Unity小游戏-打飞碟

相关资源

代码仓库
视频演示

游戏规则

  1. 游戏有 n 个 round,每个 round 都包括10 次 trial
  2. 每个 trial 的飞碟的色彩、大小、发射位置、速度、角度、同时出现的个数都可能不同。它们由该 round 的 ruler 控制
  3. 每个 trial 的飞碟有随机性,总体难度随 round 上升
  4. 鼠标点中得分,得分规则按色彩、大小、速度不同计算,规则可自由设定

得分规则

条件得分
飞碟为红色加1分
飞碟为绿色加2分
飞碟为蓝色加3分
飞碟的size为1(小飞碟)加3分
飞碟的size为2(中飞碟)加2分
飞碟的size为3(大飞碟)加1分
飞碟的速度为x加x分

UML图

在这里插入图片描述

Model

  1. DiskFactory.cs
    是一个工厂类负责飞碟对象的创建和销毁,使用了对象池来实现缓存功能,当销毁一个飞碟对象时,其实是将其保存到了一个对象池中,当后面需要用到飞碟时,首先查找对象池中有无空闲的飞碟对象,如果有就直接取出,为其赋予需要的属性进行使用,如果没有才新建一个飞碟对象,从而减少创建、销毁对象的开销。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DiskFactory : MonoBehaviour {
    public GameObject diskPrefab; // 飞碟游戏对象,创建新的飞碟游戏对象的复制对象
    private List<DiskData> used; // 正在被游戏使用的飞碟对象
    private List<DiskData> free; // 没有被使用的空闲飞碟对象

    public void Start() {
        diskPrefab = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/Disk"), Vector3.zero, Quaternion.identity);
        diskPrefab.SetActive(false);
        used = new List<DiskData>();
        free = new List<DiskData>();
    }

    // 飞碟获取方法,根据ruler获取相应飞碟
    public GameObject GetDisk(Ruler ruler) {
        GameObject disk;

        // 从缓存中获取飞碟,没有则先创建
        int diskNum = free.Count;
        if (diskNum == 0) {
            disk = GameObject.Instantiate(diskPrefab, Vector3.zero, Quaternion.identity);
            disk.AddComponent(typeof(DiskData));
        }
        else {
            disk = free[diskNum - 1].gameObject;
            free.Remove(free[diskNum - 1]);
        }

        // 根据ruler设置disk的速度、颜色、大小、飞入方向
        disk.GetComponent<DiskData>().speed = ruler.speed;
        disk.GetComponent<DiskData>().color = ruler.color;
        disk.GetComponent<DiskData>().size = ruler.size;
        
        // 给飞碟上颜色
        if (ruler.color == "red") {
            disk.GetComponent<Renderer>().material.color = Color.red;
        }
        else if (ruler.color == "green") {
            disk.GetComponent<Renderer>().material.color = Color.green;
        }
        else {
            disk.GetComponent<Renderer>().material.color = Color.blue;
        }

        // 绘制飞碟大小
        disk.transform.localScale = new Vector3(1.2f, 0.1f * (float)ruler.size, 1.2f);
        
        // 选择飞碟飞入屏幕的起始位置
        disk.transform.position = ruler.beginPos;
        
        // 设置飞碟显示
        disk.SetActive(true);
    
        // 将飞碟加入使用队列
        used.Add(disk.GetComponent<DiskData>());

        return disk;
    }

    // 飞碟回收方法,将不使用的飞碟从使用队列放到空闲队列中
    public void FreeDisk(GameObject disk) {
        foreach (DiskData d in used) {
            if (d.gameObject.GetInstanceID() == disk.GetInstanceID()) {
                disk.SetActive(false);
                used.Remove(d);
                free.Add(d);
                break;
            }

        }
    }
}

  1. DiskData.cs
    是一个定义了飞碟的大小、颜色、速度的类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DiskData : MonoBehaviour {
    public int size; // 大小
    public string color; // 颜色
    public int speed; // 发射速度
}

  1. Singleton
    定义了单实例模型,因为在本项目中,DiskFactory是采用单实例的设计模式,整个项目只需要有一个DiskFactory,所以要定义一个单实例模型用以创建DiskFactory的单实例
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Singleton<T> : MonoBehaviour where T : MonoBehaviour {
	protected static T instance;

	public static T Instance {
		get {
			if (instance == null) {
				instance = (T)FindObjectOfType (typeof(T));
				if (instance == null) {
					Debug.LogError ("An instance of " + typeof(T) +
					" is needed in the scene, but there is none.");
				}
			}
			return instance;
		}
	}
}

