目录
选择齿轮图片
设置单位像素数
给齿轮添加刚体
设置重力大小为0
冻结旋转
添加2D碰撞盒
子弹挂载脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Pathfinding;
public class BulletControl : MonoBehaviour
{
Rigidbody2D rbody;
//子弹命中声
public AudioClip hitClip;
// Start is called before the first frame update
void Awake()
{
rbody = GetComponent<Rigidbody2D>();
//2秒后不管打没打中,子弹销毁子弹
Destroy(this.gameObject, 2f);
}
// Update is called once per frame
void Update()
{
}
//子弹发射,射击
public void Shoot(Vector2 moveDirection,float moveForce)
{
rbody.AddForce(moveDirection * moveForce);
}
//子弹命中
private void OnCollisionEnter2D(Collision2D collision)
{
//调用机器人控制脚本的修复函数,修改机器人的状态
RobotControl ec = collision.gameObject.GetComponent<RobotControl>();
if (ec!=null)
{
ec.Fixed();//杀敌
if (RobotControl.isFixed%2==0)
{
collision.gameObject.GetComponent<AIPath>().enabled = false;
PlayerControl.enemyleft--;//更改玩家控制中的击杀数,以此判断任务是否完成,格式:脚本名.静态变量--;
Debug.Log("当前敌人数:" + PlayerControl.enemyleft);
}
if (RobotControl.isFixed%2 != 0)
{
//打开命中对象的AI组件
collision.gameObject.GetComponent<AIPath>().enabled = true;
//collision.gameObject.GetComponent<RobotControl>().enabled = false;
//RobotControl.AIon();
//ScriptSelect.changestatus();
}
Debug.Log("命中敌人了");
}
//播放命中声
AudioManager.instance.AudioPlay(hitClip);
//立即销毁子弹
Destroy(this.gameObject);
}
}
制作成预制体
设定玩家层和子弹层
项目设置:不允许子弹层与子弹层、子弹层与玩家层发生碰撞
玩家调用脚本
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class PlayerControl : MonoBehaviour
{
//主角速度
public float speed = 8f;
//定义2d刚体
Rigidbody2D rbody;
//定义动画
Animator anim;
//初始屏幕看
Vector2 lookDirection = new Vector2(0, -1);
//定义一个机器人对象
GameObject robotObj;
//最大健康值
private int maxHealth = 2;//改为2;
//当前健康值
private int currentHealth;
//其他脚本可获取最大健康值
public int MyMaxHealth { get { return maxHealth; } }
//其他脚本可获取当前健康值
public int MyCurrentHealth { get { return currentHealth; } }
//无敌时间
private float wuditime = 2f;
//无敌计时器
private float wuditimer;
//无敌状态
private bool isWudi;
//子弹数量
[SerializeField]
private int curBulletCount=1;
private int maxBulletCount=6;
public float gametime=0;
public int MyCurBulletCount { get { return curBulletCount; } }
public int MyMaxBulletCount { get { return maxBulletCount; } }
//子弹预制体
public GameObject bulletPrefab;
//敌人剩余数量
public static int enemyleft;
//public int curEnemyleft { get { return enemyleft; } }
//游戏结束提示
public GameObject GameOver;
//指定为主角并销毁
public GameObject GameOverPlayer;
//任务完成提示
public GameObject MissionCompleted;
//无法实现在其他脚本中销毁提示,故在此脚本中限时销毁
public float showTime = 3;
private float showTimer;
//智能提示框计时器
public float tiptime = 6;
private float tiptimer;
//任务完成标记,显示标志,一场游戏中只显示一次
public static int showflag=0;
//玩家音效
public AudioClip hitClip;
public AudioClip launchClip;
//智能提示文本
public Text tips;
public GameObject tipsframe;
// Start is called before the first frame update
void Start()
{
//操作方式选择
ctrlway();
//任务完成状态的初始化
showflag = 0;
//隐藏任务完成提示
MissionCompleted.SetActive(false);
//提示计时器设置为负值
showTimer = -1;
tiptimer = -1;
//开始游戏后初始化敌人数量
SetEnemyNum();
//获取2d刚体
rbody = GetComponent<Rigidbody2D>();
//获取动画组件
anim = GetComponent<Animator>();
//初始化生命值
currentHealth = 1;
//初始化无敌时间
wuditimer = 0;
//更新生命条与子弹数量
UIManager.instance.UpdateHealthBar(currentHealth, maxHealth);
