Unity3D\2D手机游戏开发 学习

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 [AddComponentMenu("Game/AutoDestroy")]
 5 public class AutoDestroy : MonoBehaviour {
 6 
 7     public float m_timer = 1.0f;
 8 
 9     void Start () {
10 
11         Destroy(this.gameObject, m_timer);
12     }
13 }
AutoDestroy
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 
  5 [AddComponentMenu("Game/Enemy")]
  6 public class Enemy : MonoBehaviour {
  7 
  8     // Transform组件
  9     Transform m_transform;
 10     //CharacterController m_ch;
 11 
 12     // 动画组件
 13     Animator m_ani;
 14 
 15     // 寻路组件
 16     NavMeshAgent m_agent;
 17 
 18     // 主角
 19     Player m_player;
 20 
 21     // 角色移动速度
 22     float m_movSpeed = 2.5f;
 23 
 24     // 角色旋转速度
 25     float m_rotSpeed = 5.0f;
 26 
 27     //  计时器
 28     float m_timer=2;
 29 
 30     // 生命值
 31     int m_life = 15;
 32 
 33     // 成生点
 34     protected EnemySpawn m_spawn;
 35 
 36     // Use this for initialization
 37     void Start () {
 38 
 39         m_transform = this.transform;
 40         // 获取动画组件
 41         m_ani = this.GetComponent<Animator>();
 42 
 43         // 获得主角
 44         m_player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
 45         m_agent = GetComponent<NavMeshAgent>();
 46         m_agent.speed = m_movSpeed;
 47         // 设置寻路目标
 48         m_agent.SetDestination(m_player.m_transform.position);
 49 
 50     }
 51 
 52     // 初始化
 53     public void Init(EnemySpawn spawn)
 54     {
 55         m_spawn = spawn;
 56 
 57         m_spawn.m_enemyCount++;
 58     }
 59 
 60     
 61     // Update is called once per frame
 62     void Update () {
 63 
 64         // 如果主角生命为0,什么也不做
 65         if (m_player.m_life <= 0)
 66             return;
 67 
 68         // 获取当前动画状态
 69         AnimatorStateInfo stateInfo = m_ani.GetCurrentAnimatorStateInfo(0);
 70 
 71         // 如果处于待机状态
 72         if (stateInfo.nameHash == Animator.StringToHash("Base Layer.idle") && !m_ani.IsInTransition(0))
 73         {
 74             m_ani.SetBool("idle", false);
 75 
 76             // 待机一定时间
 77             m_timer -= Time.deltaTime;
 78             if (m_timer > 0)
 79                 return;
 80 
 81             // 如果距离主角小于1.5米,进入攻击动画状态
 82             if (Vector3.Distance(m_transform.position, m_player. m_transform.position) < 1.5f)
 83             {
 84                 m_ani.SetBool("attack", true);
 85             }
 86             else
 87             {
 88                 // 重置定时器
 89                 m_timer=1;
 90 
 91                 // 设置寻路目标点
 92                 m_agent.SetDestination(m_player. m_transform.position);
 93 
 94                 // 进入跑步动画状态
 95                 m_ani.SetBool("run", true);
 96             }
 97         }
 98 
 99         // 如果处于跑步状态
100         if (stateInfo.nameHash == Animator.StringToHash("Base Layer.run") && !m_ani.IsInTransition(0))
101         {
102 
103             m_ani.SetBool("run", false);
104 
105             // 每隔1秒重新定位主角的位置
106             m_timer -= Time.deltaTime;
107             if (m_timer < 0)
108             {
109                 m_agent.SetDestination(m_player. m_transform.position);
110 
111                 m_timer = 1;
112             }
113  
114             // 追向主角
115             // MoveTo();
116 
117             // 如果距离主角小于1.5米,向主角攻击
118             if (Vector3.Distance(m_transform.position, m_player. m_transform.position) <= 1.5f)
119             {
120               //停止寻路    
121               //m_agent.ResetPath();
122                 m_agent.Stop();
123               // 进入攻击状态
124                 m_ani.SetBool("attack", true);
125             }
126         }
127 
128         // 如果处于攻击状态
129         if (stateInfo.nameHash == Animator.StringToHash("Base Layer.attack") && !m_ani.IsInTransition(0))
