参加计算机设计大赛团队做了一个月的游戏,我负责游戏策划和主体框架及除美工和数据库连接外的所有代码的编写和小功能实现,以下是我对该项目进行的总结。
目录
一、游戏流程图
游戏的是由一个个游戏场景组成的,各个场景之间有都接口相连。
场景编号:
二、分块剖析
1、封面设计-场景①
(1)思路:
游戏角色从右下角向左边乘船驶出,到达最左侧直到身影消失后,显示游戏封面《诗梦游记》。
(2)技术:
①背景由美工制作。
②字体采用制作的字体图片完成。
③动画由unity动画器制作完成。
④跳转到下一场景和角色移动由代码完成。
(3)代码:
跳转到下一场景和角色移动脚本:
using UnityEngine;
using UnityEngine.SceneManagement;
public class fengmian_jindutiao : MonoBehaviour
{
public float speed;
public GameObject gameobject;
void Update()
{
transform.Translate(speed * Time.deltaTime, 0, 0);
if (Input.GetKeyDown(KeyCode.Escape) /*|| Input.GetKeyDown(KeyCode.Home)*/)
{
SceneManager.LoadScene("Login");//build index
}
}
void OnTriggerEnter2D(Collider2D other)
{
Debug.Log("下一个场景:登录界面");
//切换下一个场景
SceneManager.LoadScene("Login");//build index
}
}
2、登录与注册-②③场景
(1)思路:
玩家通过注册功能注册游戏账号,返回登录界面进行登录。玩家的账号信息及密码都由服务器数据库保存,如果注册完成,直接登录即可,如果没有注册则无法登录。
(2)技术:
①UI设计
②数据库连接
③登录功能(代码)
④注册功能(代码)
(3)代码
登录代码:
Login脚本:
using MySql.Data.MySqlClient;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Login : MonoBehaviour
{
public InputField i1, i2;
private bool show = true;
public Text RUname;//获取用户名
public string reName;
public void toLogin(string s1,string s2)
{
//建立连接语句
//charset=utf8这句要写,不然可能会报错
string constr = "server=服务器公网网址;port=端口;User Id=用户名;password=密码;Database=数据库;charset=utf8";
//建立连接
MySqlConnection mycon = new MySqlConnection(constr);
//打开连接
mycon.Open();
//插入数据
/*MySqlCommand mycmd = new MySqlCommand("insert into user(username,pw) values ('" + s1 + "','" + s2 + "')", mycon);
if (mycmd.ExecuteNonQuery() > 0)
{
print("Insert success!");
}*/
//查询数据
string selstr = "select * from peotry";
MySqlCommand cmd = new MySqlCommand(selstr, mycon);
MySqlDataReader reader = cmd.ExecuteReader();
/*try
{*/
while (reader.Read())
{
if(reader[0].ToString() == s1 && reader[1].ToString() == s2)
{
Debug.Log("登陆成功进入:主菜单");
i1.text = "";
i2.text = "";
show = false;
//获取当前用户名
RUname.text = s1;
reName = s1;
// 保存用户名数据
PlayerPrefs.SetString("reName", reName);
//登录成功切换场景
SceneManager.LoadScene("主菜单");//build index
break;
}
}
if (show)
{
GameObject.Find("游戏主控").GetComponent<GameUI>().error();
i1.text = "";
i2.text = "";
}
//}
//关闭连接
mycon.Close();
}
}
Exit脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Exit : MonoBehaviour
{
// Start is called before the first frame update
public void OnStartGame()
{
SceneManager.LoadScene(1);
}
public void OnExitGame()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
GameUI脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameUI : MonoBehaviour
{
public Image image1;
public Image image2;
// Start is called before the first frame update
void Start()
{
image1.transform.position = new Vector3(1000, 1000, 0);
image2.transform.position = new Vector3(1000, 1000, 0);
}
// Update is called once per frame
void Update()
{
}
public void onExit()
{
image1.transform.position = new Vector3(0, 0, 0);
GameObject.Find("退出按钮").GetComponent<Button>().enabled = false;
GameObject.Find("关于按钮").GetComponent<Button>().enabled = false;
}
public void cancel1()
{
image1.transform.position = new Vector3(1000,1000,0);
GameObject.Find("退出按钮").GetComponent<Button>().enabled = true;
GameObject.Find("关于按钮").GetComponent<Button>().enabled = true;
}
public void cancel2()
{
image2.transform.position = new Vector3(1000, 1000, 0);
GameObject.Find("退出按钮").GetComponent<Button>().enabled = true;
GameObject.Find("关于按钮").GetComponent<Button>().enabled = true;
}
public void error()
{
image2.transform.position = new Vector3(0, 0, 0);
GameObject.Find("退出按钮").GetComponent<Button>().enabled = false;
GameObject.Find("关于按钮").GetComponent<Button>().enabled = false;
}
}
Gradualchage脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Gradualchange : MonoBehaviour
{
public Image image;
public float showTime = 2.50f;//规定的显示时间
public float ShowTimeTrigger = 0;//显示的实时时间
public float fadeTime = 2;//规定的消失时间
public float fadeTimeTrigger = 0;//消失的实时时间
private bool show = true;
private bool turn = true;
// Update is called once per frame
void Update()
{
if (turn)
{
ShowTimeTrigger += Time.deltaTime;
if (ShowTimeTrigger > showTime)
{
if (fadeTimeTrigger >= 0 && fadeTimeTrigger < fadeTime)
{
fadeTimeTrigger += Time.deltaTime;
if (show)
{
image.color = new Color(1, 1, 1, 1 - (fadeTimeTrigger / fadeTime));
}