UIManager.instance.UpdateBulletCount(curBulletCount, maxBulletCount);
}
// Update is called once per frame
void Update()
{
if(showflag!=1)
{
UpdateTime();
}
UpdateEnemyLeft();
//任务完成显示 计时器
showTimer -= Time.deltaTime;
//提示框显示 计时器
tiptimer -= Time.deltaTime;
//超过时间就取消显示任务完成
if (showTimer < 0)
{
MissionCompleted.SetActive(false);
}
/*//超过时间就取消显示提示文本
if(tiptimer<0)
{
tipsframe.SetActive(false);
}*/
//取消显示提示文本
if(showTimer+5<0)
{
tipsframe.SetActive(false);
}
//敌人数量为0,并且是第一次达到0,之前没有完成任务,任务完成
if (enemyleft==0 && showflag != 1)
{
//给倒计时器赋值,以此显示提示
showTimer = showTime;
//已经完成任务了,标记一下,之后不再显示
showflag = 1;
//显示任务完成提示
MissionCompleted.SetActive(true);
//显示前往下一关的提示
tip();
}
//如果生命值为0,显示游戏结束字样,并销毁主角
if (currentHealth==0)
{
GameOver.SetActive(true);
tip();
GameObject.Find("Ruby").GetComponent<PlayerControl>().enabled = false;
//gameObject.SetActive(false);
//Destroy(GameOverPlayer);
}
//如果没有子弹了,则进行提示
if(curBulletCount==0 && currentHealth!=0)
{
tip();
}
//如果游戏超时,则进行提示
if (gametime > 180)
{
tip();
}
float moveX=0;
float moveY=0;
//如果没有禁用键盘
if (UIEntry.ctrlflag != 2)
{
//获取运动矢量
moveX = Input.GetAxisRaw("Horizontal");
moveY = Input.GetAxisRaw("Vertical");
}
Vector2 moveVector = new Vector2(moveX, moveY);
if(moveX!=0||moveY!=0)
{
lookDirection = moveVector;
}
Vector2 position = transform.position;
position.x += moveX * speed * Time.deltaTime;
position.y += moveY * speed * Time.deltaTime;
transform.position = new Vector2(position.x, position.y);
//用刚体移动可以消除画面抖动
rbody.MovePosition(position);
//为动画集赋值
//状态集的切换由运动矢量决定
anim.SetFloat("move X",lookDirection.x);
anim.SetFloat("move Y",lookDirection.y);
anim.SetFloat("runspeed", moveVector.magnitude);
//赋值必须与状态集命名一样
//如果处于无敌状态,就计时
if(isWudi)
{
wuditimer -= Time.deltaTime;
//计时器归0,就不处于无敌状态了
if(wuditimer<0)
{
isWudi = false;
}
}
//当按下J,并且子弹大于0,开火(没有禁用键盘)
if(Input.GetKeyDown(KeyCode.J) && curBulletCount>0 && UIEntry.ctrlflag != 2)
{
ChangeBulletCount(-1);
anim.SetTrigger("Launch");
AudioManager.instance.AudioPlay(launchClip);
GameObject bullet = Instantiate(bulletPrefab, rbody.position+Vector2.up*0.5f, Quaternion.identity);
BulletControl bc = bullet.GetComponent<BulletControl>();
if(bc!=null)
{
bc.Shoot(lookDirection, 300);
}
}
//按下鼠标左键,开枪(没有禁用鼠标)
if (Input.GetMouseButtonDown(1) && curBulletCount > 0 && UIEntry.ctrlflag != 3)
{
RaycastHit2D raycast = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero);
Vector2 hitPoint = new Vector2(raycast.point.x, raycast.point.y);
Vector2 curposition = new Vector2(gameObject.transform.position.x, gameObject.transform.position.y);
Vector2 ShootDirection = hitPoint - curposition;
ChangeBulletCount(-1);
anim.SetTrigger("Launch");
AudioManager.instance.AudioPlay(launchClip);
GameObject bullet = Instantiate(bulletPrefab, rbody.position + Vector2.up * 0.5f, Quaternion.identity);
BulletControl bc = bullet.GetComponent<BulletControl>();
if (bc != null)
{
bc.Shoot(ShootDirection, 300);//lookDirection
}
}
//按E与npc交互
if (Input.GetKeyDown(KeyCode.E))
{
RaycastHit2D hit = Physics2D.Raycast(rbody.position, lookDirection, 2f, LayerMask.GetMask("NPC"));
if(hit.collider!=null)
{
Debug.Log("hit npc!");
