Unity3D合成大西瓜

Unity3D合成大西瓜

1.FruitType

using UnityEngine;

public enum FruitType
{
    One = 0,
    Two = 1,
    Three = 2,
    Four = 3,
    Five = 4,
    Six = 5,
    Seven = 6,
    Eight = 7,
    Nine = 8,
    Ten = 9,
    Eleven = 10,
}

/// <summary>
/// 默认Ready
/// 创建出来待命的时候以及鼠标控制移动位置时候,StandBy
/// 跌落,Dropping
/// 碰撞到地板或者其它水果,Collision
/// </summary>
public enum FruitState
{
    Ready = 0,
    StandBy = 1,
    Dropping = 2,
    Collision = 3,
}

public class Fruit : MonoBehaviour
{
    //Unity,在脚本中Public的变量或者参数,可以在Unity引擎,Inspector检查器视图中可视化的修改
    public FruitType fruitType = FruitType.One;

    private bool IsMove = false;

    public FruitState fruitState = FruitState.Ready;

    public float limit_x = 2f;
    public Vector3 originalScale = Vector3.zero;
    public float scaleSpeed = 0.1f;

    public float fuirtScore = 1f;

    void Awake()
    {
        originalScale = new Vector3(0.5f, 0.5f, 0.5f);
    }

    // Use this for initialization
    //在游戏对象启用的时候,调用一次
    void Start()
    {
    }

    // Update is called once per frame
    //更新方法,每帧执行一次,每帧的时间可以设置Time.deltaTime
    void Update()
    {
        //游戏状态StandBy&水果状态StandBy,可以鼠标点击控制移动,以及松开鼠标跌落
        if (GameManager.gameManagerInstance.gameState == GameState.StandBy && fruitState == FruitState.StandBy)
        {
            if (Input.GetMouseButtonDown(0))
            {
                IsMove = true;
            }

            //松开鼠标
            if (Input.GetMouseButtonUp(0) && IsMove)
            {
                IsMove = false;
                //改变重力,让水果自己掉落
                this.gameObject.GetComponent<Rigidbody2D>().gravityScale = 1.0f;
                fruitState = FruitState.Dropping; //Fruit Step 2
                GameManager.gameManagerInstance.gameState = GameState.InProgress; //Step2

                //创建新的待命水果
                GameManager.gameManagerInstance.InvokeCreateFruit(0.5f);
            }

            if (IsMove)
            {
                //移动位置
                Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); //屏幕坐标转换成Unity世界坐标
                this.gameObject.GetComponent<Transform>().position = new Vector3(mousePos.x,
                    this.gameObject.GetComponent<Transform>().position.y,
                    this.gameObject.GetComponent<Transform>().position.z);
            }
        }

        //x方向的范围进行一个限制
        if (this.transform.position.x > limit_x)
        {
            this.transform.position = new Vector3(limit_x, this.transform.position.y, this.transform.position.z);
        }

        if (this.transform.position.x < -limit_x)
        {
            this.transform.position = new Vector3(-limit_x, this.transform.position.y, this.transform.position.z);
        }

        //尺寸恢复
        if (this.transform.localScale.x < originalScale.x)
        {
            this.transform.localScale += new Vector3(1, 1, 1) * scaleSpeed;
        }

        if (this.transform.localScale.x > originalScale.x)
        {
            this.transform.localScale = originalScale;
        }
    }

    //碰撞
    /// <summary>
    /// Frui的游戏对象碰撞到Collision时候
    /// 会一直不停的执行监测
    /// 每个水果身上都会有碰撞监测
    /// </summary>
    /// <param name="collision"></param>
    void OnCollisionEnter2D(Collision2D collision)
    {
        if (fruitState == FruitState.Dropping)
        {
            //碰撞到Floor
            if (collision.gameObject.tag.Contains("Floor"))
            {
                GameManager.gameManagerInstance.gameState = GameState.StandBy;
                fruitState = FruitState.Collision; //Fruit Step 3

                GameManager.gameManagerInstance.hitSource.Play();
            }

            //碰撞到Fruit
            if (collision.gameObject.tag.Contains("Fruit"))
            {
                GameManager.gameManagerInstance.gameState = GameState.StandBy;
                fruitState = FruitState.Collision; //Fruit Step 3
            }
        }

        //Dropping,Collision,可以进行合成
        if ((int) fruitState >= (int) FruitState.Dropping)
        {
            if (collision.gameObject.tag.Contains("Fruit"))
            {
                if (fruitType == collision.gameObject.GetComponent<Fruit>().fruitType && fruitType != FruitType.Eleven)
                {
                    //限制只执行一次合成
                    float thisPosxy = this.transform.position.x + this.transform.position.y;
                    float collisionPosxy = collision.transform.position.x + collision.transform.position.y;
                    if (thisPosxy > collisionPosxy)
                    {
                        //合成,在碰撞的位置生成新的大一号水果,尺寸由小变大
                        //两个位置信息,fruitType
                        GameManager.gameManagerInstance.CombineNewFruit(fruitType, this.transform.position,
                            collision.transform.position);
                        //分数
                        GameManager.gameManagerInstance.TotalScore += fuirtScore;
                        GameManager.gameManagerInstance.totalScore.text =
                            GameManager.gameManagerInstance.TotalScore.ToString();

                        Destroy(this.gameObject);
                        Destroy(collision.gameObject);
                    }
                }
            }
        }
    }
}

2.GameManager

using UnityEngine;
using UnityEngine.UI;