else
{
image.color = new Color(1, 1, 1, (fadeTimeTrigger / fadeTime));
}
}
else
{
SceneManager.LoadScene("Login");
turn = false;
}
}
}
}
}
LoginJudge脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class LoginJudge : MonoBehaviour
{
public InputField i1,i2;
private string s1, s2;
private int count = 0;
private bool show = true;
// Start is called before the first frame update
public void Jugde()
{
show = true;
s1 = i1.text;
s2 = i2.text;
for(int i = 0;i < s2.Length; i++)
{
count++;
}
if(count < 6)
{
GameObject.Find("游戏主控").GetComponent<GameUI>().error();
i1.text = "";
i2.text = "";
show = false;
}
count = 0;
if (show)
{
GameObject.Find("游戏主控").GetComponent<Login>().toLogin(s1, s2);
}
}
}
Register脚本:
using MySql.Data.MySqlClient;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Register : MonoBehaviour
{
public void change()
{
SceneManager.LoadScene("Register");
}
}
注册代码:
RJudge脚本:
using MySql.Data.MySqlClient;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using UnityEngine;
using UnityEngine.UI;
public class RJudge : MonoBehaviour
{
public InputField i1, i2, i3;
public Image m1, m2, m3, m4;
private string s1, s2, s3,sco;
private bool show = true;
private int score = 0;
// Start is called before the first frame update
void Start()
{
m1.transform.position = new Vector3(1000, 1000, 0);
m2.transform.position = new Vector3(1000, 1000, 0);
m3.transform.position = new Vector3(1000, 1000, 0);
m4.transform.position = new Vector3(1000, 1000, 0);
}
public void registerjudge()
{
show = true;
s1 = i1.text;
s2 = i2.text;
s3 = i3.text;
sco = score.ToString();
if(s1 == "")
{
GameObject.Find("注册按钮").GetComponent<Button>().enabled = false;
m4.transform.position = new Vector3(0, 0, 0);
show = false;
}
if (show)
{
if (s2 != s3 || s2.Length < 6 || s3.Length < 6)
{
GameObject.Find("注册按钮").GetComponent<Button>().enabled = false;
m1.transform.position = new Vector3(0, 0, 0);
show = false;
}
}
if (show)
{
//建立连接语句
//charset=utf8这句要写,不然可能会报错
string constr = "server=服务器公网网址;port=端口;User Id=用户名;password=密码;Database=数据库;charset=utf8";
//建立连接
MySqlConnection mycon = new MySqlConnection(constr);
//打开连接
mycon.Open();
GameObject.Find("注册按钮").GetComponent<Button>().enabled = false;
/*try
{
MySqlCommand mycmd = new MySqlCommand("insert into 表(username,pw) values ('" + s1 + "','" + s2 + "')", mycon);
if (mycmd.ExecuteNonQuery() > 0)
{
print("Insert success!");
}
m2.transform.position = new Vector3(0, 0, 0);
}
catch (Exception e)
{
m3.transform.position = new Vector3(0, 0, 0);
}*/
string selstr = "select * from 表";
MySqlCommand cmd = new MySqlCommand(selstr, mycon);
MySqlDataReader reader = cmd.ExecuteReader();
bool judge = true;
while (reader.Read())
{
if (reader[0].ToString() == s1)
{
m3.transform.position = new Vector3(0, 0, 0);
judge = false;
}
}
reader.Close();
cmd.Clone();
if (judge)
{
MySqlCommand mycmd = new MySqlCommand("insert into 表(username,pw,score) values ('" + s1 + "','" + s2 + "','" + score + "')", mycon);
if (mycmd.ExecuteNonQuery() > 0)
{
print("Insert success!");
}
m2.transform.position = new Vector3(0, 0, 0);
}
mycon.Close();
}
}
}
Confirm 脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class Confirm : MonoBehaviour
{
public InputField i1, i2, i3;
public Image m1, m2, m3, m4;
public void confirm1()
{
GameObject.Find("注册按钮").GetComponent<Button>().enabled = true;
m1.transform.position = new Vector3(1000, 1000, 0);
i1.text = "";
i2.text = "";
i3.text = "";
}
public void confirm2()
{
GameObject.Find("注册按钮").GetComponent<Button>().enabled = true;
m2.transform.position = new Vector3(1000, 1000, 0);
SceneManager.LoadScene("Login");
}
public void confirm3()
{
GameObject.Find("注册按钮").GetComponent<Button>().enabled = true;
m3.transform.position = new Vector3(1000, 1000, 0);
i2.text = "";
i3.text = "";
}
public void confirm4()
{
i2.text = "";
i3.text = "";
GameObject.Find("注册按钮").GetComponent<Button>().enabled = true;
m4.transform.position = new Vector3(1000, 1000, 0);
}
}
Return 脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Return : MonoBehaviour
{
public void returnLogin()
{
SceneManager.LoadScene("Login");
}
}
3、主菜单-场景④
(1)思路
实现四个按钮:一是左上角的返回登录按钮,二是游戏开始按钮,三是游戏关于按钮,四是游戏退出按钮。
(2)技术
① UI设计
②按钮功能代码
(3)代码
返回登录界面:
ReturnLogin脚本:
using UnityEngine;
using UnityEngine.SceneManagement;
public class zhucaidan_fanhuidenglu : MonoBehaviour
{
public void ReturnLogin()
{
SceneManager.LoadScene("Login");//build index
}
}
开始按钮:
zhucaidan_kaishi 脚本:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class zhucaidan_kaishi : MonoBehaviour
{
public void Kaishi()
{
Debug.Log("进入场景:漫画");
SceneManager.LoadScene("manhua");//build index
}
}
关于按钮:
zhucaidan_openguanyu 脚本:
using UnityEngine;
using UnityEngine.UI;
public class zhucaidan_openguanyu : MonoBehaviour
{
public GameObject guyuPanel;
public void OpenGuanYu()
{
guyuPanel.SetActive(true);
}
}
退出按钮:
zhucaidan_tuichu 脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class zhucaidan_tuichu : MonoBehaviour
{
public void OnExitGame()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}
4、剧情漫画-场景⑤
(1)思路
加载场景动画,一共三页,每页的内容由动画器制作,页面间的跳转由代码控制。
(2)技术
①漫画制作
②控制脚本
(3)代码
控制漫画进度代码:
donghua_jindu 脚本:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class donghua_jindu : MonoBehaviour
{
public GameObject panel_1;
public GameObject panel_2;
public GameObject panel_3;
public GameObject page1;
public GameObject page2;
public GameObject page3;
public float speed;
void Update()
{
transform.position += new Vector3(speed * Time.deltaTime, 0, 0);
if (Input.GetKeyDown(KeyCode.Escape) /*|| Input.GetKeyDown(KeyCode.Home)*/)
{
//加载场景
SceneManager.LoadScene("诗梦秘境");//build index
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "page_1")
{
panel_1.SetActive(false);
panel_2.SetActive(true);
}
else if (other.tag == "page_2")
{
panel_2.SetActive(false);
panel_3.SetActive(true);
}
else if (other.tag == "page_3")
{
panel_3.SetActive(true);
//加载场景
SceneManager.LoadScene("诗梦秘境");//build index
transform.position = new Vector3(-10, -8, 0);
}
}
}
5、游戏地图-场景⑥⑦
(1)思路
实现关卡的进入与地图的转换还有积分排行功能。
(2)技术
①美工设计
②功能实现
(3)代码
进入游戏代码:
play_zhuliguan 脚本:
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class play_zhuliguan : MonoBehaviour
{
public void Play_ZLG()
{
Debug.Log("进入游戏:竹里馆");
SceneManager.LoadScene("竹里馆");//build index
}
}
积分排行脚本:
using MySql.Data.MySqlClient;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Data;
using UnityEngine;
using UnityEngine.UI;
public class paihangbang_duquAndxianshi : MonoBehaviour
{
public GameObject PaiMing;
//private List<user> s = new List<user>();
public Text userName_And_userScore;
private string texts;
public void OpenPaiHangbang()
{
PaiMing.SetActive(true);
}
public void ReadScore()
{
string constr = "server=服务器公网网址;port=端口;User Id=用户名;password=密码;Database=数据库;charset=utf8";
//建立连接
MySqlConnection mycon = new MySqlConnection(constr);
//打开连接
mycon.Open();
//读取数据
string selstr = "select * from 表";
MySqlCommand cmd = new MySqlCommand(selstr, mycon);
MySqlDataReader reader = cmd.ExecuteReader();
string temp1;
string temp2;
List<user> s = new List<user>();
while (reader.Read())
{
temp1 = reader[0].ToString();//用户名
temp2 = reader[2].ToString();//得分
s.Add(new user(temp1, int.Parse(temp2)));
}
s.Sort((x, y) => { return -x.score.CompareTo(y.score); });//升序排序
texts = " ";
for (int i = 0; i < s.Count; i++)
{
//Debug.Log(s[i].score + " " + s[i].username);//打印用户名及分数
//userName_And_userScore.text = (s[i].score + " " + s[i].username).ToString();
//userName_And_userScore.Add((s[i].score + " " + s[i].username).ToString());
texts += ((i + 1).ToString() + "\t用户名: " + s[i].username + "\t" + " 总得分: " + s[i].score + " 分").ToString();
texts += '\n';
texts += '\n';
}
userName_And_userScore.text = texts;
mycon.Close();
}
public class user
{
public string username;
public int score;
public user(string username, int score)
{
this.username = username;
this.score = score;
}
}
}
6、游戏玩法1-(场景⑧~⑫)
(1)思路
第一个关卡地图里都是五言诗,所以玩法是一轮点击五次,若五次能连成一句诗则消除此句,直到将整首诗消除即可通关。
(2)技术
①玩法设计
②美工设计
(3)代码
玩法设计脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
//数据库连接
using MySql.Data.MySqlClient;
using System.Data;
//using System;
public class jinagxue_play : MonoBehaviour
{
//小关排名
public Text Name_And_Score;
private string texts;
//获取当前用户名
private string recentUsername;//当前用户名
public GameObject TongguanUI;
public Sprite[] gameWords;//汉字图片数组
public List<Button> btns = new List<Button>();//将所有按键预制体存入列表
public List<Image> hudie = new List<Image>();//将所有蝴蝶存入列表
public List<Sprite> words = new List<Sprite>();//将古诗汉字存入列表
//新玩法:一次点五下!!!