130         {
131 
132             // 始终面向主角
133             RotateTo();
134 
135             m_ani.SetBool("attack", false);
136 
137             // 如果攻击动画播完,重新进入待机状态
138             if (stateInfo.normalizedTime >= 1.0f)
139             {
140                 m_ani.SetBool("idle", true);
141 
142                 // 重置计时器
143                 m_timer = 2;
144 
145                 m_player.OnDamage(1);
146             }
147         }
148 
149         // 死亡
150         if (stateInfo.nameHash == Animator.StringToHash("Base Layer.death") && !m_ani.IsInTransition(0))
151         {
152             if (stateInfo.normalizedTime >= 1.0f)
153             {
154                 //更新敌人数量
155                 m_spawn.m_enemyCount--;
156 
157                 // 加100分
158                 GameManager.Instance.SetScore(100);
159 
160                 // 销毁
161                 Destroy(this.gameObject);
162               
163             }
164         }
165 
166  
167     }
168    
169     // 转向目标点
170     void RotateTo()
171     {
172         // 获取目标方向
173         Vector3 targetdir = m_player.m_transform.position - m_transform.position;
174         // 计算出新方向
175         Vector3 newDir = Vector3.RotateTowards(transform.forward, targetdir, m_rotSpeed * Time.deltaTime, 0.0f);
176         // 旋转至新方向
177         m_transform.rotation = Quaternion.LookRotation(newDir);
178     }
179 
180     // 寻路移动
181     void MoveTo()
182     {
183         float speed = m_movSpeed * Time.deltaTime;
184         m_agent.Move(m_transform.TransformDirection((new Vector3(0, 0, speed))));
185 
186     }
187 
188     // 伤害
189     public void OnDamage(int damage)
190     {
191         m_life -= damage;
192 
193         // 如果生命为0,销毁自身
194         if (m_life <= 0)
195         {
196             m_ani.SetBool("death", true);
197         }
198     }
199 }
Enemy
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 /// <summary>
 5 /// 敌人孵化器
 6 /// </summary>
 7 [AddComponentMenu("Game/EnemySpawn")]
 8 public class EnemySpawn : MonoBehaviour
 9 {
10     /// <summary>
11     /// 敌人预设
12     /// </summary>
13     public Transform m_enemy;
14 
15     /// <summary>
16     /// 生成的敌人数量
17     /// </summary>
18     public int m_enemyCount = 0;
19 
20     /// <summary>
21     /// 敌人的最大生成数量
22     /// </summary>
23     public int m_maxEnemy = 3;
24 
25     /// <summary>
26     /// 生成敌人的时间间隔
27     /// </summary>
28     public float m_timer = 0;
29 
30     protected Transform m_transform;
31 
32     void Start () {
33 
34         m_transform = this.transform;
35 
36     }
37 
38     void Update () {
39 
40         if(m_enemyCount >= m_maxEnemy)
41             return;
42 
43         m_timer -= Time.deltaTime;
44         if (m_timer <= 0)
45         {
46             m_timer = Random.value * 15.0f;
47             if (m_timer < 5)
48                 m_timer = 5;
49 
50             Transform obj=(Transform)Instantiate(m_enemy, m_transform.position, Quaternion.identity);
51             Enemy enemy = obj.GetComponent<Enemy>();
52             enemy.Init(this);
53         }
54     }
55 
56     void  OnDrawGizmos () 
57     {
58         Gizmos.DrawIcon (transform.position, "item.png", true);
59     }
60 
61 }
EnemySpawn
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 [AddComponentMenu("Game/GameManager")]
  5 public class GameManager : MonoBehaviour {
  6 
  7     public static GameManager Instance = null;
  8 
  9     // 游戏得分
 10     public int m_score = 0;
 11 
 12     // 游戏最高得分
 13     public static int m_hiscore = 0;
 14 
 15     // 弹药数量
 16     public int m_ammo = 100;
 17 
 18     // 游戏主角
 19     Player m_player;
 20 
 21     // UI文字
 22     GUIText txt_ammo;
 23     GUIText txt_hiscore;
 24     GUIText txt_life;
 25     GUIText txt_score;
 26 
 27     // Use this for initialization
