跳一跳
工程文件界面
游戏界面
脚本
using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 4; public GameObject Stage; //获取相机位置 public Transform Camera; private Rigidbody _rigidbody; private float _stateTime; public GameObject Particle; public Transform Head; public Transform Body; //当前盒子物体 private GameObject _currentStage; private Collider _lastCollisionCollider; //相机的相对位置 public Vector3 _camerRelativePosition; public Text ScoreText; private int _score; Vector3 _direction = new Vector3(1, 0, 0); // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); Particle = GameObject.Find("yellow"); Particle.SetActive(false); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; _lastCollisionCollider = _currentStage.GetComponent<Collider>(); SpawnStage(); _camerRelativePosition = Camera.position - transform.position; } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; Particle.SetActive(true); } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); Particle.SetActive(false); Body.transform.DOScale(0.1f,1); Head.transform.DOLocalMoveY(0.29f,0.5f); _currentStage.transform.DOLocalMoveY(0.25f,0.2f); _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f); } if (Input.GetKey(KeyCode.Space)) { Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime; Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime; //盒子缩放沿着轴心缩放 _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime; _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime; } } void OnJump(float elapse) { _rigidbody.AddForce((new Vector3(0,1,0)+_direction)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + _direction * Random.Range(1.1f,MaxDistance) ; var randomScale = Random.Range(0.5f,1); Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale); stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.01f, 1), Random.Range(0.01f, 1), Random.Range(0.01f, 1)); } //如果有别的物体和本物体发生变化,会触发这函数 void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; RandomDirection(); SpawnStage(); MoveCamera(); _score++; ScoreText.text = _score.ToString(); } if(collision.gameObject.name=="Ground") { //本局游戏结束,重新开始 SceneManager.LoadScene("Gary"); } } void RandomDirection() { var seed = Random.Range(0,2); if(seed == 0) { _direction = new Vector3(1, 0, 0); } else { _direction = new Vector3(0,0,1); } } void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); } } Player.cs
程序已放到Github上托管(里面有个32bit可执行文件):传送门
小游戏没有用到素材、资源包(DOTween插件不算)
一个脚本
实现过程
【脚本中public外部引用的控件需要自己拖拽到相应位置上!!!】
创建一个3D场景
创建一个Cube,y轴缩放0.25当跳板,创建物体可以通过Transsform中Reset设置为3D场景正中心,在创建一个Plane当地面,跳一跳小人物碰到地面时游戏借宿,为了让跳板出现地面上方,设置y轴Postion为0.25(Reset设置居中是以组件正中心)
创建一个材质球改变地面颜色(默认Pllane控件是不能设置材质颜色)
创建玩家角色
Cylinder(圆柱形)控件作为玩家身体
Sphere(圆形)控件作为玩家头部
添加材质球,将材质球绑定到Cylinder(圆柱形)控件和Sphere(圆形)控件上,改变材质球颜色
保存场景
角色跳跃
添加游戏脚本Player,并将降本绑定到Player控件上,并在Player控件上添加一个物理组件Rigidbody
获得组件
private Rigidbody _rigidbody; void Start () { _rigidbody = GetComponent<Rigidbody>(); }
计算出按下空格(space)和松开空格之间的时间
private float _stateTime; void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); } }
Player主键跳跃的距离
public float Factoer=1; void OnJump(float elapse) { _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse); }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { public float Factoer=1; private Rigidbody _rigidbody; private float _stateTime; // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); } } void OnJump(float elapse) { _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse); } }
发现人物跳跃落地时会出现跌倒,这是因为Body底部是圆的
将Body下的Capsle Collider去掉,替换成Box Collider
通过Player.cs修改Player
void Start () { _rigidbody = GetComponent<Rigidbody>(); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; }
修改当前视角,选中Main Camera按下快捷键Ctrl+Alt+F (GameObject->Align With->View)
修改Factoer为3,测试(这个盒子是我自己复制Stage出来的)
盒子自动生成
随机生成盒子位置
stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);
private Rigidbody _rigidbody; private float _stateTime; //当前盒子物体 private GameObject _currentStage; void Start () { _rigidbody = GetComponent<Rigidbody>(); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; SpawnStage(); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0); }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 5; public GameObject Stage; private Rigidbody _rigidbody; private float _stateTime; //当前盒子物体 private GameObject _currentStage; // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; SpawnStage(); } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); } } void OnJump(float elapse) { _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0); } }