private bool firstGuess, secondGuess, thirdGuess, forthGuess, fifthGuess;
private int firstGuess_Index, secondGuess_Index, thirdGuess_Index, forthGuess_Index, fifthGuess_Index;//按钮索引
private int firstGuess_Word, secondGuess_Word, thirdGuess_Word, forthGuess_Word, fifthGuess_Word;//汉字索引
private int countGuess;//点击次数
private int countCorrectGuess;//点击正确次数
private int gameGuess;
//游戏计时
//已经花费的时间
float timeSpeed = 0.0f;
public Text timeText;
//随机显示答案
public Image AnswerImage;
public Text anserText;
void Awake()
{
gameWords = Resources.LoadAll<Sprite>("江雪/诗句");
}
void Start()
{
TongguanUI.SetActive(false);
GetButtons();//获取按钮组件
AddSprite();//将资源文件下的图片填入图片列表
Shuffle(words);//图片随机排列函数
AddListeners();//为按钮组件添加事件监听器
gameGuess = 4;//5句诗
//showAnser();
}
void Update()//更新游戏时间
{
timeSpeed += Time.deltaTime;
if (Input.GetKeyDown(KeyCode.Escape) /*|| Input.GetKeyDown(KeyCode.Home)*/)
{
SceneManager.LoadScene("诗梦秘境");//build index
}
}
void GetButtons()//添加按钮组件
{
GameObject[] objects = GameObject.FindGameObjectsWithTag("GameButton");
GameObject[] hudies = GameObject.FindGameObjectsWithTag("HuDie");
for (int i = 0; i < objects.Length; i++)
{
btns.Add(objects[i].GetComponent<Button>());
hudie.Add(hudies[i].GetComponent<Image>());
}
}
void AddListeners()//添加按钮监听器
{
foreach (Button btn in btns)
{
btn.onClick.AddListener(() => PickUpButtons());//lambda表达式
}
}
void PickUpButtons()//按钮响应事件
{
if (!firstGuess)
{
firstGuess = true;
firstGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
firstGuess_Word = int.Parse(words[firstGuess_Index].name);//获取按钮组件的image序号
//关闭此处的蝴蝶图层,显示汉字
hudie[firstGuess_Index].color = new Color(255, 255, 255, 0);
btns[firstGuess_Index].image.sprite = words[firstGuess_Index];
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(firstGuess_Word);
}
else if (!secondGuess)
{
secondGuess = true;
secondGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
secondGuess_Word = int.Parse(words[secondGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[secondGuess_Index].color = new Color(255, 255, 255, 0);
btns[secondGuess_Index].image.sprite = words[secondGuess_Index];
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(secondGuess_Word);
}
else if (!thirdGuess)
{
thirdGuess = true;
thirdGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
thirdGuess_Word = int.Parse(words[thirdGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[thirdGuess_Index].color = new Color(255, 255, 255, 0);
btns[thirdGuess_Index].image.sprite = words[thirdGuess_Index];
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(thirdGuess_Word);
}
else if (!forthGuess)
{
forthGuess = true;
forthGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
forthGuess_Word = int.Parse(words[forthGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[forthGuess_Index].color = new Color(255, 255, 255, 0);
btns[forthGuess_Index].image.sprite = words[forthGuess_Index];
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(forthGuess_Word);
}
else if (!fifthGuess)
{
fifthGuess = true;
fifthGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
fifthGuess_Word = int.Parse(words[fifthGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[fifthGuess_Index].color = new Color(255, 255, 255, 0);
btns[fifthGuess_Index].image.sprite = words[fifthGuess_Index];
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(fifthGuess_Word);
StartCoroutine(CheckIfThePuzzleMatch());
}
}
IEnumerator CheckIfThePuzzleMatch()
{
yield return new WaitForSeconds(1f);
if ((firstGuess_Word + secondGuess_Word + thirdGuess_Word + forthGuess_Word + fifthGuess_Word == 10)
&&(firstGuess_Word>=0&&firstGuess_Word<=4) && (secondGuess_Word >= 0 && secondGuess_Word <= 4)
&& (thirdGuess_Word >= 0 && thirdGuess_Word <= 4) && (forthGuess_Word >= 0 && forthGuess_Word <= 4)
&& (fifthGuess_Word >= 0 && fifthGuess_Word <= 4))
{
yield return new WaitForSeconds(.5f);
Debug.Log("第一行结束");//0~4
btns[firstGuess_Index].interactable = false;
btns[secondGuess_Index].interactable = false;
btns[thirdGuess_Index].interactable = false;
btns[forthGuess_Index].interactable = false;
btns[fifthGuess_Index].interactable = false;
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
CheckIfTheGameIsFinished();
}
else if ((firstGuess_Word + secondGuess_Word + thirdGuess_Word + forthGuess_Word + fifthGuess_Word == 35)
&& (firstGuess_Word >= 5 && firstGuess_Word <= 9) && (secondGuess_Word >= 5 && secondGuess_Word <= 9)
&& (thirdGuess_Word >= 5 && thirdGuess_Word <= 9) && (forthGuess_Word >= 5 && forthGuess_Word <= 9)
&& (fifthGuess_Word >= 5 && fifthGuess_Word <= 9))
{
yield return new WaitForSeconds(.5f);
Debug.Log("第二行结束");//5~9
btns[firstGuess_Index].interactable = false;
btns[secondGuess_Index].interactable = false;
btns[thirdGuess_Index].interactable = false;
btns[forthGuess_Index].interactable = false;
btns[fifthGuess_Index].interactable = false;
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
CheckIfTheGameIsFinished();
}
else if ((firstGuess_Word + secondGuess_Word + thirdGuess_Word + forthGuess_Word + fifthGuess_Word == 60)
&& (firstGuess_Word >= 10 && firstGuess_Word <= 14) && (secondGuess_Word >= 10 && secondGuess_Word <= 14)
&& (thirdGuess_Word >= 10 && thirdGuess_Word <= 14) && (forthGuess_Word >= 10 && forthGuess_Word <= 14)
&& (fifthGuess_Word >= 10 && fifthGuess_Word <= 14))
{
yield return new WaitForSeconds(.5f);
Debug.Log("第三行结束");//10~14:10\11\12\13\14
btns[firstGuess_Index].interactable = false;
