))) as GameObject;
disk.AddComponent<DiskAttributes>();
}
//根据不同round设置diskAttributes的值
//随意的旋转角度
disk.transform.localEulerAngles = new Vector3(-rand.Next(20,40),0,0);
DiskAttributes attri = disk.GetComponent<DiskAttributes>();
attri.score = rand.Next(1,4);
//由分数来决定速度、颜色、大小
attri.speedX = (rand.Next(1,5) + attri.score + round) * 0.2f;
attri.speedY = (rand.Next(1,5) + attri.score + round) * 0.2f;
if (attri.score == 3) {
disk.GetComponent<Renderer>().material.color = Color.red;
disk.transform.localScale += new Vector3(-0.5f,0,-0.5f);
}
else if (attri.score == 2) {
disk.GetComponent<Renderer>().material.color = Color.green;
disk.transform.localScale += new Vector3(-0.2f,0,-0.2f);
}
else if (attri.score == 1) {
disk.GetComponent<Renderer>().material.color = Color.blue;
}
//飞碟可从四个方向飞入(左上、左下、右上、右下)
int direction = rand.Next(1,5);
if (direction == 1) {
disk.transform.Translate(Camera.main.ScreenToWorldPoint(new Vector3(0, Camera.main.pixelHeight * 1.5f, 8)));
attri.speedY *= -1;
}
else if (direction == 2) {
disk.transform.Translate(Camera.main.ScreenToWorldPoint(new Vector3(0, Camera.main.pixelHeight * 0f, 8)));
}
else if (direction == 3) {
disk.transform.Translate(Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth, Camera.main.pixelHeight * 1.5f, 8)));
attri.speedX *= -1;
attri.speedY *= -1;
}
else if (direction == 4) {
disk.transform.Translate(Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth, Camera.main.pixelHeight * 0f, 8)));
attri.speedX *= -1;
}
used.Add(disk);
disk.SetActive(true);
Debug.Log("generate disk");
return disk;
}
public void FreeDisk(GameObject disk) {
disk.SetActive(false);
//将位置和大小恢复到预制,这点很重要!
disk.transform.position = new Vector3(0, 0,0);
disk.transform.localScale = new Vector3(2f,0.1f,2f);
if (!used.Contains(disk)) {
throw new MyException("Try to remove a item from a list which doesn't contain it.");
}
Debug.Log("free disk");
used.Remove(disk);
free.Add(disk);
}
}
接着需要单实例化飞碟对象池
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
protected static T instance;
public static T Instance {
get {
if (instance == null) {
instance = (T)FindObjectOfType (typeof(T));
if (instance == null) {
Debug.LogError ("An instance of " + typeof(T) +
" is needed in the scene, but there is none.");
}
}
return instance;
}
}
}
飞碟动作类
飞碟的运动有简单的两个属性:水平方向速度和垂直方向速度。 飞碟从飞碟工厂出来的时候被定位在相机视角边缘,随着运动进入相机视角,在被玩家点击或者飞出相机视角(即玩家不能再看到它时)时,飞碟和动作一起被销毁。
//飞碟从界面左右两侧飞入,离开界面时运动结束
public class CCFlyAction : SSAction
{
public float speedX;
public float speedY;
public static CCFlyAction GetSSAction(float x, float y) {
CCFlyAction action = ScriptableObject.CreateInstance<CCFlyAction>();
action.speedX = x;
action.speedY = y;
return action;
}
// Start is called before the first frame update
public override void Start()
{
}
// Update is called once per frame
public override void Update()
{
//Debug.Log("flyaction update");
if (this.transform.gameObject.activeSelf == false) {//飞碟已经被"销毁"
this.destroy = true;
this.callback.SSActionEvent(this);
return;
}
Vector3 vec3 = Camera.main.WorldToScreenPoint (this.transform.position);
if (vec3.x < -100 || vec3.x > Camera.main.pixelWidth + 100 || vec3.y < -100 || vec3.y > Camera.main.pixelHeight + 100) {
this.destroy = true;
this.callback.SSActionEvent(this);
return;
}
transform.position += new Vector3(speedX, speedY, 0) * Time.deltaTime * 2;
}
}
动作管理类基类
新增了一个函数RemainActionCount(),用于判断每回合中剩余的动作数量(即飞碟数量),只有这个值为0才进入下一回合。
public class SSActionManager : MonoBehaviour
{
private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>();
private List<SSAction> waitingAdd = new List<SSAction>();
private List<int> waitingDelete = new List<int>();
// Start is called before the first frame update
protected void Start()
{
}
// Update is called once per frame
protected void Update()
{
//Debug.Log("ssactionmanager update");
foreach (SSAction ac in waitingAdd) {
actions[ac.GetInstanceID()] = ac;
}
waitingAdd.Clear();
//Debug.Log(actions.Count);
foreach(KeyValuePair<int, SSAction> kv in actions) {
SSAction ac = kv.Value;
if (ac.destroy) {
waitingDelete.Add(ac.GetInstanceID());
}
else if (ac.enable) {
//Debug.Log("ssactionmanager update");
ac.Update();
}
}
foreach(int key in waitingDelete) {
SSAction ac = actions[key];
actions.Remove(key);
Destroy(ac);
}
waitingDelete.Clear();
}
public void RunAction(GameObject gameObject, SSAction action, IActionCallback manager) {
//Debug.Log("run action");
action.gameObject = gameObject;
action.transform = gameObject.transform;
action.callback = manager;
waitingAdd.Add(action);
action.Start();
}
public int RemainActionCount() {
return actions.Count;
}
}
其余基类代码可以查看github仓库查看,地址如下: