#感觉这门课作业不提前写真搞不定啊_(:зゝ∠)_
#文末有全部代码以及操作方法
先把游戏效果po一下吧(白色胶囊体代表牧师、红色胶囊体代表魔鬼、蓝色代表船、两条白色圆柱体代表两岸):
这次作业与TA的实现方法稍有不同,多用了两个类:PersonStatus(动态加载到6个牧师和恶魔上)用来管理角色上船(即下岸)以及上岸(即下船)的行为;BoatBehaviour(动态加载到船上)用来管理船的移动行为。同时增加了一个IGameJudge接口,用于判断胜利/失败行为。其他的应该大致相同,UML图大概像下面的(第一次画UML图, 不知道有没有错……):
【作业要求】:
1、BaseCode 脚本:
此脚本主要作用的在同一个命名空间内定义单例类、定义接口。
由于需要使用单例模式,所以先声明一个命名空间Com.MyGame。然后在里面定义单例类mainSceneController。由于仅定义了一个单例类,所以并不需要挂载到Main Camera上。
2、GenGameObjects 脚本:
此脚本主要作用是创建所有的游戏对象GameObject,同时实现一些游戏操作逻辑。
(1) 这个脚本需要挂载到Main Camera上。
(2) 在此脚本需要先创建牧师、恶魔、船、两岸这些GameObject(用几何体代替)。创建后还需要给游戏对象加上名字(有些需要 加上tag用于后面辨识),设置大小、旋转角度、颜色、位置等属性;对于牧师、恶魔、船这几种游戏对象,还要分别绑定上面提到的PersonStatus、BoatBehaviour脚本。(下面仅放其中一种游戏对象的创建代码):
Priests = new List<GameObject>();
for (int i = 0; i < 3; i++) {
GameObject priests = GameObject.CreatePrimitive(PrimitiveType.Capsule);
priests.name = "Priest " + (i + 1);
priests.tag = "Priest";
priests.GetComponent<MeshRenderer>().material.color = Color.white;
priests.AddComponent<PersonStatus>();
Priests.Add(priests);
}
Priests[0].transform.position = LOCATION_SET.priests_1_LOC;
Priests[1].transform.position = LOCATION_SET.priests_2_LOC;
Priests[2].transform.position = LOCATION_SET.priests_3_LOC;
值得注意的是 LOCATION_SET.priests_1_LOC 是什么??
这是我在BaseCode 脚本里面的Com.MyGame命名空间内先把所有人和物的位置(上岸、下船等一系列位置)先确定,然后在其他的脚本就可以调用静态变量获得位置的值了,像下面的:
public class LOCATION_SET {
public static Vector3 priests_1_LOC = new Vector3(5, 3, 0);
public static Vector3 priests_2_LOC = new Vector3(6.3f, 3, 0);
public static Vector3 priests_3_LOC = new Vector3(7.6f, 3, 0);
public static Vector3 devils_1_LOC = new Vector3(9.5f, 3, 0);
public static Vector3 devils_2_LOC = new Vector3(10.8f, 3, 0);
public static Vector3 devils_3_LOC = new Vector3(12.1f, 3, 0);
public static Vector3 boat_left_LOC = new Vector3(-3, 0, 0);
public static Vector3 boat_right_LOC = new Vector3(3, 0, 0);
public static Vector3 bank_left_LOC = new Vector3(-8.5f, 1.5f, 0);
public static Vector3 bank_right_LOC = new Vector3(8.5f, 1.5f, 0);
public static Vector3 boatLeft_Pos_1 = new Vector3(-3.7f, 1.5f, 0);
public static Vector3 boatLeft_Pos_2 = new Vector3(-2.3f, 1.5f, 0);
public static Vector3 boatRight_Pos_1 = new Vector3(2.3f, 1.5f, 0);
public static Vector3 boatRight_Pos_2 = new Vector3(3.7f, 1.5f, 0);
}
public class mainSceneController : System.Object, IUserActions, IGameJudge {
private static mainSceneController instance;
private GenGameObjects myGenGameObjects;
public static mainSceneController getInstance() {
if (instance == null)
instance = new mainSceneController();
return instance;
}
internal void setGenGameObjects(GenGameObjects _myGenGameObjects) {
if (myGenGameObjects == null) {
myGenGameObjects = _myGenGameObjects;
}
}
}
同时在GenGameObjects 脚本Start()函数里:
mainSceneController.getInstance().setGenGameObjects(this);
4、接下来是玩家操作,少的可以分5种:船的移动、牧师上船、牧师上岸、恶魔上船、恶魔上岸;多的可以分7种,即两种人物上岸可以上左岸或右岸。我这里只让玩家做5种操作(上左/右岸会按照船的停靠位置来确定,可以自动识别)。