btns[secondGuess_Index].interactable = false;
btns[thirdGuess_Index].interactable = false;
btns[forthGuess_Index].interactable = false;
btns[fifthGuess_Index].interactable = false;
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
CheckIfTheGameIsFinished();
}
else if ((firstGuess_Word + secondGuess_Word + thirdGuess_Word + forthGuess_Word + fifthGuess_Word == 85)
&& (firstGuess_Word >= 15 && firstGuess_Word <= 19) && (secondGuess_Word >= 15 && secondGuess_Word <= 19)
&& (thirdGuess_Word >= 15 && thirdGuess_Word <= 19) && (forthGuess_Word >= 15 && forthGuess_Word <= 19)
&& (fifthGuess_Word >= 15 && fifthGuess_Word <= 19))
{
yield return new WaitForSeconds(.5f);
Debug.Log("第四行结束");//15~19; 15\16\17\18\19
btns[firstGuess_Index].interactable = false;
btns[secondGuess_Index].interactable = false;
btns[thirdGuess_Index].interactable = false;
btns[forthGuess_Index].interactable = false;
btns[fifthGuess_Index].interactable = false;
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
CheckIfTheGameIsFinished();
}
else
{
yield return new WaitForSeconds(.5f);
//开启蝴蝶图层
hudie[firstGuess_Index].color = new Color(255, 255, 255, 200);
hudie[secondGuess_Index].color = new Color(255, 255, 255, 200);
hudie[thirdGuess_Index].color = new Color(255, 255, 255, 200);
hudie[forthGuess_Index].color = new Color(255, 255, 255, 200);
hudie[fifthGuess_Index].color = new Color(255, 255, 255, 200);
btns[firstGuess_Index].image.sprite = words[firstGuess_Index];
btns[secondGuess_Index].image.sprite = words[secondGuess_Index];
btns[thirdGuess_Index].image.sprite = words[thirdGuess_Index];
btns[forthGuess_Index].image.sprite = words[forthGuess_Index];
btns[fifthGuess_Index].image.sprite = words[fifthGuess_Index];
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
Debug.Log("还原");
}
yield return new WaitForSeconds(.5f);
firstGuess = secondGuess = thirdGuess = forthGuess = fifthGuess = false;
}
//返回时间函数
public float returnTime()
{
return timeSpeed;
}
void CheckIfTheGameIsFinished()
{
countCorrectGuess++;
if (countCorrectGuess == gameGuess)
{
TongguanUI.SetActive(true);
Debug.Log("game finished");
Time.timeScale = 0;
//更改玩家得分
UpDateScore();
//进行小关排名
GamePaiMing();
Debug.Log(timeSpeed.ToString("0"));
timeText.text = timeSpeed.ToString("0");
Time.timeScale = 1;
}
}
public void UpDateScore()
{
recentUsername = PlayerPrefs.GetString("reName");
Debug.Log(recentUsername);
//建立连接语句
string constr = "server=服务器公网网址;port=端口;User Id=用户名;password=密码;Database=数据库;charset=utf8";
//建立连接
MySqlConnection mycon = new MySqlConnection(constr);
//打开连接
mycon.Open();
//获取最后一个用户的用户名
//float timeScore = timeSpeed;
//得到score变化后的值用代码表示为t1.text 该用户的用户名为u1
string selstr = "update 表set score=score+1 where username='"+recentUsername+"'";// + t1.text + "where username = u1";
MySqlCommand cmd = new MySqlCommand(selstr, mycon);
if (cmd.ExecuteNonQuery() > 0)
{
print("Insert success!");
}
//小关得分
int flag = 1;
if(timeSpeed >= 250)
{
flag = 0;//如果分数大于250秒则不计入小关排行榜
}
if(flag == 1)
{
string selstr_p1 = "update 表set p1='" + timeSpeed + "'where username='" + recentUsername + "' and p1 = 0 or username='" + recentUsername + "' and p1 > '" + timeSpeed + "'";//取最好成绩
MySqlCommand cmd_p1 = new MySqlCommand(selstr_p1, mycon);
if(cmd_p1.ExecuteNonQuery() > 0)
{
print("Insert success!");
}
}
mycon.Close();
}
void GamePaiMing()
{
string constr = "server=服务器公网网址;port=端口;User Id=用户名;password=密码;Database=数据库;charset=utf8";
//建立连接
MySqlConnection mycon = new MySqlConnection(constr);
//打开连接
mycon.Open();
//读取数据
string selstr = "select * from peotry where p1<>0";//注意零分不计入排名
MySqlCommand cmd = new MySqlCommand(selstr, mycon);
MySqlDataReader reader = cmd.ExecuteReader();
string temp1;
string temp2;
List<user> s = new List<user>();
while (reader.Read())
{
temp1 = reader[0].ToString();//用户名
temp2 = reader[3].ToString();//p1得分
s.Add(new user(temp1, int.Parse(temp2)));
}
s.Sort((x, y) => { return x.score.CompareTo(y.score); });//升序排序
texts = " ";
for (int i = 0; i < s.Count; i++)
{
texts += ((i + 1).ToString() + "\t用户名: " + s[i].username + "\t" + " 通关用时: " + s[i].score + " 秒").ToString();
texts += '\n';
texts += '\n';
}
Name_And_Score.text = texts;
mycon.Close();
}
public class user
{
public string username;
public int score;
public user(string username, int score)
{
this.username = username;
this.score = score;
}
}
void AddSprite()//将汉字图片加入汉字图片列表
{
int n = btns.Count;//按钮数
for (int i = 0; i < n; i++)
{
words.Add(gameWords[i]);
}
}
void Shuffle(List<Sprite> list)//图片随机排序
{
for (int i = 0; i < list.Count; i++)
{
Sprite temp = list[i];
int randomIndex = Random.Range(i, list.Count);
list[i] = list[randomIndex];
list[randomIndex] = temp;
}
}
public void showAnser()
{
int temp = Random.Range(0, words.Count);
AnswerImage.sprite = words[temp];
anserText.text = (temp+1).ToString();
}
}
7、游戏玩法2-(场景⑬~⑲)
(1)思路
第二个关卡地图里都是七言诗,所以玩法是一轮点击七次,若七次能连成一句诗则消除此句,直到将整首诗消除即可通关。
(2)技术
①玩法设计
②美工设计
(3)代码
玩法脚本设计:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
//数据库连接
using MySql.Data.MySqlClient;
using System.Data;
//using System;
public class chunxue_play : MonoBehaviour
{
//小关排名
public Text Name_And_Score;
private string texts;
//获取当前用户名
private string recentUsername;//当前用户名
public GameObject TongguanUI;
public Sprite[] gameWords;//汉字图片数组
public List<Button> btns = new List<Button>();//将所有按键预制体存入列表
public List<Image> hudie = new List<Image>();//将所有蝴蝶存入列表
public List<Sprite> words = new List<Sprite>();//将古诗汉字存入列表
//新玩法:一次点七下!!!