/// <summary>
/// 默认Ready;
/// 点击开始到鼠标点击控制水果位置,StandBy;
/// 松开鼠标水果跌落,InProgress
/// 水果跌落碰撞到地板或者其它水果之后,回滚StandBy
/// 水果超出边界,GameOver
/// 游戏结束之后,延迟0.5s,计算分数 CalculateScore
/// </summary>
public enum GameState
{
    Ready = 0,
    StandBy = 1, //StandBy~Inprogress
    InProgress = 2, //Inprogress~StandBy
    GameOver = 3,
    CalculateScore = 4,
}

public class GameManager : MonoBehaviour
{
    public GameObject[] fruitList;
    public GameObject bornFruitPosition;

    public GameObject startBtn;

    public static GameManager gameManagerInstance; //静态的实例,可以直接在别的类中使用

    public GameState gameState = GameState.Ready;

    public Vector3 combineScale = new Vector3(0, 0, 0);

    public float TotalScore = 0f;
    public Text totalScore;
    public Text highestScoreText;

    public AudioSource combineSource;
    public AudioSource hitSource;

    //在游戏对象启用之前,调用一次
    void Awake()
    {
        gameManagerInstance = this;
    }

    // Use this for initialization
    //在游戏对象启用的时候,调用一次
    void Start()
    {
    }

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

    public void StartGame()
    {
        //游戏开始
        Debug.Log("start");

        float highestScore = PlayerPrefs.GetFloat("HighestScore");
        highestScoreText.text = "历史最高:" + highestScore;

        CreateFruit();
        gameState = GameState.StandBy; //step1
        startBtn.SetActive(false);
    }

    public void InvokeCreateFruit(float invokeTime)
    {
        Invoke("CreateFruit", invokeTime);
    }

    //待命水果无重力
    public void CreateFruit()
    {
        int index = Random.Range(0, 5); //0,1,2,3,4
        if (fruitList.Length >= index && fruitList[index] != null)
        {
            GameObject fruitObj = fruitList[index];
            var currentFruit = Instantiate(fruitObj, bornFruitPosition.transform.position, fruitObj.transform.rotation);
            currentFruit.GetComponent<Fruit>().fruitState = FruitState.StandBy; //Fruit Step1
        }
    }

    /// <summary>
    /// 
    /// </summary>
    /// <param name="currentFruitType">当前碰撞的水果类型</param>
    /// <param name="currentPos">当前碰撞的水果位置</param>
    /// <param name="collisionPos">碰撞的对方位置</param>
    /// 合成的水果需要有重力
    public void CombineNewFruit(FruitType currentFruitType, Vector3 currentPos, Vector3 collisionPos)
    {
        Vector3 centerPos = (currentPos + collisionPos) / 2;
        int index = (int) currentFruitType + 1;
        GameObject combineFruitObj = fruitList[index];
        var combineFruit = Instantiate(combineFruitObj, centerPos, combineFruitObj.transform.rotation);
        combineFruit.GetComponent<Rigidbody2D>().gravityScale = 1f;
        combineFruit.GetComponent<Fruit>().fruitState = FruitState.Collision;
        combineFruit.transform.localScale = combineScale;

        combineSource.Play();
    }
}

3.TopLine

using UnityEngine;
using UnityEngine.SceneManagement;

public class TopLine : MonoBehaviour
{
    public bool IsMove = false;
    public float speed = 0.1f;

    public float limit_y = -5f;

    // Use this for initialization
    void Start()
    {
    }

    // Update is called once per frame
    void Update()
    {
        if (IsMove)
        {
            if (this.transform.position.y > limit_y)
            {
                this.transform.Translate(Vector3.down * speed);
            }
            else
            {
                IsMove = false;
                Invoke("ReLoadScene", 1f); //重新加载游戏
            }
        }
    }

    //碰撞触发
    void OnTriggerEnter2D(Collider2D collider)
    {
        if (collider.gameObject.tag.Contains("Fruit"))
        {
            Debug.Log("topLinefruit");
            //判断游戏是否结束
            if ((int) GameManager.gameManagerInstance.gameState < (int) GameState.GameOver)
            {
                //并且十Collision状态的水果
                if (collider.gameObject.GetComponent<Fruit>().fruitState == FruitState.Collision)
                {
                    //GameOver
                    GameManager.gameManagerInstance.gameState = GameState.GameOver;
                    Invoke("OpenMoveAndCalculateScore", 0.5f);

                    //销毁剩余水果,计算分数
                }
            }

            //计算分数
            if (GameManager.gameManagerInstance.gameState == GameState.CalculateScore)
            {
                Debug.Log("fenshu");
                float currentScore = collider.GetComponent<Fruit>().fuirtScore;
                GameManager.gameManagerInstance.TotalScore += currentScore;
                GameManager.gameManagerInstance.totalScore.text = GameManager.gameManagerInstance.TotalScore.ToString();
                Destroy(collider.gameObject);
            }
        }
    }

    //打开红线向下移动的开关,并且gameState状态变为CalculateScore
    void OpenMoveAndCalculateScore()
    {
        IsMove = true;
        GameManager.gameManagerInstance.gameState = GameState.CalculateScore;
    }

    void ReLoadScene()
    {
        //设置历史最高分
        float highestScore = PlayerPrefs.GetFloat("HighestScore");
        if (highestScore < GameManager.gameManagerInstance.TotalScore)
        {
            PlayerPrefs.SetFloat("HighestScore", GameManager.gameManagerInstance.TotalScore);
        }

        SceneManager.LoadScene("HCDXG2021");
    }
}
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