 28     void Start () {
 29 
 30         Instance = this;
 31 
 32         // 获得主角
 33         m_player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
 34 
 35         // 获得设置的UI文字
 36         foreach (Transform t in this.transform.GetComponentsInChildren<Transform>())
 37         {
 38 
 39             if (t.name.CompareTo("txt_ammo") == 0)
 40             {
 41                 txt_ammo = t.GetComponent<GUIText>();
 42             }
 43             else if (t.name.CompareTo("txt_hiscore") == 0)
 44             {
 45                 txt_hiscore = t.GetComponent<GUIText>();
 46                 txt_hiscore.text = "High Score " + m_hiscore;
 47             }
 48             else if (t.name.CompareTo("txt_life") == 0)
 49             {
 50                 txt_life = t.GetComponent<GUIText>();
 51             }
 52             else if (t.name.CompareTo("txt_score") == 0)
 53             {
 54                 txt_score = t.GetComponent<GUIText>();
 55             }
 56         }
 57 
 58        
 59     }
 60 
 61     void Update()
 62     {
 63         if (Input.GetKeyDown(KeyCode.Escape))
 64             Application.Quit();
 65     }
 66 
 67     void OnGUI()
 68     {
 69         if (m_player.m_life <= 0)
 70         {
 71             // 居中显示文字
 72             GUI.skin.label.alignment = TextAnchor.MiddleCenter;
 73 
 74             // 改变文字大小
 75             GUI.skin.label.fontSize = 40;
 76 
 77             // 显示Game Over
 78             GUI.Label(new Rect(0, 0, Screen.width, Screen.height), "Game Over");
 79 
 80             // 显示重新游戏按钮
 81              GUI.skin.label.fontSize = 30;
 82             if ( GUI.Button( new Rect( Screen.width*0.5f-150,Screen.height*0.75f,300,40),"Try again"))
 83             {
 84                 Application.LoadLevel(Application.loadedLevelName);
 85             }
 86         }
 87     }
 88 
 89     // 更新分数
 90     public void SetScore(int score)
 91     {
 92         m_score+= score;
 93 
 94         if (m_score > m_hiscore)
 95             m_hiscore = m_score;
 96 
 97         txt_score.text = "Score <color=yellow>" + m_score  + "</color>";;
 98         txt_hiscore.text = "High Score " + m_hiscore;
 99       
100     }
101 
102     // 更新弹药
103     public void SetAmmo(int ammo)
104     {
105         m_ammo -= ammo;
106 
107         // 如果弹药为负数,重新填弹
108         if (m_ammo <= 0)
109             m_ammo = 100 - m_ammo;
110 
111         txt_ammo.text = m_ammo.ToString()+"/100";
112     }
113 
114     // 更新生命
115     public void SetLife(int life)
116     {
117         txt_life.text = life.ToString();
118     }
119 
120 
121 
122 }
GameManager
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 [AddComponentMenu("Game/MiniCamera")]
 5 public class MiniCamera : MonoBehaviour {
 6 
 7     void Start () {
 8         // 获得屏幕分辨率比例
 9         float ratio = (float)Screen.width / (float)Screen.height;
10         // 使摄像机视图永远是一个正方向, rect的前两个参数表示XY位置,后两个参数是XY大小
11         this.GetComponent<Camera>().rect = new Rect((1 - 0.2f), (1 - 0.2f * ratio), 0.2f, 0.2f * ratio);
12     }
13 }
MiniCamera
  1 using UnityEngine;
  2 using System.Collections;
  3 
  4 [AddComponentMenu("Game/Player")]
  5 public class Player : MonoBehaviour {
  6 
  7     public Transform m_transform;
  8 
  9     // 角色控制器组件
 10     CharacterController m_ch;
 11 
 12     // 角色移动速度
 13     float m_movSpeed = 3.0f;
 14 
 15     // 重力
 16     float m_gravity = 2.0f;
 17 
 18 
 19     // 摄像机
 20     Transform m_camTransform;
 21 
 22     // 摄像机旋转角度
 23     Vector3 m_camRot;
 24 
 25     // 摄像机高度
 26     float m_camHeight = 1.4f;
 27 
 28     // 生命值
 29     public int m_life = 5;
 30 
 31     //枪口transform
 32     Transform m_muzzlepoint;
 33 
 34     // 射击时,射线能射到的碰撞层
 35     public LayerMask m_layer;
 36 
 37     // 射中目标后的粒子效果