  1. ScoreRecorder
    用以记录分数的类,实现前面定义的得分规则
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ScoreRecorder {
    public int score; // 游戏分数

    public ScoreRecorder() {
        score = 0;
    }

    /* 记录分数,根据点击中的飞碟的大小,速度,颜色计算得分 */
    public void Record(DiskData disk) {
        // 飞碟越小分就越高,大小为1得3分,大小为2得2分,大小为3得1分
        int diskSize = disk.size;
        switch (diskSize) {
            case 1:
                score += 3;
                break;
            case 2:
                score += 2;
                break;
            case 3:
                score += 1;
                break;
            default: break;
        }

        // 速度越快分就越高
        score += disk.speed;

        // 颜色为红色得1分,颜色为黄色得2分,颜色为蓝色得3分
        string diskColor = disk.color;
        if (diskColor.CompareTo("red") == 0) {
            score += 1;
        }
        else if (diskColor.CompareTo("green") == 0) {
            score += 2;
        }
        else if (diskColor.CompareTo("blue") == 0) {
            score += 3;
        }
    }

    /* 重置分数,设为0 */
    public void Reset() {
        score = 0;
    }
}

  1. Ruler
    定义了每个飞碟的属性,也保存了当前的回合等信息,用以规定飞船的获取规则
public struct Ruler {
    public int trialNum; // 当前trial的编号
    public int roundNum; // 当前round的编号
    public int roundSum; // 一共round的总数目
    public int [] roundDisksNum; // 每一轮对于trial的飞碟数量
    public float sendTime; // 发射间隔时间

    public int size; // 飞碟大小
    public int speed; // 飞碟速度
    public string color; // 飞碟颜色
    public Vector3 direction; // 飞碟飞入方向
    public Vector3 beginPos; // 飞碟飞入位置
};

Controller

  1. RoundController
    是一个回合控制器,主要用以控制每个回合中飞碟的创建、发射、销毁,并且控制飞碟对象的运动类型为运动学运动或物理运动
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// 飞碟获取规则
public struct Ruler {
    public int trialNum; // 当前trial的编号
    public int roundNum; // 当前round的编号
    public int roundSum; // 一共round的总数目
    public int [] roundDisksNum; // 每一轮对于trial的飞碟数量
    public float sendTime; // 发射间隔时间

    public int size; // 飞碟大小
    public int speed; // 飞碟速度
    public string color; // 飞碟颜色
    public Vector3 direction; // 飞碟飞入方向
    public Vector3 beginPos; // 飞碟飞入位置
};

public class RoundController : MonoBehaviour {
    private IActionManager actionManager; // 选择飞碟的运动类型
    private ScoreRecorder scoreRecorder; // 记分器
    private MainController mainController;
    private Ruler ruler; // 飞碟获取规则

    void Start() {
        // 一开始飞碟的运动类型默认为运动学运动
        actionManager = gameObject.AddComponent<CCActionManager>();
        gameObject.AddComponent<PhysisActionManager>();
        scoreRecorder = new ScoreRecorder();
        mainController = Director.GetInstance().mainController;
        gameObject.AddComponent<DiskFactory>();
        InitRuler();
    }

    void InitRuler() {
        ruler.trialNum = 0;
        ruler.roundNum = 0;
        ruler.sendTime = 0;
        ruler.roundDisksNum = new int [10];
        generateRoundDisksNum();
    }

    // 生成每trial同时发出的飞碟数量的数组,同时发出飞碟个数不超过4
    public void generateRoundDisksNum() {
        for (int i = 0; i < 10; ++i) {
            ruler.roundDisksNum[i] = Random.Range(0, 4) + 1;
        }
    }

    public void Reset() {
        InitRuler();
        scoreRecorder.Reset();
    }

    public void Record(DiskData disk) {
        scoreRecorder.Record(disk);
    }

    public int GetScores() {
        return scoreRecorder.score;
    }

    public void SetRoundSum(int roundSum) {
        ruler.roundSum = roundSum;
    }

    // 设置游戏模式,同时支持物理运动模式和动力学运动模式
    public void SetPlayDiskModeToPhysis(bool isPhysis) {
        if (isPhysis) {
            actionManager = Singleton<PhysisActionManager>.Instance as IActionManager;
        }
        else {
            actionManager = Singleton<CCActionManager>.Instance as IActionManager;
        }
    }