private bool firstGuess, secondGuess, thirdGuess, forthGuess, fifthGuess, sixthGuess, seventhGuess;
private int firstGuess_Index, secondGuess_Index, thirdGuess_Index, forthGuess_Index, fifthGuess_Index, sixthGuess_Index, seventhGuess_Index;//按钮索引
private int firstGuess_Word, secondGuess_Word, thirdGuess_Word, forthGuess_Word, fifthGuess_Word, sixthGuess_Word, seventhGuess_Word;//汉字索引
private int countGuess;//点击次数
private int countCorrectGuess;//点击正确次数
private int gameGuess;
//游戏计时
//已经花费的时间
float timeSpeed = 0.0f;
public Text timeText;
//随机显示答案
public Image AnswerImage1;
public Image AnswerImage2;
public Image AnswerImage3;
public Text anserText1;
public Text anserText2;
public Text anserText3;
void Awake()
{
gameWords = Resources.LoadAll<Sprite>("春雪/诗句");
}
void Start()
{
TongguanUI.SetActive(false);
GetButtons();//获取按钮组件
AddSprite();//将资源文件下的图片填入图片列表
Shuffle(words);//图片随机排列函数
AddListeners();//为按钮组件添加事件监听器
gameGuess = 4;//4句诗
//showAnser();
}
void Update()//更新游戏时间
{
timeSpeed += Time.deltaTime;
if (Input.GetKeyDown(KeyCode.Escape) /*|| Input.GetKeyDown(KeyCode.Home)*/)
{
Debug.Log("强制退出!");
SceneManager.LoadScene("诗梦秘境续");//build index
}
}
void GetButtons()//添加按钮组件
{
GameObject[] objects = GameObject.FindGameObjectsWithTag("GameButton");
GameObject[] hudies = GameObject.FindGameObjectsWithTag("HuDie");
for (int i = 0; i < objects.Length; i++)
{
btns.Add(objects[i].GetComponent<Button>());
hudie.Add(hudies[i].GetComponent<Image>());
}
}
void AddListeners()//添加按钮监听器
{
foreach (Button btn in btns)
{
btn.onClick.AddListener(() => PickUpButtons());//lambda表达式
}
}
void PickUpButtons()//按钮响应事件
{
if (!firstGuess)
{
firstGuess = true;
firstGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
firstGuess_Word = int.Parse(words[firstGuess_Index].name);//获取按钮组件的image序号
//关闭此处的蝴蝶图层,显示汉字
hudie[firstGuess_Index].color = new Color(255, 255, 255, 0);
btns[firstGuess_Index].image.sprite = words[firstGuess_Index];
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(firstGuess_Word);
}
else if (!secondGuess)
{
secondGuess = true;
secondGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
secondGuess_Word = int.Parse(words[secondGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[secondGuess_Index].color = new Color(255, 255, 255, 0);
btns[secondGuess_Index].image.sprite = words[secondGuess_Index];
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(secondGuess_Word);
}
else if (!thirdGuess)
{
thirdGuess = true;
thirdGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
thirdGuess_Word = int.Parse(words[thirdGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[thirdGuess_Index].color = new Color(255, 255, 255, 0);
btns[thirdGuess_Index].image.sprite = words[thirdGuess_Index];
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(thirdGuess_Word);
}
else if (!forthGuess)
{
forthGuess = true;
forthGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
forthGuess_Word = int.Parse(words[forthGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[forthGuess_Index].color = new Color(255, 255, 255, 0);
btns[forthGuess_Index].image.sprite = words[forthGuess_Index];
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(forthGuess_Word);
}
else if (!fifthGuess)
{
fifthGuess = true;
fifthGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
fifthGuess_Word = int.Parse(words[fifthGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[fifthGuess_Index].color = new Color(255, 255, 255, 0);
btns[fifthGuess_Index].image.sprite = words[fifthGuess_Index];
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(fifthGuess_Word);
}
else if (!sixthGuess)
{
sixthGuess = true;
sixthGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
sixthGuess_Word = int.Parse(words[sixthGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[sixthGuess_Index].color = new Color(255, 255, 255, 0);
btns[sixthGuess_Index].image.sprite = words[sixthGuess_Index];
btns[sixthGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(forthGuess_Word);
}
else if (!seventhGuess)
{
seventhGuess = true;
seventhGuess_Index = int.Parse(UnityEngine.EventSystems.EventSystem.current.currentSelectedGameObject.name);//获取按钮序号
seventhGuess_Word = int.Parse(words[seventhGuess_Index].name);//此处的汉字序号
//关闭此处的蝴蝶图层,显示汉字
hudie[seventhGuess_Index].color = new Color(255, 255, 255, 0);
btns[seventhGuess_Index].image.sprite = words[seventhGuess_Index];
btns[seventhGuess_Index].image.color = new Color(0, 0, 0, 255);
//Debug.Log(fifthGuess_Word);
StartCoroutine(CheckIfThePuzzleMatch());
}
}
IEnumerator CheckIfThePuzzleMatch()
{
yield return new WaitForSeconds(1f);
