单机版3D弹球,哈哈哈哈哈,回忆起当年的笨拙之作,今天突然被勾引出兴趣,突然特别想玩这个游戏,就自己写一个,发一下,哈哈哈
随便创建个项目,粘进去就能玩
重点是球的物理系统要调一下,摩擦力与摩擦系数,同时要锁定一下Y轴,以免弹飞,我的系数跳的有点小,导致球的弹性看起来特别好,如果有谁想玩铅球类型的,可以自己尝试更改
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XLua;
using UnityEngine.UI;
using System.IO;
namespace Tools
{
[LuaCallCSharp]
public class Load
{
public static Sprite LoadSprite(string name)
{
return Resources.Load<Sprite>(name);
}
}
[LuaCallCSharp]
class ActionCalls
{
public static void GameObjectAddListener(LuaFunction func, GameObject btn, GameObject field)
{
Button button = btn.GetComponent<Button>();
button.onClick.AddListener(delegate ()
{
func.Call(field);
});
}
public static bool RayFunction(Ray ray, out RaycastHit hit, int len, int layermask)
{
return Physics.Raycast(ray, out hit, len, 1 << layermask);
}
public static void WriteJson()
{
}
private byte[] ResetPath(ref string filepath)
{
filepath = filepath.Replace(".", "/");
string luapath = Application.dataPath + "/lua/" + filepath + ".lua";
string strLuaContent = File.ReadAllText(luapath);
byte[] res = System.Text.Encoding.UTF8.GetBytes(strLuaContent);
return res;
}
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XLua;
using System.IO;
public class SingleEntry
{
static LuaEnv entry;
public static LuaEnv GetEntry
{
get
{
if (entry == null)
{
entry = new LuaEnv();
entry.AddLoader(LuaRes);
}
return entry;
}
}
//改变文件后缀
private static byte[] LuaRes(ref string filepath)
{
filepath = filepath.Replace(".", "/");
string luapath = Application.dataPath + "/LuaSource/" + filepath + ".lua";
string strLuaContent = File.ReadAllText(luapath);
byte[] res = System.Text.Encoding.UTF8.GetBytes(strLuaContent);
return res;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XLua;
using System;
public class Launcher : MonoBehaviour
{
Action start;
Action update;
private void Awake()
{
SingleEntry.GetEntry.DoString("require'main'");
}
// Start is called before the first frame update
void Start()
{
start = SingleEntry.GetEntry.Global.Get<Action>("start");
update = SingleEntry.GetEntry.Global.Get<Action>("update");
start?.Invoke();
}
// Update is called once per frame
void Update()
{
update?.Invoke();
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using XLua;
using UnityEngine.UI;
[CSharpCallLua]
[LuaCallCSharp]
public class BallMana : MonoBehaviour
{
Text text;
Action<Collision> enter;
// Start is called before the first frame update
void Start()
{
enter = SingleEntry.GetEntry.Global.Get<Action<Collision>>("onenter");
print(enter);
}
// Update is called once per frame
void Update()
{
}
private void OnCollisionEnter(Collision collision)
{
//Debug.Log(collision.gameObject.name);
//Debug.Log(collision.gameObject.tag);
enter?.Invoke(collision);
}
private void OnDestroy()
{
}
}
cs = CS.UnityEngine
function start()
Ball = cs.Resources.Load('Ball')
Left = cs.GameObject.Find('left')
Right = cs.GameObject.Find('right')
Resrote1 = Left.transform.rotation
Resrote2 = Right.transform.rotation
ballText = cs.GameObject.Find('balls'):GetComponent('Text')
scoreText = cs.GameObject.Find('scores'):GetComponent('Text')
launcher = cs.GameObject.Find('launcher')
ballinst = nil
ballcount = 3
score = 0
eulerAngle = 0
eulerAngle2 = 0
end
function update()
scoreText.text = score
ballText.text = ballcount
if ballcount < 0 then
cs.Time.timeScale = 0
print('游戏结束')
end
x = cs.Input.GetAxis('Horizontal')
if x ~= 0 then
launcher.transform.position = launcher.transform.position + cs.Vector3(x, 0, 0)
end
if CS.UnityEngine.Input.GetKeyDown(CS.UnityEngine.KeyCode.Space) and ballinst == nil then
-- launcher.transform.position=cs.Vector3(math.random(-3,3),launcher.transform.position.y,launcher.transform.position.z)
BornPos = cs.GameObject.Find('bornpos').transform.position
ballinst = cs.Object.Instantiate(Ball, BornPos, cs.Quaternion.identity)
ballcount = ballcount - 1
end
if cs.Input.GetMouseButton(0) then
if eulerAngle < 40 then
Left.transform:RotateAround(Left.transform.position, Left.transform.up, -3)
eulerAngle = eulerAngle + 3
end
end
if cs.Input.GetMouseButtonUp(0) then
Left.transform.rotation = Resrote1
eulerAngle = 0
-- Left.transform:RotateAround(Left.transform.position,Left.transform.up,40);
end
if cs.Input.GetMouseButton(1) then
if eulerAngle2 < 40 then
eulerAngle2 = eulerAngle2 + 3
Right.transform:RotateAround(Right.transform.position, Right.transform.up, 3)
end
end
if cs.Input.GetMouseButtonUp(1) then
Right.transform.rotation = Resrote2
eulerAngle2 = 0
-- Right.transform:RotateAround(Right.transform.position,Right.transform.up,-40)
end
if ballinst ~= nil then
if ballinst.transform.position.y < -15 then
cs.Object.Destroy(ballinst)
ballinst = nil
end
end
end
function onenter(collision)
tag = collision.gameObject.tag
if tag == '10' then
score = score + 10
end
if tag == '100' then
score = score + 100
end
if tag == '1000' then
score = score + 1000
end
if tag == '500' then
score = score + 500
end
print(collision.gameObject.name)
if collision.gameObject.name == 'lefthand' or collision.gameObject.name == 'righthand' then
if ballinst then
ballinst:GetComponent('Rigidbody'):AddForce(cs.Vector3.up * 700)
end
end
end
CollisionBase = {
score = 0
}
CollisionBase.__index = CollisionBase
FirstCollision = {}
setmetatable(FirstCollision, CollisionBase)
function FirstCollision:SetScore(scorevalue)
local temp = {}
temp.score = scorevalue
setmetatable(temp, FirstCollision)
return temp
end
最上边那个方块是发射口,可移动的,