跳到一个盒子上再随机生成一个盒子
如果有别的物体和本物体发生变化,会触发这函数OnCollisionEnter(Collision collision)
void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; SpawnStage(); } }
1、轻轻一跳在同一个盒子上时,不能在重新生成新的盒子
2、没有跳到下一个盒子上,不能再生成新的盒子
相机跟随
获得相机位置
public Transform Camera;
获得相机下一次的相对位置
public Vector3 _camerRelativePosition;
获得相机移动的距离
_camerRelativePosition = Camera.position - transform.position;
使用DG.Tweening插件,添加移动相机的动画
void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); }
using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 5; public GameObject Stage; //获取相机位置 public Transform Camera; private Rigidbody _rigidbody; private float _stateTime; //当前盒子物体 private GameObject _currentStage; private Collider _lastCollisionCollider; //相机的相对位置 public Vector3 _camerRelativePosition; // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; _lastCollisionCollider = _currentStage.GetComponent<Collider>(); SpawnStage(); _camerRelativePosition = Camera.position - transform.position; } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); } } void OnJump(float elapse) { _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0); } //如果有别的物体和本物体发生变化,会触发这函数 void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; SpawnStage(); MoveCamera(); } } void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); } }
死亡判定及重新开始
小人落到地面上就可以判断游戏结束了
当Player碰到地面时,重新加载场景
if(collision.gameObject.name=="Ground") { //本局游戏结束,重新开始 SceneManager.LoadScene("Gary"); }
(要注意光源问题,光源保存在缓存中,重新加载场景时不会加载光照)
重新开始游戏效果
using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 5; public GameObject Stage; //获取相机位置 public Transform Camera; private Rigidbody _rigidbody; private float _stateTime; //当前盒子物体 private GameObject _currentStage; private Collider _lastCollisionCollider; //相机的相对位置 public Vector3 _camerRelativePosition; // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; _lastCollisionCollider = _currentStage.GetComponent<Collider>(); SpawnStage(); _camerRelativePosition = Camera.position - transform.position; } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); } } void OnJump(float elapse) { _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0); } //如果有别的物体和本物体发生变化,会触发这函数 void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; SpawnStage(); MoveCamera(); } if(collision.gameObject.name=="Ground") { //本局游戏结束,重新开始 SceneManager.LoadScene("Gary"); } } void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); } }
分数UI显示
创建一个Text文本控件,并设置2D文本位置,右上角设置文字位置
public Text ScoreText; private int _score;
当跳到新的方块上时
if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; SpawnStage(); MoveCamera(); _score++; ScoreText.text = _score.ToString(); }
角色蓄力粒子效果
在Player上创建粒子系统Particle System
将粒子系统Shape中的Shaper改为Hemisphere圆形发射,并修改Potation上的X值为-90并修改粒子系统的初始值
修改脚本,当角色蓄力的时候才会显现出粒子效果
public GameObject Particle; Particle = GameObject.Find("yellow"); Particle.SetActive(false); if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; Particle.SetActive(true); } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); Particle.SetActive(false); }
using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 4; public GameObject Stage; //获取相机位置 public Transform Camera; private Rigidbody _rigidbody; private float _stateTime; public GameObject Particle; //当前盒子物体 private GameObject _currentStage; private Collider _lastCollisionCollider; //相机的相对位置 public Vector3 _camerRelativePosition; public Text ScoreText; private int _score; // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); Particle = GameObject.Find("yellow"); Particle.SetActive(false); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; _lastCollisionCollider = _currentStage.GetComponent<Collider>(); SpawnStage(); _camerRelativePosition = Camera.position - transform.position; } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; Particle.SetActive(true); } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); Particle.SetActive(false); } } void OnJump(float elapse) { _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0); } //如果有别的物体和本物体发生变化,会触发这函数 void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; SpawnStage(); MoveCamera(); _score++; ScoreText.text = _score.ToString(); } if(collision.gameObject.name=="Ground") { //本局游戏结束,重新开始 SceneManager.LoadScene("Gary"); } } void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); } }
角色蓄力动画
当按下空格键时,小人物的身体进行缩放,我们可以通过脚本来设置