if ((firstGuess_Word + secondGuess_Word + thirdGuess_Word + forthGuess_Word + fifthGuess_Word+ sixthGuess_Word+ seventhGuess_Word == 21)
&&(firstGuess_Word>=0&&firstGuess_Word<=6) && (secondGuess_Word >= 0 && secondGuess_Word <= 6)
&& (thirdGuess_Word >= 0 && thirdGuess_Word <= 6) && (forthGuess_Word >= 0 && forthGuess_Word <= 6)
&& (fifthGuess_Word >= 0 && fifthGuess_Word <= 6) && (sixthGuess_Word >= 0 && sixthGuess_Word <= 6)
&& (seventhGuess_Word >= 0 && seventhGuess_Word <= 6))
{
yield return new WaitForSeconds(.5f);
Debug.Log("第一行结束");//0~4
btns[firstGuess_Index].interactable = false;
btns[secondGuess_Index].interactable = false;
btns[thirdGuess_Index].interactable = false;
btns[forthGuess_Index].interactable = false;
btns[fifthGuess_Index].interactable = false;
btns[sixthGuess_Index].interactable = false;
btns[seventhGuess_Index].interactable = false;
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[sixthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[seventhGuess_Index].image.color = new Color(0, 0, 0, 0);
CheckIfTheGameIsFinished();
}
else if ((firstGuess_Word + secondGuess_Word + thirdGuess_Word + forthGuess_Word + fifthGuess_Word + sixthGuess_Word + seventhGuess_Word == 70)
&& (firstGuess_Word >= 7 && firstGuess_Word <= 13) && (secondGuess_Word >= 7 && secondGuess_Word <= 13)
&& (thirdGuess_Word >= 7 && thirdGuess_Word <= 13) && (forthGuess_Word >= 7 && forthGuess_Word <= 13)
&& (fifthGuess_Word >= 7 && fifthGuess_Word <= 13) && (sixthGuess_Word >= 7 && sixthGuess_Word <= 13)
&& (seventhGuess_Word >= 7 && seventhGuess_Word <= 13))
{
yield return new WaitForSeconds(.5f);
Debug.Log("第二行结束");//5~9
btns[firstGuess_Index].interactable = false;
btns[secondGuess_Index].interactable = false;
btns[thirdGuess_Index].interactable = false;
btns[forthGuess_Index].interactable = false;
btns[fifthGuess_Index].interactable = false;
btns[sixthGuess_Index].interactable = false;
btns[seventhGuess_Index].interactable = false;
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[sixthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[seventhGuess_Index].image.color = new Color(0, 0, 0, 0);
CheckIfTheGameIsFinished();
}
else if ((firstGuess_Word + secondGuess_Word + thirdGuess_Word + forthGuess_Word + fifthGuess_Word + sixthGuess_Word + seventhGuess_Word == 119)
&& (firstGuess_Word >= 14 && firstGuess_Word <= 20) && (secondGuess_Word >= 14 && secondGuess_Word <= 20)
&& (thirdGuess_Word >= 14 && thirdGuess_Word <= 20) && (forthGuess_Word >= 14 && forthGuess_Word <= 20)
&& (fifthGuess_Word >= 14 && fifthGuess_Word <= 20) && (sixthGuess_Word >= 14 && sixthGuess_Word <= 20)
&& (seventhGuess_Word >= 14 && seventhGuess_Word <= 20))
{
yield return new WaitForSeconds(.5f);
Debug.Log("第三行结束");//10~14:10\11\12\13\14
btns[firstGuess_Index].interactable = false;
btns[secondGuess_Index].interactable = false;
btns[thirdGuess_Index].interactable = false;
btns[forthGuess_Index].interactable = false;
btns[fifthGuess_Index].interactable = false;
btns[sixthGuess_Index].interactable = false;
btns[seventhGuess_Index].interactable = false;
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[sixthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[seventhGuess_Index].image.color = new Color(0, 0, 0, 0);
CheckIfTheGameIsFinished();
}
else if ((firstGuess_Word + secondGuess_Word + thirdGuess_Word + forthGuess_Word + fifthGuess_Word + sixthGuess_Word + seventhGuess_Word == 168)
&& (firstGuess_Word >= 21 && firstGuess_Word <= 27) && (secondGuess_Word >= 21 && secondGuess_Word <= 27)
&& (thirdGuess_Word >= 21 && thirdGuess_Word <= 27) && (forthGuess_Word >= 21 && forthGuess_Word <= 27)
&& (fifthGuess_Word >= 21 && fifthGuess_Word <= 27) && (sixthGuess_Word >= 21 && sixthGuess_Word <= 27)
&& (seventhGuess_Word >= 21 && seventhGuess_Word <= 27))
{
yield return new WaitForSeconds(.5f);
Debug.Log("第四行结束");//15~19; 15\16\17\18\19
btns[firstGuess_Index].interactable = false;
btns[secondGuess_Index].interactable = false;
btns[thirdGuess_Index].interactable = false;
btns[forthGuess_Index].interactable = false;
btns[fifthGuess_Index].interactable = false;
btns[sixthGuess_Index].interactable = false;
btns[seventhGuess_Index].interactable = false;
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[sixthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[seventhGuess_Index].image.color = new Color(0, 0, 0, 0);
CheckIfTheGameIsFinished();
}
else
{
yield return new WaitForSeconds(.5f);
//开启蝴蝶图层
hudie[firstGuess_Index].color = new Color(255, 255, 255, 200);
hudie[secondGuess_Index].color = new Color(255, 255, 255, 200);
hudie[thirdGuess_Index].color = new Color(255, 255, 255, 200);