(1) 在BaseCode 脚本添加IUserActions接口:
public interface IUserActions {
void boatMove();
void priestsGetOn();
void priestsGetOff();
void devilsGetOn();
void devilsGetOff();
}
(2) 然后在mainSceneController实现IUserActions接口:由于mainSceneController有GenGameObjects子对象,且所有GameObject都在GenGameObjects脚本里创建,所以我在GenGameObjects里真正实现IUserActions接口的五个方法,而在mainSceneController仅通过GenGameObjects子对象调用自身的方法即可:
public class mainSceneController : System.Object, IUserActions {
private static mainSceneController instance;
private GenGameObjects myGenGameObjects;
public static mainSceneController getInstance() {
if (instance == null)
instance = new mainSceneController();
return instance;
}
internal void setGenGameObjects(GenGameObjects _myGenGameObjects) {
if (myGenGameObjects == null) {
myGenGameObjects = _myGenGameObjects;
}
}
/**
* 实现IUserActions接口
**/
public void boatMove() {
myGenGameObjects.boatMove();
}
public void devilsGetOff() {
myGenGameObjects.devilsGetOff();
}
public void devilsGetOn() {
myGenGameObjects.devilsGetOn();
}
public void priestsGetOff() {
myGenGameObjects.priestsGetOff();
}
public void priestsGetOn() {
myGenGameObjects.priestsGetOn();
}
}
5个函数的具体逻辑实现在这里就不放出来了,因为挺繁琐的_(:зゝ∠)_。
5、UserInterface脚本:
此脚本的主要作用是:监听玩家的操作,并调用IUserActions接口的方法。
我是用MonoBehaviour提供的OnGUI()方法设置了5个按钮Button分别监听。代码就不在这放了,详见文末完整代码。
然后创建一个Empty对象,并挂载上去。
6、使用 C# 集合类型组织对象,我是使用List<GameObject>,感觉这个挺好用的。mainSceneController 对象与GenGameObjects 互动完成游戏逻辑上面也提到了。下面提一下新添的两个类一个新添的接口吧:
(1) PersonStatus类:
这个类动态绑定到每个牧师和恶魔上。主要作用是定义控制自身行为,即上船/上岸两个方法,并提供给GenGameObjects 在合适情况下调用。同时,PersonStatus类有 位置 和 在船上/岸上 等状态的成员变量,实现了每个牧师/恶魔自己管理自己(上船/上岸 自身的位置交换),而不需要在一个类里面统一管理,更加方便而且直观。
(2) BoatBehaviour类:
这个类动态绑定到船上。主要作用是控制船的自身移动,而不需要在其他类里面管理(由于船的移动是通过Update()方法一点点的修
改位置来变化)。此类会提供方法给GenGameObjects 在合适情况下调用,使船移动,同时检测是否靠岸。
(3) IGameJudge接口:
此接口通过mainSceneController实现。mainSceneController 内会先声明一些变量来提示岸上/船上的牧师/恶魔的数量,
IGameJudge接口同样有改变那几个变量的函数(牧师/恶魔上船/上岸的时候PersonStatus类会调用接口的方法),同时有一个检测
游戏是否胜利/失败的函数(船靠岸的时候BoatBehaviour类会调用接口的方法)。
public interface IGameJudge {
void modifyBoatPriestsNum(bool isAdd);
void modifyBoatDevilsNum(bool isAdd);
void modifyBankPriestsNum(bool isLeftBank, bool isAdd);
void modifyBankDevilsNum(bool isLeftBank, bool isAdd);
void judgeTheGame(bool isBoatLeft);
}
7、船未靠岸通过一个bool变量isMoving来控制玩家不能够操作。
8、游戏胜利、结束的提示文字需要先把GUI文字做出prefab,然后游戏结束的时候动态生成
void showGameText(string textContent) {
GameObject Canvas = Camera.Instantiate(Resources.Load("Prefab/Canvas")) as GameObject;
GameObject GameText = Camera.Instantiate(Resources.Load("Prefab/GameText"), Canvas.transform) as GameObject;
GameText.transform.position = Canvas.transform.position;
GameText.GetComponent<Text>().text = textContent;
}
项目的组织结构:
9、整个游戏没有出现 Find 游戏对象, SendMessage 这类突破程序结构的通讯耦合语句。
写这篇东西真够呛_(:зゝ∠)_
写这篇东西真够呛_(:зゝ∠)_
写这篇东西真够呛_(:зゝ∠)_
重要事情说三遍……不敢想象后面的作业……
好吧,下面就是完整的代码:
1、BaseCode.cs(不需要挂载到主摄像机):
using UnityEngine;
using System.Collections;