public GameObject Particle; Particle = GameObject.Find("yellow"); Particle.SetActive(false); void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; Particle.SetActive(true); } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); Particle.SetActive(false); Body.transform.DOScale(0.1f,1); Head.transform.DOLocalMoveY(0.29f,0.5f); } if (Input.GetKey(KeyCode.Space)) { Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime; Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime; } }
using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 4; public GameObject Stage; //获取相机位置 public Transform Camera; private Rigidbody _rigidbody; private float _stateTime; public GameObject Particle; public Transform Head; public Transform Body; //当前盒子物体 private GameObject _currentStage; private Collider _lastCollisionCollider; //相机的相对位置 public Vector3 _camerRelativePosition; public Text ScoreText; private int _score; // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); Particle = GameObject.Find("yellow"); Particle.SetActive(false); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; _lastCollisionCollider = _currentStage.GetComponent<Collider>(); SpawnStage(); _camerRelativePosition = Camera.position - transform.position; } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; Particle.SetActive(true); } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); Particle.SetActive(false); Body.transform.DOScale(0.1f,1); Head.transform.DOLocalMoveY(0.29f,0.5f); } if (Input.GetKey(KeyCode.Space)) { Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime; Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime; } } void OnJump(float elapse) { _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0); } //如果有别的物体和本物体发生变化,会触发这函数 void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; SpawnStage(); MoveCamera(); _score++; ScoreText.text = _score.ToString(); } if(collision.gameObject.name=="Ground") { //本局游戏结束,重新开始 SceneManager.LoadScene("Gary"); } } void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); } }
盒子蓄力动画
盒子缩放沿着轴心缩放
_currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime; _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime;
盒子恢复形状
_currentStage.transform.DOLocalMoveY(0.25f,0.2f); _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f);
using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 4; public GameObject Stage; //获取相机位置 public Transform Camera; private Rigidbody _rigidbody; private float _stateTime; public GameObject Particle; public Transform Head; public Transform Body; //当前盒子物体 private GameObject _currentStage; private Collider _lastCollisionCollider; //相机的相对位置 public Vector3 _camerRelativePosition; public Text ScoreText; private int _score; // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); Particle = GameObject.Find("yellow"); Particle.SetActive(false); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; _lastCollisionCollider = _currentStage.GetComponent<Collider>(); SpawnStage(); _camerRelativePosition = Camera.position - transform.position; } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; Particle.SetActive(true); } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); Particle.SetActive(false); Body.transform.DOScale(0.1f,1); Head.transform.DOLocalMoveY(0.29f,0.5f); _currentStage.transform.DOLocalMoveY(0.25f,0.2f); _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f); } if (Input.GetKey(KeyCode.Space)) { Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime; Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime; //盒子缩放沿着轴心缩放 _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime; _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime; } } void OnJump(float elapse) { _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0); } //如果有别的物体和本物体发生变化,会触发这函数 void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; SpawnStage(); MoveCamera(); _score++; ScoreText.text = _score.ToString(); } if(collision.gameObject.name=="Ground") { //本局游戏结束,重新开始 SceneManager.LoadScene("Gary"); } } void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); } }
盒子随机大小及颜色
随机设置盒子的大小
var randomScale = Random.Range(0.5f,1); Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale);
随机设置盒子的颜色
stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.1f, 1), Random.Range(0.1f, 1), Random.Range(0.1f, 1));