hudie[forthGuess_Index].color = new Color(255, 255, 255, 200);
hudie[fifthGuess_Index].color = new Color(255, 255, 255, 200);
hudie[sixthGuess_Index].color = new Color(255, 255, 255, 200);
hudie[seventhGuess_Index].color = new Color(255, 255, 255, 200);
btns[firstGuess_Index].image.sprite = words[firstGuess_Index];
btns[secondGuess_Index].image.sprite = words[secondGuess_Index];
btns[thirdGuess_Index].image.sprite = words[thirdGuess_Index];
btns[forthGuess_Index].image.sprite = words[forthGuess_Index];
btns[fifthGuess_Index].image.sprite = words[fifthGuess_Index];
btns[sixthGuess_Index].image.sprite = words[sixthGuess_Index];
btns[seventhGuess_Index].image.sprite = words[seventhGuess_Index];
btns[firstGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[secondGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[thirdGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[forthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[fifthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[sixthGuess_Index].image.color = new Color(0, 0, 0, 0);
btns[seventhGuess_Index].image.color = new Color(0, 0, 0, 0);
Debug.Log("还原");
}
yield return new WaitForSeconds(.5f);
firstGuess = secondGuess = thirdGuess = forthGuess = fifthGuess = sixthGuess = seventhGuess = false;
}
//返回时间函数
public float returnTime()
{
return timeSpeed;
}
void CheckIfTheGameIsFinished()
{
countCorrectGuess++;
if (countCorrectGuess == gameGuess)
{
// UpDateScore();
TongguanUI.SetActive(true);
Debug.Log("game finished");
Time.timeScale = 0;
//更改玩家得分
UpDateScore();
//进行小关排名
GamePaiMing();
Debug.Log(timeSpeed.ToString("0"));
timeText.text = timeSpeed.ToString("0");
Time.timeScale = 1;
}
}
public void UpDateScore()
{
recentUsername = PlayerPrefs.GetString("reName");
Debug.Log(recentUsername);
//建立连接语句
string constr = "server=服务器公网网址;port=端口;User Id=用户名;password=密码;Database=数据库;charset=utf8";
//建立连接
MySqlConnection mycon = new MySqlConnection(constr);
//打开连接
mycon.Open();
//获取最后一个用户的用户名
//得到score变化后的值用代码表示为t1.text 该用户的用户名为u1
string selstr = "update 表set score=score+5 where username='" + recentUsername + "'";// + t1.text + "where username = u1";
MySqlCommand cmd = new MySqlCommand(selstr, mycon);
if (cmd.ExecuteNonQuery() > 0)
{
print("Insert success!");
}
//小关得分
int flag = 1;
if (timeSpeed >= 250)
{
flag = 0;//如果分数大于250秒则不计入小关排行榜
}
if (flag == 1)
{
string selstr_p7 = "update 表set p7='" + timeSpeed + "'where username='" + recentUsername + "'and p7 > '" + timeSpeed + "'or username='" + recentUsername + "' and p7 = 0";//取最好成绩
MySqlCommand cmd_p7 = new MySqlCommand(selstr_p7, mycon);
if (cmd_p7.ExecuteNonQuery() > 0)
{
print("Insert success!");
}
}
mycon.Close();
}
void GamePaiMing()
{
string constr = "server=服务器公网网址;port=端口;User Id=用户名;password=密码;Database=数据库;charset=utf8";
//建立连接
MySqlConnection mycon = new MySqlConnection(constr);
//打开连接
mycon.Open();
//读取数据
string selstr = "select * from peotry where p7<>0";//注意零分不计入排名
MySqlCommand cmd = new MySqlCommand(selstr, mycon);
MySqlDataReader reader = cmd.ExecuteReader();
string temp1;
string temp2;
List<user> s = new List<user>();
while (reader.Read())
{
temp1 = reader[0].ToString();//用户名
temp2 = reader[9].ToString();//p7得分
s.Add(new user(temp1, int.Parse(temp2)));
}
s.Sort((x, y) => { return x.score.CompareTo(y.score); });//升序排序
texts = " ";
for (int i = 0; i < s.Count; i++)
{
texts += ((i + 1).ToString() + "\t用户名: " + s[i].username + "\t" + " 通关用时: " + s[i].score + " 秒").ToString();
texts += '\n';
texts += '\n';
}
Name_And_Score.text = texts;
mycon.Close();
}
public class user
{
public string username;
public int score;
public user(string username, int score)
{
this.username = username;
this.score = score;
}
}
void AddSprite()//将汉字图片加入汉字图片列表
{
int n = btns.Count;//按钮数
for (int i = 0; i < n; i++)
{
words.Add(gameWords[i]);
}
}
void Shuffle(List<Sprite> list)//图片随机排序
{
for (int i = 0; i < list.Count; i++)
{
Sprite temp = list[i];
int randomIndex = Random.Range(i, list.Count);
list[i] = list[randomIndex];
list[randomIndex] = temp;
}
}
public void showAnser()
{
/*
for(int i = 0; i<words.Count;i++)
{
Debug.Log(words[i]);
//words[i]--Sprite类型
// i 是汉字序号
//第 i 个汉字图片为 words[i]
}
*/
int temp1 = Random.Range(0, words.Count);
int temp2 = Random.Range(0, words.Count);
int temp3 = Random.Range(0, words.Count);
AnswerImage1.sprite = words[temp1];
AnswerImage2.sprite = words[temp2];
AnswerImage3.sprite = words[temp3];
anserText1.text = (temp1 + 1).ToString();
anserText2.text = (temp2 + 1).ToString();
anserText3.text = (temp3 + 1).ToString();
}
}
总结完毕。
游戏链接:
链接:https://pan.baidu.com/s/1oT_GgFRgD5em4tY1SfG00A
提取码:jc7r