unity3D制作新游戏和退出游戏13

点击新游戏按钮 所有数据刷新

创建一个空物体存放所有的Target怪

数据归零
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将Target放入

ctrl+d复制一份

显示一个怪物并赋值一份target
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让每个格子中存在一个怪

双击居中画面
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class TargetManager : MonoBehaviour
{
    //16.方便其他文件调用
    public static TargetManager _instance;
    //1.获取我们设置的四种怪物:控制怪物的生成或销毁(显示或隐藏) 最开始是都不显示
    //2.建立数组
    public GameObject[] monsters;
    //6.获得激活状态的怪物
    public GameObject activeMonster = null;

    //17.赋值
    private void Awake()
    {
        _instance = this;
    }

    //9.调用测试
    private void Start()
    {
        //10.遍历初始化目标怪的状态以及boxcollider状态
        foreach (GameObject monster in monsters)
        {
            monster.GetComponent<BoxCollider>().enabled = false;
            monster.SetActive(false);
        }
        //ActiveMonster();
        //12.调用迭代器方法:先注释上一句的直接调用
        StartCoroutine("AliveTimer");

    }

    //3.是否激活各种状态函数
    private void ActiveMonster()
    {
        //4.随机激活:得到index
        int index = Random.Range(0, monsters.Length);

        //5.激活怪物:需要先获得激活状态的怪物
        //赋值
        activeMonster = monsters[index];
        //7.激活
        activeMonster.SetActive(true);
        //8.激活box collider
        activeMonster.GetComponent<BoxCollider>().enabled = true;
        //14.调用
        StartCoroutine("DeathTimer");
    }
    //11.协程控制迭代器 设置怪物生成的等待时间
    IEnumerator AliveTimer()
    {
        yield return new WaitForSeconds(Random.Range(1, 5));
        ActiveMonster();

    }

    //14.控制死亡迭代器 使激活状态的怪变为未激活状态
    private void DeActiveMonster()
    {
        if (activeMonster != null)
        {

            activeMonster.GetComponent<BoxCollider>().enabled = false;
            activeMonster.SetActive(false);
            activeMonster = null;
        }
        //14.再次激活
        StartCoroutine("AliveTimer");
    }
    //设置死亡时间
    IEnumerator DeathTimer()
    {
        yield return new WaitForSeconds(Random.Range(3, 8));
        DeActiveMonster();
    }

    //15.更新怪物 在其他脚本中调用此方法
    public void UpdateMonsters()
    {
        //关闭所有协程
        StopAllCoroutines();
        if (activeMonster != null)
        {
            activeMonster.SetActive(false);
            activeMonster = null;
        }
        StartCoroutine("AliveTimer");
    }

}

更新

赋值targetGO

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注册newgame按钮

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

public class GameManager : MonoBehaviour
{
    public static GameManager _instance; 
    //1.设置暂停
    public bool isPaused = true;
    //2.获得组件
    public GameObject menuGo;
    //3.设置数组
    public GameObject[] targetGOs;
    private void Awake()
    {
        _instance = this;
        Pause();    
    }

    private void Update()
    {
        //判断是否按下esc键 是并暂停游戏
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Pause();
        }
    }

    private void Pause()
    {
        isPaused = true;
        menuGo.SetActive(true);
        Time.timeScale = 0;
        //隐藏鼠标图标
        Cursor.visible = true;
    }

    private void UnPause()
    {
        isPaused = false;
        menuGo.SetActive(false);
        Time.timeScale = 1;
        Cursor.visible=false;
    }

    public void ContinueGame()
    {
        UnPause();
    }

    public void NewGame()
    {
//3. 要更新9个位置的怪物 先设置数组
foreach(GameObject targetGO in targetGOs)
        {
            targetGO.GetComponent<TargetManager>().UpdateMonsters();
        }
        UIManager._instance.shootNum = 0;
        UIManager._instance.score = 0;
        UnPause();
    }
}

退出游戏

build之后生效

   public void QuitGame()
    {
        Application.Quit();
    }

注册按钮

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设置UI锚点

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posted @ 2023-03-05 15:40  flyall  阅读(117)  评论(0)    收藏  举报