using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 4; public GameObject Stage; //获取相机位置 public Transform Camera; private Rigidbody _rigidbody; private float _stateTime; public GameObject Particle; public Transform Head; public Transform Body; //当前盒子物体 private GameObject _currentStage; private Collider _lastCollisionCollider; //相机的相对位置 public Vector3 _camerRelativePosition; public Text ScoreText; private int _score; // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); Particle = GameObject.Find("yellow"); Particle.SetActive(false); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; _lastCollisionCollider = _currentStage.GetComponent<Collider>(); SpawnStage(); _camerRelativePosition = Camera.position - transform.position; } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; Particle.SetActive(true); } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); Particle.SetActive(false); Body.transform.DOScale(0.1f,1); Head.transform.DOLocalMoveY(0.29f,0.5f); _currentStage.transform.DOLocalMoveY(0.25f,0.2f); _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f); } if (Input.GetKey(KeyCode.Space)) { Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime; Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime; //盒子缩放沿着轴心缩放 _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime; _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime; } } void OnJump(float elapse) { _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0); var randomScale = Random.Range(0.5f,1); Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale); stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.1f, 1), Random.Range(0.1f, 1), Random.Range(0.1f, 1)); } //如果有别的物体和本物体发生变化,会触发这函数 void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; SpawnStage(); MoveCamera(); _score++; ScoreText.text = _score.ToString(); } if(collision.gameObject.name=="Ground") { //本局游戏结束,重新开始 SceneManager.LoadScene("Gary"); } } void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); } }
盒子随机方向生成
初始的时候设置生成的方向是沿X轴正方向
Vector3 _direction = new Vector3(1, 0, 0);
随机生成跳台
void RandomDirection() { var seed = Random.Range(0,2); if(seed == 0) { _direction = new Vector3(1, 0, 0); } else { _direction = new Vector3(0,0,1); } }
void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); }
改变小人物跳跃方向
void OnJump(float elapse) { _rigidbody.AddForce((new Vector3(0,1,0)+_direction)*elapse* Factoer,ForceMode.Impulse); }
using DG.Tweening; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 4; public GameObject Stage; //获取相机位置 public Transform Camera; private Rigidbody _rigidbody; private float _stateTime; public GameObject Particle; public Transform Head; public Transform Body; //当前盒子物体 private GameObject _currentStage; private Collider _lastCollisionCollider; //相机的相对位置 public Vector3 _camerRelativePosition; public Text ScoreText; private int _score; Vector3 _direction = new Vector3(1, 0, 0); // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); Particle = GameObject.Find("yellow"); Particle.SetActive(false); //修改物理组件的重心到body的底部 _rigidbody.centerOfMass = Vector3.zero; _currentStage = Stage; _lastCollisionCollider = _currentStage.GetComponent<Collider>(); SpawnStage(); _camerRelativePosition = Camera.position - transform.position; } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; Particle.SetActive(true); } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); Particle.SetActive(false); Body.transform.DOScale(0.1f,1); Head.transform.DOLocalMoveY(0.29f,0.5f); _currentStage.transform.DOLocalMoveY(0.25f,0.2f); _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f); } if (Input.GetKey(KeyCode.Space)) { Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime; Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime; //盒子缩放沿着轴心缩放 _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime; _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime; } } void OnJump(float elapse) { _rigidbody.AddForce((new Vector3(0,1,0)+_direction)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + _direction * Random.Range(1.1f,MaxDistance) ; var randomScale = Random.Range(0.5f,1); Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale); stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.01f, 1), Random.Range(0.01f, 1), Random.Range(0.01f, 1)); } //如果有别的物体和本物体发生变化,会触发这函数 void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; RandomDirection(); SpawnStage(); MoveCamera(); _score++; ScoreText.text = _score.ToString(); } if(collision.gameObject.name=="Ground") { //本局游戏结束,重新开始 SceneManager.LoadScene("Gary"); } } void RandomDirection() { var seed = Random.Range(0,2); if(seed == 0) { _direction = new Vector3(1, 0, 0); } else { _direction = new Vector3(0,0,1); } } void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); } }
