EASY Manoeuvre FPS使用 (五)制作储存进度功能时需要做的更改

创建出第一人称控制器后,想要做储存功能时记得要在控制器下添加Player Saver脚本。
然后在GameController下添加Save Components Helper脚本,并且在脚本下点击Add添加武器。
GameController还需要添加自己写的脚本GameManager;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class GameManager : MonoBehaviour
{
    public Texture2D cursorTexture;

    public bool isLock = true;

    public static GameManager _instance;
    //胜利UI
    public GameObject WinUI;
    public List<uzAI.uzAIZombieStateManager> BossList;
    public AudioSource BackGroundMusie;

    //星星数组
    public GameObject[] stars;
    //任务数
    public int missionFinish;

    //杀敌数
    public Text winKill;
    public int kill;
    public Text SceneKill;

    //金币
    public Text winGold;
    public int gold;
    public Text SceneGold;

    //是否结束
    public bool GameOver;
    //当场星星数
    private int starsNum = 0;
    //总关卡
    private int totalNum = 9;
    //帮助菜单
    public GameObject HelpPanel;



    private void Awake()
    {
        _instance = this;
        kill = 0;
        gold = 0;
        //Cursor.visible = false;
    }
    // Start is called before the first frame update
    void Start()
    {
        Time.timeScale = 1;
        //Cursor.visible = false;
        //starsNum= PlayerPrefs.GetInt(PlayerPrefs.GetString("nowLevel"));

    }

    // Update is called once per frame
    void Update()
    { 
        //鼠标显示
        MouseCursor();
        //清除目标
        //ClearTarget();
        //如果Boss集合里没有Boss就赢了
        if (BossList.Count == 0)
        {
            //Debug.Log("空了");
            //Win();
        }

        Help();
    }

    public void Help()
    {
        if (Input.GetKeyDown(KeyCode.H))
        {
            HelpPanel.SetActive(true);
        }else if (Input.GetKeyUp(KeyCode.H))
        {
            HelpPanel.SetActive(false);
        }
        
    }

    //鼠标显示隐藏
    public void MouseCursor()
    {
        if (isLock)
        {
            //鼠标限定在 game Window
            Cursor.lockState = CursorLockMode.Confined;
            Cursor.lockState = CursorLockMode.Locked;
        }
        else
        {
            Cursor.lockState = CursorLockMode.None;
        }
        //设置鼠标样式
        //Cursor.SetCursor(cursorTexture, Vector2.zero, CursorMode.Auto);
        
        //鼠标是否显示
        //Cursor.visible = isMouse;
        if (Input.GetKeyDown(KeyCode.M))
        {
            isLock = true;
        }
        if (Input.GetKeyDown(KeyCode.K))
        {
            isLock = false;
        }
        
    }

    public void Win()
    {
        //任务完成统计
        ReadStarts();

        //显示胜利UI
        WinUI.SetActive(true);
        //显示星星
        ShowStars();
        //显示得分和金币
        winKill.text = kill.ToString();
        winGold.text = gold.ToString();
        //加钱
        AddGold();
        //停止音乐和显示鼠标
        BackGroundMusie.Stop();
        isLock = false;
        GameOver = true;
    }

    //增加整体金钱
    public void AddGold()
    {
        if (!GameOver)
        {
            
            PlayerPrefs.SetInt("InGameCurrency", PlayerPrefs.GetInt("InGameCurrency") + gold);
        }

     
    }

    //读取星星
    public void ReadStarts()
    {
        //如果老大被消灭了
        if (BossList.Count == 0 && !GameOver)
        {
            //任务完成加一
            missionFinish++;

        }
    }

    //删除以消灭的目标
    public void ClearTarget()
    {
        for (int i = 0; i < BossList.Count; i++)
        {
            print("1");
            if (BossList[i] == null)
            {
                
                
                print("2");
                BossList.Remove(BossList[i]);
                
                i--;
            }
        }
    }

    //加分
    public void Add(int GoldBack)
    {
        kill++;
        print(GoldBack);
        gold += GoldBack;
        SceneKill.text = kill.ToString();
        SceneGold.text = gold.ToString();
    }
    

    public void Restart()
    {
        //重新加载当前场景
        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
    }

    public void BackToMain()
    {
        SceneManager.LoadScene("Main Menu");

    }

    public void mission()
    {
        missionFinish++;
    }

    //显示星星
    public void ShowStars()
    {
        StartCoroutine(Show());
    }

    //携程显示星星
    IEnumerator Show()
    {
        //计算完成的任务获得的星星
        for (; starsNum < missionFinish; starsNum++)
        {
            
            yield return new WaitForSeconds(0.3f);
            print("  赢了");
            stars[starsNum].SetActive(true);
        }

        for (; starsNum < missionFinish; starsNum++)
        {
            
            yield return new WaitForSeconds(0.3f);
            print("  赢了");
            stars[starsNum].SetActive(true);
        }
        print(starsNum);
        SaveData();

        Time.timeScale = 0;
    }

    //储存数据
    public void SaveData()
    {
        
        //如果要储存的星星比之前大的才储存下来
        if (starsNum >= PlayerPrefs.GetInt(PlayerPrefs.GetString("nowLevel")))
        {
            PlayerPrefs.SetInt(PlayerPrefs.GetString("nowLevel"), starsNum);
        }

        Sum();
    }

    public void Sum()
    {
        //星星总和
        int sum = 0;
        for (int i = 0; i < totalNum; i++)
        {

            sum += PlayerPrefs.GetInt(i.ToString());
        }
        
        PlayerPrefs.SetInt("totalNum", sum);
    }
}

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