    // 发射飞碟
    public void LaunchDisk() {
        // 使飞碟飞入位置尽可能分开,从不同位置飞入使用的数组
        int [] beginPosY = new int [4]{0, 0, 0, 0};

        for (int i = 0; i < ruler.roundDisksNum[ruler.trialNum]; ++i) {
            // 获取随机数
            int randomNum = Random.Range(0, 3) + 1;
            // 飞碟速度随回合数增加而变快,这样难度增加
            ruler.speed = randomNum * (ruler.roundNum + 4);

            // 重新选取随机数,并根据随机数选择飞碟颜色
            randomNum = Random.Range(0, 3) + 1;
            if (randomNum == 1) {
                ruler.color = "red";
            }
            else if (randomNum == 2) {
                ruler.color = "green";
            }
            else {
                ruler.color = "blue";
            }

            // 重新选取随机数,并根据随机数选择飞碟的大小
            ruler.size = Random.Range(0, 3) + 1;

            // 重新选取随机数,并根据随机数选择飞碟飞入的方向
            randomNum = Random.Range(0, 2);
            if (randomNum == 1) {
                ruler.direction = new Vector3(3, 1, 0);
            }
            else {
                ruler.direction = new Vector3(-3, 1, 0);
            }

            // 重新选取随机数,并使不同飞碟的飞入位置尽可能分开
            do {
                randomNum = Random.Range(0, 4);
            } while (beginPosY[randomNum] != 0);
            beginPosY[randomNum] = 1;
            ruler.beginPos = new Vector3(-ruler.direction.x * 4, -0.5f * randomNum, 0);

            // 根据ruler从工厂中生成一个飞碟
            GameObject disk = Singleton<DiskFactory>.Instance.GetDisk(ruler);
        
            // 设置飞碟的飞行动作
            actionManager.PlayDisk(disk, ruler.speed, ruler.direction);
        }
    }

    // 释放工厂飞碟
    public void FreeFactoryDisk(GameObject disk) {
        Singleton<DiskFactory>.Instance.FreeDisk(disk);
    }

    // 释放所有工厂飞碟
    public void FreeAllFactoryDisk() {
        GameObject[] obj = FindObjectsOfType(typeof(GameObject)) as GameObject[];
        foreach (GameObject g in obj) {
            if (g.gameObject.name == "Disk(Clone)(Clone)") {
                Singleton<DiskFactory>.Instance.FreeDisk(g);
            }
        }
    }

    void Update() {
        if (mainController.GetGameState() == (int)GameState.Playing) {
            ruler.sendTime += Time.deltaTime;
            // 每隔2s发送一次飞碟(trial)
            if (ruler.sendTime > 2) {
                ruler.sendTime = 0;
                // 如果为无限回合或还未到设定回合数
                if (ruler.roundSum == -1 || ruler.roundNum < ruler.roundSum) {
                    // 发射飞碟,次数trial增加
                    mainController.SetViewTip("");
                    LaunchDisk();
                    ruler.trialNum++;
                    // 当次数trial等于10时,说明一个回合已经结束,回合加一,重新生成飞碟数组
                    if (ruler.trialNum == 10) {
                        ruler.trialNum = 0;
                        ruler.roundNum++;
                        generateRoundDisksNum();
                    }
                }
                // 否则游戏结束,提示重新进行游戏
                else {
                    mainController.SetViewTip("Click Restart and Play Again!");
                    mainController.SetGameState((int)GameState.GameOver);
                }
                // 设置回合数和trial数目的提示
                if (ruler.trialNum == 0) mainController.SetViewRoundNum(ruler.roundNum);
                else mainController.SetViewRoundNum(ruler.roundNum + 1);
                mainController.SetViewTrialNum(ruler.trialNum);
            }
        }
    }
}

  1. IActionManager.cs
    是飞碟运动类型动作的管理接口,具体函数在运动学和物理学的两个适配器中被实现
public interface IActionManager {
    void PlayDisk(GameObject disk, float speed, Vector3 direction);
}