NPCManager npc = hit.collider.GetComponent<NPCManager>();
if(npc!=null)
{
npc.ShowDialog();
}
}
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
//踩到雷区,自动生成僵尸
float robotX = Random.Range(-3, 5);
float robotY = Random.Range(-3, 5);
Vector2 position_robot = new Vector2(robotX, robotY);
if(collision.gameObject.tag=="bomb")//如果碰到雷区
{
print("other.tag=" + collision.gameObject.tag);//这句一定要有,不然出不来
robotObj = Instantiate(Resources.Load("Prefabs/Robot"),position_robot,Quaternion.identity)as GameObject;//加载资源,生成一个预制体,做成一个对象
}
}
private void OnTriggerExit2D(Collider2D collision)
{
//离开雷区,僵尸消失
if(collision.gameObject.tag=="bomb")
{
Destroy(robotObj);
}
}
public void changeHealth(int amount)
{
//可能是受到伤害,也可能是加血
if(amount<0)
{
//如果是受伤,设置无敌状态,则2秒内不能受伤
if(isWudi==true)
{
return;
}
isWudi = true;
//播放受伤动画
anim.SetTrigger("Hit");
//播放受伤音效
AudioManager.instance.AudioPlay(hitClip);
//为无敌计时器赋值
wuditimer = wuditime;
}
//更改健康值
currentHealth = Mathf.Clamp(currentHealth+amount,0,maxHealth);
//更新血条
UIManager.instance.UpdateHealthBar(currentHealth, maxHealth);
//调试
Debug.Log(currentHealth + "/" + maxHealth);
}
public void ChangeBulletCount(int amount)
{
//改变子弹数
curBulletCount = Mathf.Clamp(curBulletCount + amount, 0, maxBulletCount);
//改变UI子弹数
UIManager.instance.UpdateBulletCount(curBulletCount, maxBulletCount);
}
public void UpdateTime()
{
//游戏时间
gametime += Time.deltaTime;
//Debug.Log((int)gametime);
//改变UI时间
UIManager.instance.UpdateTimeBar((int)gametime);
}
public void UpdateEnemyLeft()
{
UIManager.instance.UpdateEnemyLeft(enemyleft);
}
void SetEnemyNum()
{
int index = SceneManager.GetActiveScene().buildIndex;
if(index==1)
{
enemyleft = 2;
}
if(index==2)
{
enemyleft = 3;
}
}
public void ctrlway()
{
if(UIEntry.ctrlflag==1)
{
GameObject.Find("Ruby").GetComponent<PlayerControl>().enabled = true;
GameObject.Find("Ruby").GetComponent<Follow>().enabled = true;
}
else if(UIEntry.ctrlflag == 2)
{
//不能禁用这个脚本,改为在if语句中利用UIEntry.ctrlflag禁用操作
//GameObject.Find("Ruby").GetComponent<PlayerControl>().enabled = false;
GameObject.Find("Ruby").GetComponent<Follow>().enabled = true;
}
else if(UIEntry.ctrlflag == 3)
{
GameObject.Find("Ruby").GetComponent<PlayerControl>().enabled = true;
GameObject.Find("Ruby").GetComponent<Follow>().enabled = false;
}
}
public void tip()
{
//tiptimer = tiptime;
if(showflag==1)
{
int index = SceneManager.GetActiveScene().buildIndex;
if(index==1)
{
tipsframe.SetActive(true);
tips.text = "Tips:\n快前往城堡,进行下一关吧!";
}
else if(index==2)
{
tipsframe.SetActive(true);
tips.text = "Tips:\n亲亲、你已经通关了,请五星好评哦!";
}
}
else if(currentHealth==0)
{
tipsframe.SetActive(true);
int index = SceneManager.GetActiveScene().buildIndex;
if(index==1)
{
tips.text = "Tips:\n该长教训了吧,哈哈!";
}
else if(index==2 && RobotControl.isFixed%2==1)
{
tips.text = "Tips:\n机器人被激怒,会主动攻击人哦。尝试着对它连续完成两次攻击吧!";
}
else if (index == 2 && RobotControl.isFixed % 2 != 1)
{
tips.text = "Tips:\n你可长点教训吧,哈哈!";
}
else
{
return;
}
}
else if(curBulletCount==0 && currentHealth!=0)
{
tipsframe.SetActive(true);
tips.text = "Tips:\n没有子弹了,快去拾取子弹吧!";
}
else if(gametime>180)
{
tipsframe.SetActive(true);
tips.text = "Tips:\n游戏超时了哦";
}
}
}
附完整教程:
原博地址
https://blog.csdn.net/weixin_43673589