 38     public Transform m_fx;
 39 
 40     // 射击音效
 41     public AudioClip m_audio;
 42 
 43     // 射击间隔时间计时器
 44     float m_shootTimer = 0;
 45 
 46     // Use this for initialization
 47     void Start () {
 48 
 49         m_transform = this.transform;
 50         // 获取角色控制器组件
 51         m_ch = this.GetComponent<CharacterController>();
 52 
 53         // 获取摄像机
 54         m_camTransform = Camera.main.transform;
 55 
 56         // 设置摄像机初始位置
 57         Vector3 pos = m_transform.position;
 58         pos.y += m_camHeight;
 59         m_camTransform.position = pos;
 60 
 61         // 设置摄像机的旋转方向与主角一致
 62         m_camTransform.rotation = m_transform.rotation;
 63         m_camRot = m_camTransform.eulerAngles;
 64 
 65         Screen.lockCursor = true;
 66 
 67         // 查找muzzlepoint
 68         m_muzzlepoint = m_camTransform.FindChild("M16/weapon/muzzlepoint").transform;
 69     
 70     }
 71     
 72     // Update is called once per frame
 73     void Update () {
 74 
 75         // 如果生命为0,什么也不做
 76         if (m_life <= 0)
 77             return;
 78 
 79         Control();
 80     }
 81 
 82     void Control()
 83     {
 84        
 85         //获取鼠标移动距离
 86         float rh = Input.GetAxis("Mouse X");
 87         float rv = Input.GetAxis("Mouse Y");
 88 
 89         // 旋转摄像机
 90         m_camRot.x -= rv;
 91         m_camRot.y += rh;
 92         m_camTransform.eulerAngles = m_camRot;
 93 
 94         // 使主角的面向方向与摄像机一致
 95         Vector3 camrot = m_camTransform.eulerAngles;
 96         camrot.x = 0; camrot.z = 0;
 97         m_transform.eulerAngles = camrot;
 98 
 99         // 定义3个值控制移动
100         float xm = 0, ym = 0, zm = 0;
101 
102         // 重力运动
103         ym -= m_gravity*Time.deltaTime;
104 
105         // 上下左右运动
106         if (Input.GetKey(KeyCode.W)){
107             zm += m_movSpeed * Time.deltaTime;
108         }
109         else if (Input.GetKey(KeyCode.S)){
110             zm -= m_movSpeed * Time.deltaTime;
111         }
112 
113         if (Input.GetKey(KeyCode.A)){
114             xm -= m_movSpeed * Time.deltaTime;
115         }
116         else if (Input.GetKey(KeyCode.D)){
117             xm += m_movSpeed * Time.deltaTime;
118         }
119 
120         // 更新射击间隔时间
121         m_shootTimer -= Time.deltaTime;
122 
123         // 鼠标左键射击
124         if (Input.GetMouseButton(0) && m_shootTimer<=0)
125         {
126             m_shootTimer = 0.1f;
127 
128             this.GetComponent<AudioSource>().PlayOneShot(m_audio);
129 
130             // 减少弹药,更新弹药UI
131             GameManager.Instance.SetAmmo(1);
132 
133             // RaycastHit用来保存射线的探测结果
134             RaycastHit info;
135 
136             // 从muzzlepoint的位置,向摄像机面向的正方向射出一根射线
137             // 射线只能与m_layer所指定的层碰撞
138             bool hit = Physics.Raycast(m_muzzlepoint.position, m_camTransform.TransformDirection(Vector3.forward), out info, 100, m_layer);
139             if (hit)
140             {
141                 // 如果射中了tag为enemy的游戏体
142                 if (info.transform.tag.CompareTo("enemy") == 0)
143                 {
144                     Enemy enemy = info.transform.GetComponent<Enemy>();
145 
146                     // 敌人减少生命
147                     enemy.OnDamage(1);
148                 }
149 
150                 // 在射中的地方释放一个粒子效果
151                 Instantiate(m_fx, info.point, info.transform.rotation);
152             }
153         }
154 
155 
156         // 使用角色控制器提供的Move函数进行移动 它会自动检测碰撞
157         m_ch.Move( m_transform.TransformDirection(new Vector3(xm, ym, zm)) );
158 
159         // 使摄像机的位置与主角一致
160         Vector3 pos = m_transform.position;
161         pos.y += m_camHeight;
162         m_camTransform.position = pos;
163  
164     }
165 
166     void OnDrawGizmos()
167     {