using System;
using UnityEngine.UI;
namespace Com.MyGame {
public class DIRECTION {
public static bool Left = true;
public static bool Right = false;
}
public class MODIFICATION {
public static bool Add = true;
public static bool Sub = false;
}
public class LOCATION_SET {
public static Vector3 priests_1_LOC = new Vector3(5, 3, 0);
public static Vector3 priests_2_LOC = new Vector3(6.3f, 3, 0);
public static Vector3 priests_3_LOC = new Vector3(7.6f, 3, 0);
public static Vector3 devils_1_LOC = new Vector3(9.5f, 3, 0);
public static Vector3 devils_2_LOC = new Vector3(10.8f, 3, 0);
public static Vector3 devils_3_LOC = new Vector3(12.1f, 3, 0);
public static Vector3 boat_left_LOC = new Vector3(-3, 0, 0);
public static Vector3 boat_right_LOC = new Vector3(3, 0, 0);
public static Vector3 bank_left_LOC = new Vector3(-8.5f, 1.5f, 0);
public static Vector3 bank_right_LOC = new Vector3(8.5f, 1.5f, 0);
public static Vector3 boatLeft_Pos_1 = new Vector3(-3.7f, 1.5f, 0);
public static Vector3 boatLeft_Pos_2 = new Vector3(-2.3f, 1.5f, 0);
public static Vector3 boatRight_Pos_1 = new Vector3(2.3f, 1.5f, 0);
public static Vector3 boatRight_Pos_2 = new Vector3(3.7f, 1.5f, 0);
}
public interface IUserActions {
void boatMove();
void priestsGetOn();
void priestsGetOff();
void devilsGetOn();
void devilsGetOff();
}
public interface IGameJudge {
void modifyBoatPriestsNum(bool isAdd);
void modifyBoatDevilsNum(bool isAdd);
void modifyBankPriestsNum(bool isLeftBank, bool isAdd);
void modifyBankDevilsNum(bool isLeftBank, bool isAdd);
void judgeTheGame(bool isBoatLeft);
}
public class mainSceneController : System.Object, IUserActions, IGameJudge {
private static mainSceneController instance;
private GenGameObjects myGenGameObjects;
private int BoatPriestsNum, BoatDevilsNum, BankLeftPriestsNum,
BankRightPriestsNum, BankLeftDevilsNum, BankRightDevilsNum; //人员数量,用于判断游戏胜负
public static mainSceneController getInstance() {
if (instance == null)
instance = new mainSceneController();
return instance;
}
internal void setGenGameObjects(GenGameObjects _myGenGameObjects) {
if (myGenGameObjects == null) {
myGenGameObjects = _myGenGameObjects;
BoatPriestsNum = BoatDevilsNum = BankLeftPriestsNum = BankLeftDevilsNum = 0;
BankRightPriestsNum = BankRightDevilsNum = 3;
}
}
/**
* 实现IUserActions接口
**/
public void boatMove() {
myGenGameObjects.boatMove();
}
public void devilsGetOff() {
myGenGameObjects.devilsGetOff();
}
public void devilsGetOn() {
myGenGameObjects.devilsGetOn();
}
public void priestsGetOff() {
myGenGameObjects.priestsGetOff();
}
public void priestsGetOn() {
myGenGameObjects.priestsGetOn();
}
/**
* 实现IGameJudge接口
**/
public void modifyBoatPriestsNum(bool isAdd) {
if (isAdd)
BoatPriestsNum++;
else
BoatPriestsNum--;
}
public void modifyBoatDevilsNum(bool isAdd) {
if (isAdd)
BoatDevilsNum++;
else
BoatDevilsNum--;
}
public void modifyBankDevilsNum(bool isLeftBank, bool isAdd) {