========================萌萌的分割线(ノ`Д)ノ============================
想加个游戏联网排行榜:
LeanCloud官网 传送门
下载LeanCloud-Unity-SDK-20180808.1.zip 传送门
using DG.Tweening; using LeanCloud; using System.Collections; using System.Collections.Generic; using UniRx; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI; public class Player : MonoBehaviour { public float Factoer=1; public float MaxDistance = 4; public GameObject Stage; //获取相机的位置 public Transform Camera; private Rigidbody _rigidbody; private float _stateTime; public GameObject Particle; public Transform Head; public Transform Body; //当前盒子物体 private GameObject _currentStage; private Collider _lastCollisionCollider; public Button RestarButton; //相机的相对位置 public Vector3 _camerRelativePosition; public Text ScoreText; private int _score; public GameObject SaveScorePanel; public InputField NameFiled; public Button SaveButton; public GameObject RankPanel; public GameObject RankItem; Vector3 _direction = new Vector3(1, 0, 0); // Use this for initialization void Start () { _rigidbody = GetComponent<Rigidbody>(); Particle = GameObject.Find("yellow"); Particle.SetActive(false); _rigidbody.centerOfMass = Vector3.zero ; _currentStage = Stage; _lastCollisionCollider = _currentStage.GetComponent<Collider>(); SpawnStage(); _camerRelativePosition = Camera.position - transform.position; SaveButton.onClick.AddListener(OnClickSaveButton); RestarButton.onClick.AddListener(()=> { SceneManager.LoadScene(0); }); MainThreadDispatcher.Initialize(); } // Update is called once per frame void Update () { if (Input.GetKeyDown(KeyCode.Space)) { _stateTime = Time.time; Particle.SetActive(true); } if (Input.GetKeyUp(KeyCode.Space)) { var elapse = Time.time - _stateTime; OnJump(elapse); Particle.SetActive(false); Body.transform.DOScale(0.1f,1); Head.transform.DOLocalMoveY(0.29f,0.5f); _currentStage.transform.DOLocalMoveY(0.25f,0.2f); _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f); } if (Input.GetKey(KeyCode.Space)) { Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime; Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime; //盒子缩放沿着轴心缩放 _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime; _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime; } } void OnJump(float elapse) { _rigidbody.AddForce((new Vector3(0,1,0)+_direction)*elapse* Factoer,ForceMode.Impulse); } void SpawnStage() { var stage = Instantiate(Stage); stage.transform.position = _currentStage.transform.position + _direction * Random.Range(1.1f,MaxDistance) ; var randomScale = Random.Range(0.5f,1); Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale); stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.01f, 1), Random.Range(0.01f, 1), Random.Range(0.01f, 1)); } //如果有别的物体和本物体发生变化,会触发这函数 void OnCollisionEnter(Collision collision) { if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider) { _lastCollisionCollider = collision.collider; _currentStage = collision.gameObject; RandomDirection(); SpawnStage(); MoveCamera(); _score++; ScoreText.text = _score.ToString(); } if(collision.gameObject.name=="Ground") { //本局游戏结束,重新开始 //SceneManager.LoadScene("Gary"); //游戏结束,显示上传分数panel SaveScorePanel.SetActive(true); RankPanel.SetActive(true); } } void RandomDirection() { var seed = Random.Range(0,2); if(seed == 0) { _direction = new Vector3(1, 0, 0); } else { _direction = new Vector3(0,0,1); } } void MoveCamera() { Camera.DOMove(transform.position + _camerRelativePosition,1); } void OnClickSaveButton() { var nickname = NameFiled.text; AVObject gameScore = new AVObject("GameScore"); gameScore["score"] = _score; gameScore["playerName"] = nickname; gameScore.SaveAsync().ContinueWith(_=> { showRankPanel(); }); SaveScorePanel.SetActive(true); } void showRankPanel() { AVQuery<AVObject> query = new AVQuery<AVObject>("GameScore").OrderByDescending("score").Limit(10); query.FindAsync().ContinueWith(t=> { var results = t.Result; var scores = new List<string>(); foreach(var result in results) { var score = result["playerName"]+" : "+result["score"]; scores.Add(score); } MainThreadDispatcher.Send(_ => { foreach (var score in scores) { var item = Instantiate(RankItem); item.SetActive(true); item.GetComponent<Text>().text = score; item.transform.SetParent(RankItem.transform.parent); } RankPanel.SetActive(true); },null); }); } }
工程游戏中测试成功~
可导出时运行却失败了!!