168         Gizmos.DrawIcon(this.transform.position, "Spawn.tif");
169     }
170 
171     // 伤害
172     public void OnDamage(int damage)
173     {
174         m_life -= damage;
175 
176         // 更新UI
177         GameManager.Instance.SetLife(m_life);
178 
179         // 如果生命为0,解锁鼠标显示
180         if (m_life <= 0)
181             Screen.lockCursor = false;
182     }
183 
184 
185 }
Player
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 [AddComponentMenu("Game/Spawn")]
 5 public class Spawn : MonoBehaviour
 6 {
 7 
 8     public Transform m_transform;
 9 
10     public Transform m_enemy;
11 
12     void Awake()
13     {
14         m_transform = this.transform;
15     }
16 
17 
18 
19     // 图标显示
20     void OnDrawGizmos()
21     {
22         Gizmos.DrawIcon(transform.position, "Node.tif");
23     }
24 
25 
26 }
Spawn

 

 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class Cannon : MonoBehaviour {
 5 
 6     // 射击计时器
 7     float m_shootTimer = 0;
 8 
 9     void Update () {
10 
11          m_shootTimer -= Time.deltaTime;
12          UpdateInput();
13     }
14 
15     void UpdateInput()
16     {
17         // 获得鼠标位置
18         Vector3 ms = Input.mousePosition;
19         ms = Camera.main.ScreenToWorldPoint(ms);
20 
21         // 大炮的位置
22         Vector3 mypos = this.transform.position;
23 
24         // 按鼠标左键开火
25         if (Input.GetMouseButton(0))
26         {
27             // 计算鼠标位置与大炮位置之间的角度
28             Vector2 targetDir = ms - mypos;
29             float angle = Vector2.Angle(targetDir, Vector3.up);
30             if (ms.x > mypos.x)
31                 angle = -angle;
32             this.transform.eulerAngles = new Vector3(0, 0, angle);
33 
34 
35             if (m_shootTimer <= 0)
36             {
37                 m_shootTimer = 0.1f;
38 
39                 // 开火,创建子弹实例
40                 Fire.Create(this.transform.TransformPoint(0, 1, 0), new Vector3(0, 0, angle));
41             }
42         }
43     }
44 }
Cannon
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class Fire : MonoBehaviour {
 5 
 6     // 移动速度
 7     float m_moveSpeed = 10.0f;
 8 
 9     // 创建子弹
10     public static Fire Create( Vector3 pos, Vector3 angle )
11     {
12         // 读取子弹Sprite prefab
13         GameObject prefab = Resources.Load<GameObject>("fire");
14         // 创建子弹Sprite实例
15         GameObject fireSprite = (GameObject)Instantiate(prefab, pos, Quaternion.Euler(angle));
16         Fire f = fireSprite.AddComponent<Fire>();
17         Destroy(fireSprite, 2.0f);
18         return f;
19     }
20 
21     // Update is called once per frame
22     void Update () {
23         // 更新位置
24         this.transform.Translate(new Vector3(0, m_moveSpeed * Time.deltaTime, 0));
25 
26     }
27 
28     void OnTriggerEnter2D(Collider2D other)
29     {
30         Fish f =other.GetComponent<Fish>();
31         if (f == null)
32             return;
33         else
34             f.SetDamage(1);
35         Destroy(this.gameObject);
36     }
37 }
Fire
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class Fish : MonoBehaviour {
 5 
 6     /// <summary>
 7     /// 移动速度
 8     /// </summary>
 9     protected float m_moveSpeed = 2.0f;
10     // 生命值
11     protected int m_life = 10;
12 
13     public enum Target
14     {
15         Left=0,
16         Right=1
17     }
18     /// <summary>
19     /// 移动目标(方向)
20     /// </summary>
21     public Target m_target = Target.Right;
22     /// <summary>
23     /// 目标位置
24     /// </summary>
25     public Vector3 m_targetPosition;
26 
27     public delegate void VoidDelegate( Fish fish );
28     public VoidDelegate OnDeath;
29 
30     /// <summary>
31     /// 创建一个Fish实例
32     /// </summary>
33     public static Fish Create(GameObject prefab, Target target, Vector3 pos )
34     {
