导入资源包
1.制作一个如下图所示的UI和层级关系。
①首先在UI里创建一个image改名为Bg(属性面板附上背景表格),在Bg下面设置子物体(image)也就是所有食物。
②在Canvas下创建一个text命名为Title,属性面板上写上贪吃蛇三个字,设置合适大小。
③新建一个image命名为Go,加一个button组件让它同时变成按钮。(可加outline组件和shadow组件增加立体感)
④在Go下新建个image命名为ControPanel,将半透明面板附在属性面板的image上。
⑤在ControPanel下创建三个text分别命名为Skin(皮肤)、Mode(模式)、Score(分数)。
⑥在Score下创建两个text分别写上“上次:长度0,分数0”和“最好:长度0,分数0”,放到合适位置
⑦skin可复制mode,两个没有太大差别,都是text,在它们的下面创建一个Toggle,弄上对应图像。命名蓝色blue、黄色yellow、边界Border、无限NoBorder。里面写上对应的字。注意:Skin和Mode记得加上组件Toggle Group,点击blue和yellow属性面板上将skin拖入group,Mode同理。
⑧创建一个空物体命名为ScriptsHolder。
这样第一个场景UI界面就搭建好了!
2.复制第一个场景,打开这个场景命名为Main,删除其中没用得东西,剩余Bg、ControPanel和三个text。
①制作上(up)下(down)左(left)右边(right)界,(image)拖一个白色的背景,都加Box Collider,长宽调到合适位置。
②ControPanel下三个text分别命名为Msg(写阶段1)、Score(写得分 0)、Length(写长度 0).放到合适位置。
③在ControPanel下新建两个image分别命名为Home(回到主界面)Pause(暂停),属性面板image放一个空白图像,加一个buttom组件。然后在Home和Pause下新建image放入对应图像。
④在Canvas下创建一个空物体叫FoodHolder。
⑤制作蛇头,在Canvas下创建一个image命名为SnakeHead,加2D刚体和2D碰撞体,刚体重力改为1。碰撞体勾选In Trigger。调整合适大小。
⑥创建一个空物体命名为ScriptsHolder。
⑦新建image创建Food和SnakeBody的预制体,都加2D碰撞体。所有添加2D碰撞体的东西都要调整Size和物体大小差不多。
⑧头是头的标签,身体是身体的标签,食物是食物的标签。
⑨新建一个文件夹叫Resources,把所有贪吃蛇图像移动进去,删除原本文件夹。
3.第一个代码叫SnakeHead,挂载到SnakeHead蛇头上,拖入相应值。
using System.Collections;
using System.Collections.Generic;
//using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class SnakeHead : MonoBehaviour
{
public List<Transform> bodyList = new List<Transform>();
public float velocity = 0.35f;
public int step;
private int x;
private int y;
private Vector3 headPos;
private Transform canvas;
private bool isDie = false;
public AudioClip eatClip;
public AudioClip dieClip;
public GameObject dieEffect;
public GameObject bodyPrefab;
public Sprite[] bodySprites = new Sprite[2];
void Awake()
{
canvas = GameObject.Find("Canvas").transform;
//通过Resources.Load(string path)方法加载资源,path的书写不需要加Resources / 以及文件扩展名
gameObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(PlayerPrefs.GetString("sh", "sh02"));
bodySprites[0] = Resources.Load<Sprite>(PlayerPrefs.GetString("sb01", "sb0201"));
bodySprites[1] = Resources.Load<Sprite>(PlayerPrefs.GetString("sb02", "sb0202"));
}
void Start()
{
InvokeRepeating("Move", 0, velocity);
x = 0; y = step;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space) && MainUIController.Instance.isPause == false && isDie == false)
{
CancelInvoke();
InvokeRepeating("Move", 0, velocity - 0.2f);
}
if (Input.GetKeyUp(KeyCode.Space) && MainUIController.Instance.isPause == false && isDie == false)
{
CancelInvoke();
InvokeRepeating("Move", 0, velocity);
}
if (Input.GetKey(KeyCode.W) && y != -step && MainUIController.Instance.isPause == false && isDie == false)
{
gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
x = 0; y = step;
}
if (Input.GetKey(KeyCode.S) && y != step && MainUIController.Instance.isPause == false && isDie == false)
{
gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
x = 0; y = -step;
}
if (Input.GetKey(KeyCode.A) && x != step && MainUIController.Instance.isPause == false && isDie == false)
{
gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
x = -step; y = 0;
}
if (Input.GetKey(KeyCode.D) && x != -step && MainUIController.Instance.isPause == false && isDie == false)
{
gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
x = step; y = 0;
}
}
void Move()
{
headPos = gameObject.transform.localPosition; //保存下来蛇头移动前的位置
gameObject.transform.localPosition = new Vector3(headPos.x + x, headPos.y + y, headPos.z); //蛇头向期望位置移动
if (bodyList.Count > 0)
{
//由于我们是双色蛇身,此方法弃用
//bodyList.Last().localPosition = headPos; //将蛇尾移动到蛇头移动前的位置