  1. ISSActionCallback.cs
    是飞碟运动完成后的回调接口,在飞碟运动完后调用,用以飞碟对象的销毁,具体函数在运动学和物理学的两个适配器中被实现
public enum SSActionEventType : int { Started, Competed }
public interface ISSActionCallback {
    // 回调函数
    void SSActionEvent(SSAction source,
        SSActionEventType events = SSActionEventType.Competed,
        int intParam = 0,
        string strParam = null,
        Object objectParam = null);
}

  1. CCActionManager.cs
    是飞碟运动学运动动作的适配器类,用以实现飞碟的运动学动作的管理
public class CCActionManager : SSActionManager, ISSActionCallback, IActionManager {
    CCPlayDiskAction PlayDiskAction; // 飞碟空中动作

    public void PlayDisk(GameObject disk, float speed, Vector3 direction) {
        PlayDiskAction = CCPlayDiskAction.GetSSAction(direction, speed);
        RunAction(disk, PlayDiskAction, this);
    }

    // 回调函数
    public void SSActionEvent(SSAction source,
    SSActionEventType events = SSActionEventType.Competed,
    int intParam = 0,
    string strParam = null,
    Object objectParam = null)
    {
        // 结束飞行后回收飞碟
        Singleton<RoundController>.Instance.FreeFactoryDisk(source.gameObject);
    }
}

  1. PhysisActionManager.cs
    是飞碟物理学运动动作的适配器类,用以实现飞碟的物理学动作的管理
public class PhysisActionManager : SSActionManager, ISSActionCallback, IActionManager {
    PhysisPlayDiskAction PlayDiskAction; // 飞碟空中动作

    public void PlayDisk(GameObject disk, float speed, Vector3 direction) {
        PlayDiskAction = PhysisPlayDiskAction.GetSSAction(direction, speed);
        RunAction(disk, PlayDiskAction, this);
    }

    // 回调函数
    public void SSActionEvent(SSAction source,
    SSActionEventType events = SSActionEventType.Competed,
    int intParam = 0,
    string strParam = null,
    Object objectParam = null)
    {
        // 结束飞行后回收飞碟
        Singleton<RoundController>.Instance.FreeFactoryDisk(source.gameObject);
    }
}

  1. SSAction.cs
    是动作基类,用以定义一个动作
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SSAction : ScriptableObject {
    public bool enable = true; // 动作可进行
    public bool destroy = false; // 动作已完成可被销毁

    public GameObject gameObject { get; set; } // 附着游戏对象
    public Transform transform { get; set; } // 游戏对象的的运动
    public ISSActionCallback callback { get; set; } // 回调函数

    public virtual void Start() {} // Start()重写方法

    public virtual void Update() {} // Update()重写方法
}

  1. SSActionManager.cs
    是动作管理者的基类,用以定义一连串的动作应该怎么被管理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SSActionManager : MonoBehaviour {
    // 动作集
    private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>();
    // 即将开始的动作的等待加入队列
    private List<SSAction> waitingAdd = new List<SSAction>();
    // 已完成的的动作的等待删除队列
    private List<int> waitingDelete = new List<int>();

    protected void Update() {
        // 载入即将开始的动作
        foreach (SSAction ac in waitingAdd) {
            actions[ac.GetInstanceID()] = ac;
        }
        // 清空等待加入队列
        waitingAdd.Clear();

        // 运行载入动作
        foreach (KeyValuePair<int, SSAction> kv in actions) {
            SSAction ac = kv.Value;
            if (ac.destroy) {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable) {
                ac.Update();
            }
        }

        // 清空已完成的动作
        foreach (int key in waitingDelete) {
            SSAction ac = actions[key];
            actions.Remove(key);
            Destroy(ac);
        }
        // 清空等待删除队列
        waitingDelete.Clear();
    }

    // 初始化动作并加入到等待加入队列
    public void RunAction(GameObject gameObject, SSAction action, ISSActionCallback manager) {
        action.gameObject = gameObject;
        action.transform = gameObject.transform;
        action.callback = manager;
        waitingAdd.Add(action);
        action.Start();
    }
}

