【Unity2D入门教程】简单制作战机弹幕射击游戏⑥最终回扩展其它范围的内容

制作分数和生命的UI:

由于我们前面没有做类似的UI所以这里教大伙一下基本思路:

首先我们创建一个canvas用来创建两个Text用来显示分数和生命的UI

蓝色的是分数黄色的是生命

我们创建一个scoreplay的脚本挂载在text上

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScoreDisplay : MonoBehaviour
{
    Text scoreText;
    GameSeesion gameSession;
    private void Start()
    {
        scoreText = GetComponent<Text>();
        gameSession = FindObjectOfType<GameSeesion>();
    }
    private void Update()
    {
        scoreText.text = gameSession.GetScore().ToString();
    }
}

创建一个空对象gamesession还有一个同名脚本挂载在它上面:

接着我们改一下Player和Enemy的脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{


    [Header("玩家移动")]
    [SerializeField] float ySpeed = 10f;
    [SerializeField] float xSpeed = 10f;
    [SerializeField] float padding = 1f;

    [Header("Play Health")]
    [SerializeField] int health = 500;

    [Header("ProjectTile")]
    [SerializeField] GameObject laserPrefab;
    [SerializeField] float projectTileSpeed = 10f;
    [SerializeField] float projectTileFiringPeriod = 0.1f;
    //战机在屏幕能移动的坐标
    float xMin;
    float xMax;
    float yMin;
    float yMax;

    //协程的编程是指在不堵塞主线程的情况下执行某些特定的函数
    Coroutine fireCoroutine;

    [SerializeField] AudioClip deathSFX;
    [SerializeField] [Range(0, 1)] float deathSoundVolume = 0.75f;
    [SerializeField] AudioClip shootSFX;
    [SerializeField] [Range(0, 1)] float shootSoundVolume = 0.55f;
    void Start()
    {
        SetUpMoveBoundaries();
    }
    private void SetUpMoveBoundaries()
    {
        Camera gameCamera = Camera.main;
        //之前的视频说过,Camera.main.ViewportToWorldPoint()是将摄像机视角的坐标转化为世界坐标然后padding是防止战机出屏幕边缘
        xMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).x + padding;
        xMax = gameCamera.ViewportToWorldPoint(new Vector3(1, 0, 0)).x - padding;
        yMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).y + padding;
        yMax = gameCamera.ViewportToWorldPoint(new Vector3(0, 1, 0)).y - padding;
    }
    void Update()
    {
        Move();
        Fire();
    }
    private void Move()
    {
        //Input Manager上两个监控键盘上WSAD按键而生成-1到1值的
        var deltaY = Input.GetAxis("Vertical") * Time.deltaTime * ySpeed;
        var deltaX = Input.GetAxis("Horizontal") * Time.deltaTime * xSpeed;
       // Debug.Log(deltaX);
       //限制移动范围
        var newXPos = Mathf.Clamp(transform.position.x + deltaX, xMin, xMax);
        var newYPos = Mathf.Clamp(transform.position.y + deltaY, yMin, yMax);

        transform.position = new Vector2(newXPos,newYPos);
    }
    private void Fire()
    {
        if (Input.GetButtonDown("Fire1"))
        {
           fireCoroutine =  StartCoroutine(FireContinuously());
        }
        if (Input.GetButtonUp("Fire1"))//这个Fire1也是Input Manager上的
        {
            StopCoroutine(fireCoroutine); //暂停某个协程
            // StopAllCoroutines();
        }
    }
    //协程函数是用关键字迭代器IEnumerator而且一定要用yield关键词返回
    IEnumerator FireContinuously()
    {
        while (true)
        {
            GameObject laser = Instantiate(laserPrefab, transform.position, Quaternion.identity) as GameObject; //生成子弹
            laser.GetComponent<Rigidbody2D>().velocity = new Vector2(0, projectTileSpeed); //给子弹一个向上的力
            AudioSource.PlayClipAtPoint(shootSFX, Camera.main.transform.position, shootSoundVolume);
            yield return new WaitForSeconds(projectTileFiringPeriod); //下一颗子弹发生的间隔时间
        }
    }

    private void OnTriggerEnter2D(Collider2D other)
    {
        DamageDealer damageDealer = other.gameObject.GetComponent<DamageDealer>();
        if (!damageDealer) { return; }
        ProcessHit(damageDealer);
    }

