1、MainMene脚本
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List<T>.Add(T) 方法——将对应的元素添加到List集合末尾
方法签名为void Add(T item),T代表List集合中的具体元素的类型,是C#中的泛型语法,item代表具体需要添加的元素对象。
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$符号——字符串的拼接优化
语法格式:$"string {参数}",以{}来进行传参,可以多个参数累加。
替代格式化字符串string.format(),原先赋值需要占位符和变量,需要拼接多个变量会造成语句过长等不易理解问题。
例:string.Format 的语法
string str =string.Format("my name is {0},my age is {1}.", name, age);
$使代码简洁,可读性强
string str = $"my name is {name},my age is {age}.";
引用自:https://blog.csdn.net/weixin_47896156/article/details/114637372
using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; using UnityEngine.UI;public class TF_MainMenu : MonoBehaviour {
public Text Text_Ranking1, Text_Ranking2;
public Transform PanelHonor;private readonly List _jlist = new List(); //定义只读List
private readonly List _jlblist = new List();
private readonly List _njlist = new List();private void Awake()
{
Transform _bg = PanelHonor.GetChild(0); //定义私有变量_bg并赋入PanelHonor下第一个子物体
for ( int i = 0; i < _bg.childCount; i++)
{
_jlist.Add(_bg.GetChild(i)); //将_bg下的子物体添加到_jlist集合中
//找到_bg下子物体"Label"上的Text组件,并添加到_jlbist集合中
_jlblist.Add(_bg.GetChild(i).Find( "Label" ).GetComponent());
}
TF_GameData.getInstance().ResetData();
_njlist.Add(TF_GameData.getInstance().nj1);
_njlist.Add(TF_GameData.getInstance().nj2);
_njlist.Add(TF_GameData.getInstance().nj3);
_njlist.Add(TF_GameData.getInstance().nj4);
_njlist.Add(TF_GameData.getInstance().nj5);
_njlist.Add(TF_GameData.getInstance().nj6);
_njlist.Add(TF_GameData.getInstance().nj7);
_njlist.Add(TF_GameData.getInstance().nj8);
_njlist.Add(TF_GameData.getInstance().nj9);
_njlist.Add(TF_GameData.getInstance().nj10);
_njlist.Add(TF_GameData.getInstance().nj200);
_njlist.Add(TF_GameData.getInstance().nj201);
}public void OpenPanelHonor()
{
PanelHonor.gameObject.SetActive( true );
}void Start ()
{
Text_Ranking1.text = $ "排行:{1}" ; //字符串的拼接优化
Text_Ranking2.text = "" ;
}public void Loadnewlevel( string levelname)
{
SceneManager.LoadSceneAsync(levelname);
}}
2、GameData脚本
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PlayerPrefs——数据存储
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using UnityEngine; public class TF_GameData { public static int totalLevel = 20; public static TF_GameData instance;public int levelPassed = 0;
public int cLevel = 0;
public int cScore = 0;
public int cCoin = 0;
public long gameStep, itemUsed;
public long nj1, nj2, nj3, nj4, nj5, nj6, nj7, nj8, nj9, nj10;// nj11, nj12;
public long nj200, nj201, nj202;
public int nBomb = 0;
public int nShove = 0;
public string cBuyItem = "";
public int bestJew = 4;
public bool isFail = false;
public int isLock = 0;public static TF_GameData GetInstance()
{
instance ??= new TF_GameData();
return instance;
}
public void ResetData()
{
isLock = 0;
isFail = false;
cBuyItem = "";
bestJew = PlayerPrefs.GetInt("TrippleFarmbestjew", 4);//获取int值nj1 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj1", "0"));
nj2 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj2", "0"));
nj3 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj3", "0"));
nj4 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj4", "0"));
nj5 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj5", "0"));
nj6 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj6", "0"));
nj7 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj7", "0"));
nj8 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj8", "0"));
nj9 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj9", "0"));
nj10 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj10", "0"));nj200 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj200", "0"));
nj201 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj201", "0"));
nj202 = long.Parse(PlayerPrefs.GetString("TrippleFarmnj202", "0"));gameStep = long.Parse(PlayerPrefs.GetString("TrippleFarmgameStep", "0"));
itemUsed = long.Parse(PlayerPrefs.GetString("TrippleFarmitemUsed", "0"));
}

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