Space Shooter 学习

 

 

using UnityEngine;
using System.Collections;

/// <summary>
/// 背景滚动
/// </summary>
public class Done_BGScroller : MonoBehaviour
{
    /// <summary>
    /// 滚动速度
    /// </summary>
    public float scrollSpeed;
    /// <summary>
    /// z轴的长度
    /// </summary>
    public float tileSizeZ;

    /// <summary>
    /// 背景起始位置
    /// </summary>
    private Vector3 startPosition;

    void Start ()
    {
        //缓存起始位置
        startPosition = transform.position;
    }

    void Update ()
    {
        float newPosition = Mathf.Repeat(Time.time * scrollSpeed, tileSizeZ);
        transform.position = startPosition + Vector3.forward * newPosition;
    }
}
BGScroller
using UnityEngine;
using System.Collections;

/// <summary>
/// 被边界摧毁
/// </summary>
public class Done_DestroyByBoundary : MonoBehaviour
{
    /// <summary>
    /// 敌人,陨石等离开边界被摧毁
    /// </summary>
    void OnTriggerExit (Collider other) 
    {
        Destroy(other.gameObject);
    }
}
DestroyByBoundary
using UnityEngine;
using System.Collections;

/// <summary>
/// 主角被敌对物碰到后销毁
/// </summary>
public class Done_DestroyByContact : MonoBehaviour
{
    /// <summary>
    /// 爆炸特效
    /// </summary>
    public GameObject explosion;
    /// <summary>
    /// 玩家爆炸特效
    /// </summary>
    public GameObject playerExplosion;
    /// <summary>
    /// 玩家得分
    /// </summary>
    public int scoreValue;
    /// <summary>
    /// 游戏控制器
    /// </summary>
    private Done_GameController gameController;

    void Start ()
    {
        GameObject gameControllerObject = GameObject.FindGameObjectWithTag ("GameController");
        if (gameControllerObject != null)
        {
            gameController = gameControllerObject.GetComponent <Done_GameController>();
        }
        if (gameController == null)
        {
            Debug.Log ("Cannot find 'GameController' script");
        }
    }

    /// <summary>
    /// 碰到触发器
    /// </summary>
    /// <param name="other"></param>
    void OnTriggerEnter (Collider other)
    {
        //如果是边界或敌人则不处理
        if (other.tag == "Boundary" || other.tag == "Enemy")
        {
            return;
        }


        if (explosion != null)
        {
            Instantiate(explosion, transform.position, transform.rotation);
        }

        //如果碰到玩家,实例化玩家爆炸特效
        //游戏结束
        if (other.tag == "Player")
        {
            Instantiate(playerExplosion, other.transform.position, other.transform.rotation);
            gameController.GameOver();
        }
        
        //
        gameController.AddScore(scoreValue);
        //删除碰到的游戏物体
        Destroy (other.gameObject);
        //删除自身游戏物体
        Destroy (gameObject);
    }
}
DestroyByContact
using UnityEngine;
using System.Collections;

/// <summary>
/// 特效经过一段时间后销毁
/// </summary>
public class Done_DestroyByTime : MonoBehaviour
{
    /// <summary>
    /// 生存周期
    /// </summary>
    public float lifetime;

    void Start ()
    {
        
        Destroy (gameObject, lifetime);
    }
}
DestroyByTime
using UnityEngine;
using System.Collections;

/// <summary>
/// 敌机的躲避策略
/// </summary>
public class Done_EvasiveManeuver : MonoBehaviour
{
    /// <summary>
    /// 边界
    /// </summary>
    public Done_Boundary boundary;
    /// <summary>
    /// 倾斜
    /// </summary>
    public float tilt;
    /// <summary>
    /// 闪避
    /// </summary>
    public float dodge;
    public float smoothing;
    /// <summary>
    /// 
    /// </summary>
    public Vector2 startWait;
    /// <summary>
    /// 
    /// </summary>
    public Vector2 maneuverTime;
    /// <summary>
    /// 
    /// </summary>
    public Vector2 maneuverWait;

    private float currentSpeed;
    private float targetManeuver;

    void Start ()
    {
        currentSpeed = GetComponent<Rigidbody>().velocity.z;
        StartCoroutine(Evade());
    }
    
