2dRogueLike源码分析GameManager(2)

本文详细分析了Unity2D RogueLike游戏的GameManager组件,涵盖levelStartDelay、turnDelay、playerFoodPoints等关键属性。文章介绍了GameManager在Awake、StartLevel、MoveEnemies等核心功能的实现,特别是如何处理敌人的移动逻辑,以及在游戏结束时的UI交互。
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1.调用unity包

using UnityEngine;
using System.Collections;
using System.Collections.Generic;       //Allows us to use Lists. 
using UnityEngine.UI;                   //Allows us to use UI.
    

2.levelStartDelay:开始level之前的延迟

  turnDelay:每回合的delay

  playerFoodPoints:初始化玩家的food数

  instance:单例

  playersTurn:是否是player的回合

  levelText:UI的text

  levelImage:切换level的图片

  boardScipt:地图的脚本

  level:当前level

  enemies:敌人list

  enemiesMoving:enemy是否在移动

  doingSetup:防止player在setting时移动

    public class GameManager : MonoBehaviour
    {
        public float levelStartDelay = 2f;                      //Time to wait before starting level, in seconds.
        public float turnDelay = 0.1f;                          //Delay between each Player turn.
        public int playerFoodPoints = 100;                      //Starting value for Player food points.
        public static GameManager instance = null;              //Static instance of GameManager which allows it to be accessed by any other script.
        [HideInInspector] public bool playersTurn = true;       //Boolean to check if it's players turn, hidden in inspector but public.
        
        
        private Text levelText;                                 //Text to display current level number.
        private GameObject levelImage;                          //Image to block out level as levels are being set up, background for levelText.
        private BoardManager boardScript;                       //Store a reference to our BoardManager which will set up the level.
        private int level = 1;                                  //Current level number, expressed in game as "Day 1".
        private List<Enemy> enemies;                          //List of all Enemy units, used to issue them move commands.
        private bool enemiesMoving;                             //Boolean to check if enemies are moving.
        private bool doingSetup = true;                         //Boolean to check if we're setting up board, prevent Player from moving during setup.
        

3.awake与之前相同

       //Awake is always called before any Start functions
        void Awake()
        {
            //Check if instance already exists
            if (instance == null)
                
                //if not, set instance to this
                instance = this;
            
            //If instance already exists and it's not this:
            else if (instance != this)
                
                //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
                Destroy(gameObject);    
            
            //Sets this to not be destroyed when reloading scene
            DontDestroyOnLoad(gameObject);
            
            //Assign enemies to a new List of Enemy objects.
            enemies = new List<Enemy>();
            
            //Get a component reference to the attached BoardManager script
            boardScript = GetComponent<BoardManager>();
            
            //Call the InitGame function to initialize the first level 
            InitGame();
        }

4.每次level加载时调用

        //This is called each time a scene is loaded.
        void OnLevelWasLoaded(int index)
        {
            //Add one to our level number.
            level++;
            //Call InitGame to initialize our level.
            InitGame();
        }

5.找到levelimage显示,修改levelText,

延迟后隐藏levelImage

清空enemies list

重新设置地图

        //Initializes the game for each level.
        void InitGame()
        {
            //While doingSetup is true the player can't move, prevent player from moving while title card is up.
            doingSetup = true;
            
            //Get a reference to our image LevelImage by finding it by name.
            levelImage = GameObject.Find("LevelImage");
            
            //Get a reference to our text LevelText's text component by finding it by name and calling GetComponent.
            levelText = GameObject.Find("LevelText").GetComponent<Text>();
            
            //Set the text of levelText to the string "Day" and append the current level number.
            levelText.text = "Day " + level;
            
            //Set levelImage to active blocking player's view of the game board during setup.
            levelImage.SetActive(true);
            
            //Call the HideLevelImage function with a delay in seconds of levelStartDelay.
            Invoke("HideLevelImage", levelStartDelay);
            
            //Clear any Enemy objects in our List to prepare for next level.
            enemies.Clear();
            
            //Call the SetupScene function of the BoardManager script, pass it current level number.
            boardScript.SetupScene(level);
            
        }

6.隐藏levelImage

        //Hides black image used between levels
        void HideLevelImage()
        {
            //Disable the levelImage gameObject.
            levelImage.SetActive(false);
            
            //Set doingSetup to false allowing player to move again.
            doingSetup = false;
        }

7.MoveEnemies(player回合,敌人在移动或在设置中则什么都不做)

        //Update is called every frame.
        void Update()
        {
            //Check that playersTurn or enemiesMoving or doingSetup are not currently true.
            if(playersTurn || enemiesMoving || doingSetup)
                
                //If any of these are true, return and do not start MoveEnemies.
                return;
            
            //Start moving enemies.
            StartCoroutine (MoveEnemies ());
        }

8.加入enemy

        //Call this to add the passed in Enemy to the List of Enemy objects.
        public void AddEnemyToList(Enemy script)
        {
            //Add Enemy to List enemies.
            enemies.Add(script);
        }

9.设置GameOver时的UI背景,禁用当前gamemanager

        //GameOver is called when the player reaches 0 food points
        public void GameOver()
        {
            //Set levelText to display number of levels passed and game over message
            levelText.text = "After " + level + " days, you starved.";
            
            //Enable black background image gameObject.
            levelImage.SetActive(true);
            
            //Disable this GameManager.
            enabled = false;
        }

10.协程enemy移动函数

先等一个turndelay,

如果enemy数量是0则再等一个turnDelay

不然,等所有的enemy move完

设置playerturn=True

设置enemyMoving=False

        //Coroutine to move enemies in sequence.
        IEnumerator MoveEnemies()
        {
            //While enemiesMoving is true player is unable to move.
            enemiesMoving = true;
            
            //Wait for turnDelay seconds, defaults to .1 (100 ms).
            yield return new WaitForSeconds(turnDelay);
            
            //If there are no enemies spawned (IE in first level):
            if (enemies.Count == 0) 
            {
                //Wait for turnDelay seconds between moves, replaces delay caused by enemies moving when there are none.
                yield return new WaitForSeconds(turnDelay);
            }
            
            //Loop through List of Enemy objects.
            for (int i = 0; i < enemies.Count; i++)
            {
                //Call the MoveEnemy function of Enemy at index i in the enemies List.
                enemies[i].MoveEnemy ();
                
                //Wait for Enemy's moveTime before moving next Enemy, 
                yield return new WaitForSeconds(enemies[i].moveTime);
            }
            //Once Enemies are done moving, set playersTurn to true so player can move.
            playersTurn = true;
            
            //Enemies are done moving, set enemiesMoving to false.
            enemiesMoving = false;
        }
    }

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