  1. CCPlayDiskAction.cs
    是具体实现了飞碟运动学运动动作的一个类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CCPlayDiskAction : SSAction {
    float gravity; // 垂直速度
    float speed; // 水平速度
    Vector3 direction;  // 方向
    float time; // 时间

    public static CCPlayDiskAction GetSSAction(Vector3 direction, float speed) {
        CCPlayDiskAction action = ScriptableObject.CreateInstance<CCPlayDiskAction>();
        action.gravity = 9.8f;
        action.time = 0;
        action.speed = speed;
        action.direction = direction;
        return action;
    }

    public override void Start() {
        gameObject.GetComponent<Rigidbody>().isKinematic = true;
    }

    public override void Update() {
        time += Time.deltaTime;
        transform.Translate(Vector3.down * gravity * time * Time.deltaTime);
        transform.Translate(direction * speed * Time.deltaTime);
        // 飞碟到达底部动作结束,回调
        if (this.transform.position.y < -5) {
            this.destroy = true;
            this.enable = false;
            this.callback.SSActionEvent(this);
        }
    }
}

  1. PhysisPlayDiskAction.cs
    是具体实现了飞碟物理学运动动作的一个类
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PhysisPlayDiskAction : SSAction {
    float speed; // 水平速度
    Vector3 direction; // 飞行方向

    public static PhysisPlayDiskAction GetSSAction(Vector3 direction, float speed) {
        PhysisPlayDiskAction action = ScriptableObject.CreateInstance<PhysisPlayDiskAction>();
        action.speed = speed;
        action.direction = direction;
        return action;
    }

    public override void Start() {
        gameObject.GetComponent<Rigidbody>().isKinematic = false;
        // 水平初速度
        gameObject.GetComponent<Rigidbody>().velocity = speed * direction;
    }

    public override void Update() {
        // 飞碟到达底部动作结束,回调
        if (this.transform.position.y < -5) {
            this.destroy = true;
            this.enable = false;
            this.callback.SSActionEvent(this);
        }
    }
}

View

  1. MainController.cs
    控制回合控制器以及游戏视图,回合控制器RoundController用以监测游戏事件,当有事件发生时,MainController通知游戏视图View在屏幕上显示出相应的视图内容
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

/* 游戏状态,0为准备进行,1为正在进行游戏,2为结束 */
enum GameState {
    Ready = 0, Playing = 1, GameOver = 2
};

public class MainController : MonoBehaviour {
    private RoundController roundController; // 回合控制器
    private View view; // 游戏视图
    private int N = 1; // 默认游戏回合
    private int gameState;
    public GUISkin gameSkin;

    void Start() {
        Director.GetInstance().mainController = this;
        roundController = gameObject.AddComponent<RoundController>();
        view = gameObject.AddComponent<View>();
        gameState = (int)GameState.Ready;
        view.gameSkin = gameSkin;
    }

    public int GetN() {
        return N;
    }

    public void Restart() {
        view.Init();
        roundController.Reset();
    }

    public void SetGameState(int state) {
        gameState = state;
    }

    public int GetGameState() {
        return gameState;
    }

    public void ShowPage() {
        switch(gameState) {
            case 0:
                view.ShowHomePage();
                break;
            case 1:
                view.ShowGamePage();
                break;
            case 2:
                view.ShowRestart();
                break;
        }
    }

    public void SetRoundSum(int roundSum) {
        roundController.SetRoundSum(roundSum);
    }

    public void SetPlayDiskModeToPhysis(bool isPhysis) {
        roundController.SetPlayDiskModeToPhysis(isPhysis);
    }

    public void SetViewTip(string tip) {
        view.SetTip(tip);
    }

    public void SetViewScore(int score) {
        view.SetScore(score);
    }

    public void SetViewRoundNum(int round) {
        view.SetRoundNum(round);
    }

    public void SetViewTrialNum(int trial) {
        view.SetTrialNum(trial);
    }

    public void Hit(Vector3 position) {
        Camera camera = Camera.main;
        Ray ray = camera.ScreenPointToRay(position);

        RaycastHit[] hits;
        hits = Physics.RaycastAll(ray);

        for (int i = 0; i < hits.Length; i++) {
            RaycastHit hit = hits[i];
            if (hit.collider.gameObject.GetComponent<DiskData>() != null) {
                // 把击中的飞碟移出屏幕,触发回调释放
                hit.collider.gameObject.transform.position = new Vector3(0, -6, 0);
                // 记录飞碟得分
                roundController.Record(hit.collider.gameObject.GetComponent<DiskData>());
                // 显示当前得分
                view.SetScore(roundController.GetScores());
            }
        }
    }