if (isLeftBank) {
if (isAdd)
BankLeftDevilsNum++;
else
BankLeftDevilsNum--;
}
else {
if (isAdd)
BankRightDevilsNum++;
else
BankRightDevilsNum--;
}
}
public void modifyBankPriestsNum(bool isLeftBank, bool isAdd) {
if (isLeftBank) {
if (isAdd)
BankLeftPriestsNum++;
else
BankLeftPriestsNum--;
}
else {
if (isAdd)
BankRightPriestsNum++;
else
BankRightPriestsNum--;
}
}
public void judgeTheGame(bool isBoatLeft) {
if (isBoatLeft) {
if ((BankLeftPriestsNum + BoatPriestsNum > 0
&& BankLeftDevilsNum + BoatDevilsNum > BankLeftPriestsNum + BoatPriestsNum)
|| (BankRightDevilsNum > BankRightPriestsNum && BankRightPriestsNum > 0)) {
showGameText("Failed !");
}
if (BankLeftDevilsNum + BoatDevilsNum == 3 && BankLeftPriestsNum + BoatPriestsNum == 3) {
showGameText("Victory !");
}
}
else {
if ((BankRightPriestsNum + BoatPriestsNum > 0
&& BankRightDevilsNum + BoatDevilsNum > BankRightPriestsNum + BoatPriestsNum)
|| (BankLeftDevilsNum > BankLeftPriestsNum && BankLeftPriestsNum > 0)) {
showGameText("Failed !");
}
}
}
void showGameText(string textContent) {
GameObject Canvas = Camera.Instantiate(Resources.Load("Prefab/Canvas")) as GameObject;
GameObject GameText = Camera.Instantiate(Resources.Load("Prefab/GameText"), Canvas.transform) as GameObject;
GameText.transform.position = Canvas.transform.position;
GameText.GetComponent<Text>().text = textContent;
}
}
}
2、GenGameObjects.cs(挂载到主摄像机)
using UnityEngine;
using System.Collections;
using Com.MyGame;
using System.Collections.Generic;
public class GenGameObjects : MonoBehaviour {
public List<GameObject> Priests, Devils;
public GameObject boat, bankLeft, bankRight;
private BoatBehaviour myBoatBehaviour;
void Start () {
Priests = new List<GameObject>();
for (int i = 0; i < 3; i++) {
GameObject priests = GameObject.CreatePrimitive(PrimitiveType.Capsule);
priests.name = "Priest " + (i + 1);
priests.tag = "Priest";
priests.GetComponent<MeshRenderer>().material.color = Color.white;
priests.AddComponent<PersonStatus>();
Priests.Add(priests);
}
Priests[0].transform.position = LOCATION_SET.priests_1_LOC;
Priests[1].transform.position = LOCATION_SET.priests_2_LOC;
Priests[2].transform.position = LOCATION_SET.priests_3_LOC;
Devils = new List<GameObject>();
for (int i = 0; i < 3; i++) {
GameObject devils = GameObject.CreatePrimitive(PrimitiveType.Capsule);
devils.name = "Devil " + (i + 1);
devils.tag = "Devil";
devils.GetComponent<MeshRenderer>().material.color = Color.red;
devils.AddComponent<PersonStatus>();
Devils.Add(devils);
}
Devils[0].transform.position = LOCATION_SET.devils_1_LOC;
Devils[1].transform.position = LOCATION_SET.devils_2_LOC;
Devils[2].transform.position = LOCATION_SET.devils_3_LOC;
boat = GameObject.CreatePrimitive(PrimitiveType.Cube);
boat.name = "Boat";
boat.AddComponent<BoatBehaviour>();
myBoatBehaviour = boat.GetComponent<BoatBehaviour>();
boat.GetComponent<MeshRenderer>().material.color = Color.blue;
