Unity 2D角色复活点与复活等待时间设置

一,新建一个空物体LevelManager用来管理我们的复活,金币等脚本

二,为空物体LevelManager新建一个脚本LevelManager;

三,脚本

  把Player和LevelManager拖到指定的公共变量中

1,PlayerController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour {

    private Rigidbody2D m_rg;

    public float MoveSpeed;
    public float JumpSpeed;

    //在角色下添加一个空物体
    //设置一个跳跃监测点
    public Transform CheckPoint;
    //设置一个跳跃监测半径
    public float CheckRadius;
    //设置一个跳跃监测层---角色与地面的检测
    public LayerMask WhatIsGround;

    //角色默认是否着地--true
    public bool isGround;

    private Animator Anim;

    //存储复活点的位置信息
    public Vector2 RespawnPosition;


    public LevelManager theLevel;

    void Start () {

        m_rg = gameObject.GetComponent<Rigidbody2D>();
        Anim = gameObject.GetComponent<Animator>();

        //游戏刚开始时,玩家的重生点,就是当前的初始位置点
        RespawnPosition = transform.position;

        theLevel = FindObjectOfType<LevelManager>();

    }
    
    // Update is called once per frame
    void Update () {
        //
        isGround = Physics2D.OverlapCircle(CheckPoint.position, CheckRadius, WhatIsGround);


        //m_rg.gameObject.transform.rotation= Quaternion.identity;

        //------------------Input.GetAxisRaw没有小数值,只有整数,不会产生缓动------------------
        //角色水平移动
        //按住D键,判断如果大于0,则向右开始移动
        if (Input.GetAxisRaw("Horizontal") > 0)
        {
            m_rg.velocity = new Vector2(MoveSpeed, m_rg.velocity.y);

            //设置自身缩放的值
            transform.localScale = new Vector2(1f,1f);
        }
        //角色水平移动
        //按住A键,判断如果小于0,则向左开始移动
        else if (Input.GetAxisRaw("Horizontal") < 0)
        {
            m_rg.velocity = new Vector2(-MoveSpeed, m_rg.velocity.y);

            //如果new Vector2(-1f, 1f)  x值为负数,则图片进行反转显示
            transform.localScale = new Vector2(-1f, 1f);
        }
        else
        //角色水平移动
        //松开按键,判断如果等于0,则停止移动
        {
            m_rg.velocity = new Vector2(0, m_rg.velocity.y);
        }

        //角色按下空格键实现跳跃
        //禁止二连跳
        //要先判断角色是否在地面上,在地面上可以跳,不在地面上则不能跳
        if (Input.GetButtonDown("Jump")&& isGround)
        {

            m_rg.velocity = new Vector2(m_rg.velocity.x,JumpSpeed);
        }


        Anim.SetFloat("Speed", m_rg.velocity.x);
        Anim.SetBool("Grouned", isGround);
    }


    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag=="KillPlane")
        {
            //gameObject.SetActive(false);

            //使当前玩家的位置点为,保存的复活点位置
            //transform.position = RespawnPosition;

            theLevel.Respawn();

        }


        //角色与当前的复活点进行碰撞检测
        //把当前角色的位置信息,设置为重生的复活点
        if (collision.tag == "CheckPoint")
        {
            RespawnPosition = collision.transform.position;
        }
    }
}

 

  

2,LevelManager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LevelManager : MonoBehaviour {

    public PlayerController thePlayer;

    void Start () {

        //在游戏运行时,首先遍历一遍PlayerController脚本
        PlayerController thePlayer = FindObjectOfType<PlayerController>();

    }
    
    // Update is called once per frame
    void Update () {
        
    }

    /// <summary>
    /// 调用方法Respawn开启携程方法RespawnCo,完成等待复活事件
    /// </summary>
    public void Respawn()
    {
        //开启携程RespawnCo
        StartCoroutine("RespawnCo");
        
    }


    /// <summary>
    /// 携程,等待X秒后复活角色
    /// </summary>
    /// <returns></returns>
    public IEnumerator RespawnCo()
    {
        
        //隐藏角色
        thePlayer.gameObject.SetActive(false);
        //等待X秒后执行
        
        yield return new WaitForSeconds(3);
        //把复活碰撞点的位置传给角色,让角色在复活碰撞点复活
        
        thePlayer.transform.position = thePlayer.RespawnPosition;
        //显示角色
        
        thePlayer.gameObject.SetActive(true);
    }

}

 

  

 

posted @ 2018-12-15 20:17  青梨  阅读(3430)  评论(0编辑  收藏  举报