//bodyList.Insert(0, bodyList.Last()); //将蛇尾在List中的位置更新到最前
//bodyList.RemoveAt(bodyList.Count - 1); //移除List最末尾的蛇尾引用
//由于我们是双色蛇身,使用此方法达到显示目的
for (int i = bodyList.Count - 2; i >= 0; i--) //从后往前开始移动蛇身
{
bodyList[i + 1].localPosition = bodyList[i].localPosition; //每一个蛇身都移动到它前面一个节点的位置
}
bodyList[0].localPosition = headPos; //第一个蛇身移动到蛇头移动前的位置
}
}
void Grow()
{
AudioSource.PlayClipAtPoint(eatClip, Vector3.zero);
int index = (bodyList.Count % 2 == 0) ? 0 : 1;
GameObject body = Instantiate(bodyPrefab, new Vector3(2000, 2000, 0), Quaternion.identity);
body.GetComponent<Image>().sprite = bodySprites[index];
body.transform.SetParent(canvas, false);
bodyList.Add(body.transform);
}
void Die()
{
AudioSource.PlayClipAtPoint(dieClip, Vector3.zero);
CancelInvoke();
isDie = true;
Instantiate(dieEffect);
PlayerPrefs.SetInt("lastl", MainUIController.Instance.length);
PlayerPrefs.SetInt("lasts", MainUIController.Instance.score);
if (PlayerPrefs.GetInt("bests", 0) < MainUIController.Instance.score)
{
PlayerPrefs.SetInt("bestl", MainUIController.Instance.length);
PlayerPrefs.SetInt("bests", MainUIController.Instance.score);
}
StartCoroutine(GameOver(1.5f));
}
IEnumerator GameOver(float t)
{
yield return new WaitForSeconds(t);
UnityEngine.SceneManagement.SceneManager.LoadScene(1);
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Food"))
{
Destroy(collision.gameObject);
MainUIController.Instance.UpdateUI();
Grow();
FoodMaker.Instance.MakeFood((Random.Range(0, 100) < 20) ? true : false);
}
else if (collision.gameObject.CompareTag("Reward"))
{
Destroy(collision.gameObject);
MainUIController.Instance.UpdateUI(Random.Range(5, 15) * 10);
Grow();
}
else if (collision.gameObject.CompareTag("Body"))
{
Die();
}
else
{
if (MainUIController.Instance.hasBorder)
{
Die();
}
else
{
switch (collision.gameObject.name)
{
case "Up":
transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y + 30, transform.localPosition.z);
break;
case "Down":
transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y - 30, transform.localPosition.z);
break;
case "Left":
transform.localPosition = new Vector3(-transform.localPosition.x + 180, transform.localPosition.y, transform.localPosition.z);
break;
case "Right":
transform.localPosition = new Vector3(-transform.localPosition.x + 240, transform.localPosition.y, transform.localPosition.z);
break;
}
}
}
}
}
第二个代码叫FoodMaker,挂载到ScriptsHolder上
using UnityEngine;
using UnityEngine.UI;
public class FoodMaker : MonoBehaviour
{
private static FoodMaker _instance;
public static FoodMaker Instance
{
get
{
return _instance;
}
}
public int xlimit = 21;
public int ylimit = 11;
public int xoffset = 7;
public GameObject foodPrefab;
public GameObject rewardPrefab;
public Sprite[] foodSprites;
private Transform foodHolder;
void Awake()
{
_instance = this;
}
void Start()
{
foodHolder = GameObject.Find("FoodHolder").transform;
MakeFood(false);
}
public void MakeFood(bool isReward)
{
int index = Random.Range(0, foodSprites.Length);
GameObject food = Instantiate(foodPrefab);
food.GetComponent<Image>().sprite = foodSprites[index];
food.transform.SetParent(foodHolder, false);
int x = Random.Range(-xlimit + xoffset, xlimit);
int y = Random.Range(-ylimit, ylimit);
food.transform.localPosition = new Vector3(x * 30, y * 30, 0);
if (isReward)
{
GameObject reward = Instantiate(rewardPrefab);
reward.transform.SetParent(foodHolder, false);
x = Random.Range(-xlimit + xoffset, xlimit);
y = Random.Range(-ylimit, ylimit);
reward.transform.localPosition = new Vector3(x * 30, y * 30, 0);
}
}
}
第三个代码叫MainUIController,挂载到ScriptsHolder上
using UnityEngine;