boat.transform.localScale = new Vector3(3, 1, 1);
boat.transform.position = LOCATION_SET.boat_right_LOC;
bankLeft = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
bankLeft.name = "BankLeft";
bankLeft.transform.Rotate(new Vector3(0, 0, 90));
bankLeft.transform.localScale = new Vector3(1, 4, 1);
bankLeft.transform.position = LOCATION_SET.bank_left_LOC;
bankRight = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
bankRight.name = "BankRight";
bankRight.transform.Rotate(new Vector3(0, 0, 90));
bankRight.transform.localScale = new Vector3(1, 4, 1);
bankRight.transform.position = LOCATION_SET.bank_right_LOC;
mainSceneController.getInstance().setGenGameObjects(this);
}
void Update () {
}
public void boatMove() {
myBoatBehaviour.setBoatMove();
}
//牧师上船
public void priestsGetOn() {
if (myBoatBehaviour.isMoving)
return;
if (!myBoatBehaviour.isBoatAtLeftSide()) { //船在右侧
for (int i = 0; i < Priests.Count; i++) {
if (Priests[i].GetComponent<PersonStatus>().onBankRight) {
//右侧岸上有牧师
detectEmptySeat(true, i, DIRECTION.Right);
break;
}
}
}
else { //船在左侧
for (int i = 0; i < Priests.Count; i++) {
if (Priests[i].GetComponent<PersonStatus>().onBankLeft) {
//左侧岸上有牧师
detectEmptySeat(true, i, DIRECTION.Left);
break;
}
}
}
}
//恶魔上船
public void devilsGetOn() {
if (myBoatBehaviour.isMoving)
return;
if (!myBoatBehaviour.isBoatAtLeftSide()) { //船在右侧
for (int i = 0; i < Devils.Count; i++) {
if (Devils[i].GetComponent<PersonStatus>().onBankRight) {
//右侧岸上有恶魔
detectEmptySeat(false, i, DIRECTION.Right);
break;
}
}
}
else { //船在左侧
for (int i = 0; i < Devils.Count; i++) {
if (Devils[i].GetComponent<PersonStatus>().onBankLeft) {
//左侧岸上有恶魔
detectEmptySeat(false, i, DIRECTION.Left);
break;
}
}
}
}
//当岸上有牧师/恶魔的时候,检测船上是否有空位
void detectEmptySeat(bool isPriests, int index, bool boatDir) {
if (myBoatBehaviour.isLeftSeatEmpty()) { //船上左位置没人
seatThePersonAndModifyBoat(isPriests, index, boatDir, DIRECTION.Left);
}
else if (myBoatBehaviour.isRightSeatEmpty()) { //船上左位置有人,右位置没人
seatThePersonAndModifyBoat(isPriests, index, boatDir, DIRECTION.Right);
}
}
//牧师/恶魔上船,并调整船的属性
void seatThePersonAndModifyBoat(bool isPriests, int index, bool boatDir, bool seatDir) {
if (isPriests) {
Priests[index].GetComponent<PersonStatus>().personSeatOnBoat(boatDir, seatDir);
Priests[index].transform.parent = boat.transform;
}
else {
Devils[index].GetComponent<PersonStatus>().personSeatOnBoat(boatDir, seatDir);
Devils[index].transform.parent = boat.transform;
}
myBoatBehaviour.seatOnPos(seatDir);
}
//牧师下船
public void priestsGetOff() {
if (myBoatBehaviour.isMoving)
return;
if (!myBoatBehaviour.isBoatAtLeftSide()) { //船在右侧
for (int i = Priests.Count - 1; i >= 0; i--) {
if (detectIfPeopleOnBoat(true, i, DIRECTION.Right))
break;
}
}
else { //船在左侧
for (int i = Priests.Count - 1; i >= 0; i--) {
if (detectIfPeopleOnBoat(true, i, DIRECTION.Left))
break;
}
}
}
//恶魔下船
public void devilsGetOff() {