35         GameObject go = (GameObject)Instantiate(prefab, pos, Quaternion.identity);
36         Fish fish = go.AddComponent<Fish>();
37         fish.Init(target);
38 
39         return fish;
40     }
41 
42     void Init(Target target)
43     {
44         m_target = target;
45     }
46 
47     public void SetDamage( int damage )
48     {
49         m_life -= damage;
50         if (m_life <= 0)
51         {
52 
53             GameObject prefab = Resources.Load<GameObject>("explosion");
54             GameObject explosion = (GameObject)Instantiate(prefab, this.transform.position, this.transform.rotation);
55             Destroy(explosion, 1.0f);
56 
57             OnDeath(this);
58             Destroy(this.gameObject);
59         }
60     }
61 
62     // Use this for initialization
63     void Start () {
64 
65         SetTarget();
66     }
67 
68     // Update is called once per frame
69     void Update () {
70 
71         UpdatePosition();
72     }
73 
74     void UpdatePosition()
75     {
76         Vector3 pos = Vector3.MoveTowards(this.transform.position, m_targetPosition, m_moveSpeed*Time.deltaTime);
77         if (Vector3.Distance(pos, m_targetPosition) < 0.1f)
78         {
79             m_target = m_target==Target.Left ? Target.Right : Target.Left;
80             SetTarget();
81         }
82         this.transform.position = pos;
83     }
84 
85     void SetTarget()
86     {
87         // 随机值
88         float rand = Random.value;
89 
90         // 设置Sprite翻转方向
91         Vector3 scale = this.transform.localScale;
92         scale.x = Mathf.Abs(scale.x) * (m_target == Target.Right ?1 : -1);
93         this.transform.localScale = scale;
94 
95         float cameraz = Camera.main.transform.position.z;
96         // 设置目标位置
97         m_targetPosition = Camera.main.ViewportToWorldPoint(new Vector3((int)m_target, 1 * rand, -cameraz));
98     }
99 }
Fish
 1 using UnityEngine;
 2 using System.Collections;
 3 
 4 public class FishSpawn : MonoBehaviour {
 5 
 6     /// <summary>
 7     /// 生成计时器
 8     /// </summary>
 9     public float timer = 0;
10 
11     /// <summary>
12     /// 最大生成数量
13     /// </summary>
14     public int max_fish = 30;
15     /// <summary>
16     /// 当前鱼的数量
17     /// </summary>
18     public int fish_count = 0;
19 
20     // Use this for initialization
21     void Start () {
22     
23     }
24     
25     // Update is called once per frame
26     void Update () {
27 
28         timer -= Time.deltaTime;
29         if (timer <= 0)
30         {
31             // 重新计时
32             timer = 2.0f;
33 
34             // 如果鱼的数量达到最大数量则返回
35             if (fish_count >= max_fish)
36                 return;
37 
38             // 随机1、2、3产生不同的鱼
39             int index = 1 + (int)(Random.value * 3.0f);
40             if (index > 3)
41                 index = 3;
42             // 更新鱼的数量
43             fish_count++;
44             // 读取鱼的prefab
45             GameObject fishprefab = (GameObject)Resources.Load("fish " + index);
46 
47             float cameraz = Camera.main.transform.position.z;
48             // 鱼的初始随机位置
49             Vector3 randpos = new Vector3(Random.value, Random.value, -cameraz);
50             randpos = Camera.main.ViewportToWorldPoint(randpos);
51 
52             // 鱼的随机初始方向
53             Fish.Target target = Random.value > 0.5f ? Fish.Target.Right : Fish.Target.Left;
54             Fish f = Fish.Create(fishprefab, target, randpos);
55 
56             // 注册鱼的死亡消息
57             f.OnDeath+=OnDeath;
58             
59         }
60         
61     }
62 
63     void OnDeath( Fish fish )
64     {
65         // 更新鱼的数量
66         fish_count--;
67     }
68 
69 }
FishSpawn

 项目:https://pan.baidu.com/s/1qYdKBVm

转载于:https://www.cnblogs.com/revoid/p/6507562.html

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