    private void ProcessHit(DamageDealer damageDealer)
    {
        health -= damageDealer.GetDamage(); //减去收到的伤害
        damageDealer.Hit();
        if (health <= 0)
        {
            Die();
        }
    }
    public int GetHealth()
    {
        return health;
    }
    private void Die()
    {
        Destroy(gameObject); //生命值为小于等于0就销毁
        AudioSource.PlayClipAtPoint(deathSFX, Camera.main.transform.position, deathSoundVolume);
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Enemy : MonoBehaviour
{
    [Header("Enemy States")]
    [SerializeField] float health = 100f;
    [SerializeField] int scoreValue = 150;

    [Header("Shooting")]
    [SerializeField] float shotCounter;
    [SerializeField] float minTimeBetweenShots = 0.2f;
    [SerializeField] float maxTimeBetweenShot = 1.5f;
    [SerializeField] GameObject projecttile;
    [SerializeField] float projecttileSpeed = 10f;

    [Header("Sound Effects")]
    [SerializeField] GameObject deathDFX;
    [SerializeField] AudioClip deathSFX;
    [SerializeField] [Range(0,1)]float deathSoundVolume = 0.75f;
    [SerializeField] AudioClip shootSFX;
    [SerializeField] [Range(0, 1)] float shootSoundVolume = 0.50f;
    void Start()
    {
        shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShot);
    }

    void Update()
    {
        CountDownAndShoot();
    }
    private void CountDownAndShoot()
    {
        shotCounter -= Time.deltaTime; //计时器,用来当计时器小于等于0时重置发射时间并执行发射函数
        if(shotCounter <= 0)
        {
            Fire();
            shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShot);
        }
    }
    private void Fire()
    {
        GameObject laser = Instantiate(projecttile, transform.position, Quaternion.identity) as GameObject;//生成子弹并给它一个向下的力,因为和主角方向反过来的
        laser.GetComponent<Rigidbody2D>().velocity = new Vector2(0, -projecttileSpeed);
        AudioSource.PlayClipAtPoint(shootSFX, Camera.main.transform.position, shootSoundVolume);
    }
    private void OnTriggerEnter2D(Collider2D other)
    {
        DamageDealer damageDealer = other.gameObject.GetComponent<DamageDealer>();
        if (!damageDealer) { return; }
        ProcessHit(damageDealer); //同样也是伤害处理的函数

    }

    private void ProcessHit(DamageDealer damageDealer)
    {        
        health -= damageDealer.GetDamage();
        damageDealer.Hit();
        if (health <= 0)
        {
            Die();
        }
    }
    private void Die()
    {
        FindObjectOfType<GameSeesion>().AddToScore(scoreValue);
        Destroy(gameObject);
        GameObject explosion = Instantiate(deathDFX,transform.position,transform.rotation);
        Destroy(explosion, 1f);
        AudioSource.PlayClipAtPoint(deathSFX, Camera.main.transform.position,deathSoundVolume);
    }
}

其次显示生命值的脚本也要创建好

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class ScoreDisplay : MonoBehaviour
{
    Text scoreText;
    GameSeesion gameSession;
    private void Start()
    {
        scoreText = GetComponent<Text>();
        gameSession = FindObjectOfType<GameSeesion>();
    }
    private void Update()
    {
        scoreText.text = gameSession.GetScore().ToString();
    }
}


创建Start和Game Over场景

其实

其实我前面教的差不多了,这里就直接把预设体拖进来就好

 

这里的Score Canvas是只需要score即可不需要生命的text

别忘了挂载onclike()监听事件


设置连贯的背景音乐:

为了防止音乐在切换场景时重新播放,我们也要创建一个单例给它

先空对象Music Player然后创建同名脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MusicPlayer : MonoBehaviour
{
    private void Awake()
    {
        SetUpSingleton();
    }
    private void SetUpSingleton()
    {
        if(FindObjectsOfType(GetType()).Length > 1)
        {
            Destroy(gameObject);
        }
        else
        {
            DontDestroyOnLoad(gameObject);
        }
    }
}

别忘了让它一直循环。


生成游戏:

别忘了放到build setting上然后点击PlayerSetting改图标

 

 游戏画面如下:

 

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转载自blog.csdn.net/dangoxiba/article/details/124071103
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