if (myBoatBehaviour.isMoving)
return;
if (!myBoatBehaviour.isBoatAtLeftSide()) { //船在右侧
for (int i = Devils.Count - 1; i >= 0; i--) {
if (detectIfPeopleOnBoat(false, i, DIRECTION.Right))
break;
}
}
else { //船在左侧
for (int i = Devils.Count - 1; i >= 0; i--) {
if (detectIfPeopleOnBoat(false, i, DIRECTION.Left))
break;
}
}
}
//检测是否有牧师/恶魔在船上
bool detectIfPeopleOnBoat(bool isPriests, int i, bool boatDir) {
if (isPriests) {
if (Priests[i].GetComponent<PersonStatus>().onBoatLeft
|| Priests[i].GetComponent<PersonStatus>().onBoatRight) {
//在船上
myBoatBehaviour.jumpOutOfPos(Priests[i].GetComponent<PersonStatus>().onBoatLeft);
Priests[i].GetComponent<PersonStatus>().landTheBank(boatDir);
Priests[i].transform.parent = boat.transform.parent;
return true;
}
return false;
}
else {
if (Devils[i].GetComponent<PersonStatus>().onBoatLeft
|| Devils[i].GetComponent<PersonStatus>().onBoatRight) {
//在船上
myBoatBehaviour.jumpOutOfPos(Devils[i].GetComponent<PersonStatus>().onBoatLeft);
Devils[i].GetComponent<PersonStatus>().landTheBank(boatDir);
Devils[i].transform.parent = boat.transform.parent;
return true;
}
return false;
}
}
}
3、PersonStatus.cs(会动态挂载)
using UnityEngine;
using System.Collections;
using Com.MyGame;
public class PersonStatus : MonoBehaviour {
private Vector3 originalPos;
public bool onBoatLeft, onBoatRight;
public bool onBankLeft, onBankRight;
private IGameJudge gameJudge;
void Start () {
originalPos = this.transform.position;
onBoatLeft = false;
onBoatRight = false;
onBankLeft = false;
onBankRight = true;
gameJudge = mainSceneController.getInstance() as IGameJudge;
}
void Update () {
}
//人上船(下岸)
public void personSeatOnBoat(bool boatAtLeft, bool seatAtLeft) {
if (seatAtLeft) {
if (boatAtLeft)
this.transform.position = LOCATION_SET.boatLeft_Pos_1;
else
this.transform.position = LOCATION_SET.boatRight_Pos_1;
onBoatLeft = true;
}
else {
if (boatAtLeft)
this.transform.position = LOCATION_SET.boatLeft_Pos_2;
else
this.transform.position = LOCATION_SET.boatRight_Pos_2;
onBoatRight = true;
}
onBankLeft = false;
onBankRight = false;
if (this.tag.Equals("Priest")) {
gameJudge.modifyBoatPriestsNum(MODIFICATION.Add);
gameJudge.modifyBankPriestsNum(boatAtLeft, MODIFICATION.Sub);
}
else {
gameJudge.modifyBoatDevilsNum(MODIFICATION.Add);
gameJudge.modifyBankDevilsNum(boatAtLeft, MODIFICATION.Sub);
}
}
//人上岸(下船)
public void landTheBank(bool boatAtLeft) {
if (boatAtLeft) {
this.transform.position = new Vector3(-originalPos.x, originalPos.y, originalPos.z);
onBankLeft = true;
}
else {
this.transform.position = originalPos;
onBankRight = true;
}
onBoatLeft = false;
onBoatRight = false;
if (this.tag.Equals("Priest")) {
gameJudge.modifyBoatPriestsNum(MODIFICATION.Sub);
gameJudge.modifyBankPriestsNum(boatAtLeft, MODIFICATION.Add);
}
else {
gameJudge.modifyBoatDevilsNum(MODIFICATION.Sub);
gameJudge.modifyBankDevilsNum(boatAtLeft, MODIFICATION.Add);
}
}
}
4、BoatBehaviour.cs (会动态挂载)
