Unity制作“见缝插针”小游戏

控制小球旋转
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RotateSelf : MonoBehaviour {
    //每秒旋转90度
    public float speed = 90;

    // Update is called once per frame
    void Update () {
     //绕Z轴顺针旋转
        transform.Rotate(new Vector3(0, 0, -speed * Time.deltaTime));
    }
}

这里写图片描述

针头碰撞检测
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PinHead : MonoBehaviour {

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "PinHead")
        {
            GameObject.Find("GameManager").GetComponent<GameManager>().GameOver();
        }
    }
}
控制针的运动位置
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Pin : MonoBehaviour {

    public float speed = 5;
    private bool isFly = false;
    private bool isReach = false;
    private Transform startPoint;
    private Vector3 targetCirclePos;
    private Transform circle;

    // Use this for initialization
    void Start () {
        startPoint = GameObject.Find("StartPoint").transform;
        circle = GameObject.FindGameObjectWithTag("Circle").transform;
        targetCirclePos = circle.position;
        targetCirclePos.y -= 1.55f;
    }

    // Update is called once per frame
    void Update () {
        if (isFly == false)
        {
            if (isReach == false)
            {
                transform.position = Vector3.MoveTowards(transform.position, startPoint.position, speed * Time.deltaTime);
                if (Vector3.Distance(transform.position, startPoint.position) < 0.05f)
                {
                    isReach = true;
                }
            }
        }
        else
        {
            transform.position = Vector3.MoveTowards(transform.position, targetCirclePos, speed * Time.deltaTime);
            if(Vector3.Distance( transform.position,targetCirclePos) < 0.05f)
            {
                transform.position = targetCirclePos;
                transform.parent = circle;
                isFly = false;
            }
        }
    }

    public void StartFly()
    {
        isFly = true;
        isReach = true;
    }
}
游戏管理
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class GameManager : MonoBehaviour {

    private Transform startPoint;
    private Transform spawnPoint;
    private Pin currentPin;
    private bool isGameOver = false;
    private int score = 0;
    private Camera mainCamera;
    public Text scoreText;
    public GameObject pinPrefab;
    public float speed = 3;

    // Use this for initialization
    void Start () {
        startPoint = GameObject.Find("StartPoint").transform;
        spawnPoint = GameObject.Find("SpawnPoint").transform;
        mainCamera = Camera.main;
        SpawnPin();
    }

    private void Update()
    {
        if (isGameOver) return;
        if (Input.GetMouseButtonDown(0))
        {
            score++;
            scoreText.text = score.ToString();
            currentPin.StartFly();
            SpawnPin();
        }
    }

    void SpawnPin()
    {
         //针的实例化
        currentPin = GameObject.Instantiate(pinPrefab, spawnPoint.position, pinPrefab.transform.rotation).GetComponent<Pin>();
    }

    public void GameOver()
    {
        if (isGameOver) return;
        GameObject.Find("Circle").GetComponent<RotateSelf>().enabled = false;
        StartCoroutine(GameOverAnimation());
        isGameOver = true;
    }

    IEnumerator GameOverAnimation()
    {
        while (true)
        {
            mainCamera.backgroundColor = Color.Lerp(mainCamera.backgroundColor, Color.red, speed * Time.deltaTime);
            mainCamera.orthographicSize = Mathf.Lerp(mainCamera.orthographicSize, 4, speed * Time.deltaTime);
            if( Mathf.Abs( mainCamera.orthographicSize-4 )<0.01f)
            {
                break;
            }
            yield return 0;
        }
        yield return new WaitForSeconds(0.2f);
        //重新加载场景
        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
    }
}
游戏初始状态和运行结果

这里写图片描述
这里写图片描述

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