using UnityEngine.UI;
public class MainUIController : MonoBehaviour
{
private static MainUIController _instance;
public static MainUIController Instance
{
get
{
return _instance;
}
}
public bool hasBorder = true;
public bool isPause = false;
public int score = 0;
public int length = 0;
public Text msgText;
public Text scoreText;
public Text lengthText;
public Image pauseImage;
public Sprite[] pauseSprites;
public Image bgImage;
private Color tempColor;
void Awake()
{
_instance = this;
}
void Start()
{
if (PlayerPrefs.GetInt("border", 1) == 0)
{
hasBorder = false;
foreach (Transform t in bgImage.gameObject.transform)
{
t.gameObject.GetComponent<Image>().enabled = false;
}
}
}
void Update()
{
switch (score / 100)
{
case 0:
case 1:
case 2:
break;
case 3:
case 4:
ColorUtility.TryParseHtmlString("#CCEEFFFF", out tempColor);
bgImage.color = tempColor;
msgText.text = "阶段" + 2;
break;
case 5:
case 6:
ColorUtility.TryParseHtmlString("#CCFFDBFF", out tempColor);
bgImage.color = tempColor;
msgText.text = "阶段" + 3;
break;
case 7:
case 8:
ColorUtility.TryParseHtmlString("#EBFFCCFF", out tempColor);
bgImage.color = tempColor;
msgText.text = "阶段" + 4;
break;
case 9:
case 10:
ColorUtility.TryParseHtmlString("#FFF3CCFF", out tempColor);
bgImage.color = tempColor;
msgText.text = "阶段" + 5;
break;
default:
ColorUtility.TryParseHtmlString("#FFDACCFF", out tempColor);
bgImage.color = tempColor;
msgText.text = "无尽阶段";
break;
}
}
public void UpdateUI(int s = 5, int l = 1)
{
score += s;
length += l;
scoreText.text = "得分:\n" + score;
lengthText.text = "长度:\n" + length;
}
public void Pause()
{
isPause = !isPause;
if (isPause)
{
Time.timeScale = 0;
pauseImage.sprite = pauseSprites[1];
}
else
{
Time.timeScale = 1;
pauseImage.sprite = pauseSprites[0];
}
}
public void Home()
{
UnityEngine.SceneManagement.SceneManager.LoadScene(1);
}
}
4.点击Home和Pause,点On Clik加号,将ScriptsHolder拖入属性里,pause同理。
第四个代码叫StartUIController把它挂载到空物体ScriptsHolder身上,将ScriptsHolder蓝色、黄色、有边界和无边界和开始按钮的On Click上,并找到对应功能。
using UnityEngine;
using UnityEngine.UI;
public class StartUIController : MonoBehaviour
{
public Text lastText;
public Text bestText;
public Toggle blue;
public Toggle yellow;
public Toggle border;
public Toggle noBorder;
void Awake()
{
lastText.text = "上次:长度" + PlayerPrefs.GetInt("lastl", 0) + ",分数" + PlayerPrefs.GetInt("lasts", 0);
bestText.text = "最好:长度" + PlayerPrefs.GetInt("bestl", 0) + ",分数" + PlayerPrefs.GetInt("bests", 0);
}
void Start()
{
if (PlayerPrefs.GetString("sh", "sh01") == "sh01")
{
blue.isOn = true;
PlayerPrefs.SetString("sh", "sh01");
PlayerPrefs.SetString("sb01", "sb0101");
PlayerPrefs.SetString("sb02", "sb0102");
}
else
{
yellow.isOn = true;
PlayerPrefs.SetString("sh", "sh02");
PlayerPrefs.SetString("sb01", "sb0201");
PlayerPrefs.SetString("sb02", "sb0202");
}
if (PlayerPrefs.GetInt("border", 1) == 1)
{
border.isOn = true;
PlayerPrefs.SetInt("border", 1);
}
else
{
noBorder.isOn = true;
PlayerPrefs.SetInt("border", 0);
}
}
public void BlueSelected(bool isOn)
{
if (isOn)
{
PlayerPrefs.SetString("sh", "sh01");
PlayerPrefs.SetString("sb01", "sb0101");
PlayerPrefs.SetString("sb02", "sb0102");
}
}
public void YellowSelected(bool isOn)
{
if (isOn)
{
PlayerPrefs.SetString("sh", "sh02");
PlayerPrefs.SetString("sb01", "sb0201");
PlayerPrefs.SetString("sb02", "sb0202");
}
}
public void BorderSelected(bool isOn)
{
if (isOn)
{
PlayerPrefs.SetInt("border", 1);
}
}
public void NoBorderSelected(bool isOn)
{
if (isOn)
{
PlayerPrefs.SetInt("border", 0);
}
}
public void StartGame()
{
UnityEngine.SceneManagement.SceneManager.LoadScene(0);
}
}
这样一个小游戏就诞生啦!