using UnityEngine;
using System.Collections;
using Com.MyGame;
public class BoatBehaviour : MonoBehaviour {
private Vector3 moveDir = new Vector3(-0.1f, 0, 0);
public bool isMoving;
public bool atLeftSide;
public bool leftPosEmpty, rightPosEmpty;
private IGameJudge gameJudge;
void Start () {
isMoving = false;
atLeftSide = DIRECTION.Right;
leftPosEmpty = true;
rightPosEmpty = true;
gameJudge = mainSceneController.getInstance() as IGameJudge;
}
void Update () {
moveTheBoat();
}
private void moveTheBoat() {
if (isMoving) {
if (!isMovingToEdge()) {
this.transform.Translate(moveDir);
}
}
}
//检测靠岸
private bool isMovingToEdge() {
if (moveDir.x < 0 && this.transform.position.x <= LOCATION_SET.boat_left_LOC.x) { //向左,已到
gameJudge.judgeTheGame(DIRECTION.Left);
isMoving = false;
atLeftSide = DIRECTION.Left;
moveDir = new Vector3(-moveDir.x, 0, 0);
return true;
}
else if (moveDir.x > 0 && this.transform.position.x >= LOCATION_SET.boat_right_LOC.x) { //向右,已到
gameJudge.judgeTheGame(DIRECTION.Right);
isMoving = false;
atLeftSide = DIRECTION.Right;
moveDir = new Vector3(-moveDir.x, 0, 0);
return true;
}
else { //还没靠岸
return false;
}
}
/**
* 提供给GenGameObjects脚本调用
* 点击Go按钮触发船移动:需要船静止 + 船上有人(至少一个位置不空)
**/
public void setBoatMove() {
if (!isMoving && (!leftPosEmpty || !rightPosEmpty)) {
isMoving = true;
}
}
public bool isBoatAtLeftSide() {
return atLeftSide;
}
public bool isLeftSeatEmpty() {
return leftPosEmpty;
}
public bool isRightSeatEmpty() {
return rightPosEmpty;
}
public void seatOnPos(bool isLeft) {
if (isLeft)
leftPosEmpty = false;
else
rightPosEmpty = false;
}
public void jumpOutOfPos(bool isLeft) {
if (isLeft)
leftPosEmpty = true;
else
rightPosEmpty = true;
}
}
5、UserInterface.cs (挂载到Empty对象上)
using UnityEngine;
using System.Collections;
using Com.MyGame;
public class UserInterface : MonoBehaviour {
IUserActions myActions;
float btnWidth = (float)Screen.width / 6.0f;
float btnHeight = (float)Screen.height / 6.0f;
void Start () {
myActions = mainSceneController.getInstance() as IUserActions;
}
void Update () {
}
void OnGUI() {
if (GUI.Button(new Rect(5, 250, btnWidth, btnHeight), "Priests GetOn")) {
myActions.priestsGetOn();
}
if (GUI.Button(new Rect(155, 250, btnWidth, btnHeight), "Priests GetOff")) {
myActions.priestsGetOff();
}
if (GUI.Button(new Rect(305, 250, btnWidth, btnHeight), "Go!")) {
myActions.boatMove();
}
if (GUI.Button(new Rect(455, 250, btnWidth, btnHeight), "Devils GetOn")) {
myActions.devilsGetOn();
}
if (GUI.Button(new Rect(605, 250, btnWidth, btnHeight), "Devils GetOff")) {
myActions.devilsGetOff();
}
}
}
操作:
1、先弄好上面5份代码
2、在下面的点击Create -> Create Empty
3、把GenGameObjects.cs挂载到主摄像机,UserInterface.cs 挂载到Empty对象上。挂载方法:点击Add Component,输入脚本名字,点击脚本,变成右边的样子即可
4、按下图构造好项目结构(所有脚本均放在Scripts文件夹里)。
5、蓝色那些是Prefab,构造方法:学第2点,Create -> UI -> Text。然后把Canvas拖到下面的Prefab文件夹。
GameText要设置一下,再拖到Prefab文件夹:
这样应该是完成了。如果出问题再按照提示改一下呗~
啊好累……_(:зゝ∠)_