    // 释放所有工厂飞碟
    public void FreeAllFactoryDisk() {
        roundController.FreeAllFactoryDisk();
    }
}

  1. View.cs
    受到MainController的控制,显示出相应的视图内容
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class View : MonoBehaviour {
    private MainController mainController;
    private int score;
    private string tip;
    private string roundNum;
    private string trialNum;
    public GUISkin gameSkin;  // 游戏控件的皮肤风格

    void Start() {
        score = 0;
        tip = "";
        roundNum = "";
        trialNum = "";
        mainController = Director.GetInstance().mainController;
    }

    public void SetTip(string tip) {
        this.tip = tip;
    }

    public void SetScore(int score) {
        this.score = score;
    }

    public void SetRoundNum(int round) {
        roundNum = "Round: " + round;
    }

    public void SetTrialNum(int trial) {
        if (trial == 0) trial = 10;
        trialNum = "Trial: " + trial;
    }

    public void Init() {
        score = 0;
        tip = "";
        roundNum = "";
        trialNum = "";
    }

    public void AddTitle() {
        GUIStyle titleStyle = new GUIStyle();
        titleStyle.normal.textColor = Color.black;
        titleStyle.fontSize = 50;

        GUI.Label(new Rect(Screen.width / 2 - 80, 20, 60, 100), "Hit UFO", titleStyle);
    }

    public void AddChooseModeButton() {
        GUI.skin = gameSkin;
        if (GUI.Button(new Rect(380, 280, 160, 80), "开始游戏\n(默认为" + mainController.GetN() + "回合)")) {
            mainController.SetRoundSum(mainController.GetN());
            mainController.Restart();
            mainController.SetGameState((int)GameState.Playing);
        }
        /*
        if (GUI.Button(new Rect(280, 210, 160, 80), "无尽模式\n(回合数无限)")) {
            mainController.SetRoundSum(-1);
            mainController.Restart();
            mainController.SetGameState((int)GameState.Playing);
        }
        */
    }

    public void ShowHomePage() {
        AddChooseModeButton();
    }

    public void AddActionModeButton() {
        GUI.skin = gameSkin;
        if (GUI.Button(new Rect(10, Screen.height - 100, 110, 40), "运动学模式")) {
            mainController.FreeAllFactoryDisk();
            mainController.SetPlayDiskModeToPhysis(false);
        }
        if (GUI.Button(new Rect(10, Screen.height - 50, 110, 40), "物理模式")) {
            mainController.FreeAllFactoryDisk();
            mainController.SetPlayDiskModeToPhysis(true);
        }
    }

    public void AddBackButton() {
        GUI.skin = gameSkin;
        if (GUI.Button(new Rect(10, 10, 60, 40), "Back")) {
            mainController.FreeAllFactoryDisk();
            mainController.Restart();
            mainController.SetGameState((int)GameState.Ready);
        }
    }

    public void AddGameLabel() {
        GUIStyle labelStyle = new GUIStyle();
        labelStyle.normal.textColor = Color.black;
        labelStyle.fontSize = 30;

        GUI.Label(new Rect(620, 10, 100, 50), "Score: " + score, labelStyle);
        GUI.Label(new Rect(250, 220, 50, 200), tip, labelStyle);
        GUI.Label(new Rect(620, 60, 100, 50), roundNum, labelStyle);
        GUI.Label(new Rect(620, 110, 100, 50), trialNum, labelStyle);
    }

    public void AddRestartButton() {
        if (GUI.Button(new Rect(380, 280, 160, 80), "Restart")) {
            mainController.FreeAllFactoryDisk();
            mainController.Restart();
            mainController.SetGameState((int)GameState.Playing);
        }
    }

    public void ShowGamePage() {
        AddGameLabel();
        AddBackButton();
        AddActionModeButton();
        if (Input.GetButtonDown("Fire1")) {
            mainController.Hit(Input.mousePosition);
        }
    }

    public void ShowRestart() {
        ShowGamePage();
        AddRestartButton();
    }

    void OnGUI() {
        AddTitle();
        mainController.ShowPage();
    }
}

参考内容

参考博客

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