    /// <summary>
    /// 躲避协程
    /// </summary>
    /// <returns></returns>
    IEnumerator Evade ()
    {
        yield return new WaitForSeconds (Random.Range (startWait.x, startWait.y));
        while (true)
        {
            targetManeuver = Random.Range (1, dodge) * -Mathf.Sign (transform.position.x);
            yield return new WaitForSeconds (Random.Range (maneuverTime.x, maneuverTime.y));
            targetManeuver = 0;
            yield return new WaitForSeconds (Random.Range (maneuverWait.x, maneuverWait.y));
        }
    }
    
    void FixedUpdate ()
    {
        float newManeuver = Mathf.MoveTowards (GetComponent<Rigidbody>().velocity.x, targetManeuver, smoothing * Time.deltaTime);
        GetComponent<Rigidbody>().velocity = new Vector3 (newManeuver, 0.0f, currentSpeed);
        GetComponent<Rigidbody>().position = new Vector3
        (
            Mathf.Clamp(GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax), 
            0.0f, 
            Mathf.Clamp(GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)
        );
        
        GetComponent<Rigidbody>().rotation = Quaternion.Euler (0, 0, GetComponent<Rigidbody>().velocity.x * -tilt);
    }
}
EvasiveManeuver
using UnityEngine;
using System.Collections;

/// <summary>
/// 游戏控制
/// </summary>
public class Done_GameController : MonoBehaviour
{
    /// <summary>
    /// 敌人预设列表
    /// </summary>
    public GameObject[] hazards;
    /// <summary>
    /// 敌人孵化的范围
    /// </summary>
    public Vector3 spawnValues;
    /// <summary>
    /// 每波敌人的数量
    /// </summary>
    public int hazardCount;

    /// <summary>
    /// 生成每个敌人后的等待时间
    /// </summary>
    public float spawnWait;

    /// <summary>
    /// 第一次孵化敌人的等待时间
    /// </summary>
    public float startWait;
    /// <summary>
    /// 生成每波敌人后的生成时间
    /// </summary>
    public float waveWait;
    
    /// <summary>
    /// 分数文本
    /// </summary>
    public GUIText scoreText;
    /// <summary>
    /// 重新开始文本
    /// </summary>
    public GUIText restartText;
    /// <summary>
    /// 游戏结束文本
    /// </summary>
    public GUIText gameOverText;
    
    /// <summary>
    /// 游戏是否结束
    /// </summary>
    private bool gameOver;
    /// <summary>
    /// 是否重新开始
    /// </summary>
    private bool restart;
    /// <summary>
    /// 得分
    /// </summary>
    private int score;
    
    void Start ()
    {
        gameOver = false;
        restart = false;
        restartText.text = "";
        gameOverText.text = "";
        score = 0;
        UpdateScore ();
        StartCoroutine (SpawnWaves ());
    }
    
    void Update ()
    {
        if (restart)
        {
            if (Input.GetKeyDown (KeyCode.R))
            {
                Application.LoadLevel (Application.loadedLevel);
            }
        }
    }
    
    /// <summary>
    /// 孵化波
    /// </summary>
    /// <returns></returns>
    IEnumerator SpawnWaves ()
    {
        //等待
        yield return new WaitForSeconds (startWait);
        //无限生成敌人
        while (true)
        {
            //生成敌人
            for (int i = 0; i < hazardCount; i++)
            {
                GameObject hazard = hazards [Random.Range (0, hazards.Length)];
                Vector3 spawnPosition = new Vector3 (Random.Range (-spawnValues.x, spawnValues.x), spawnValues.y, spawnValues.z);
                Quaternion spawnRotation = Quaternion.identity;
                Instantiate (hazard, spawnPosition, spawnRotation);
                yield return new WaitForSeconds (spawnWait);
            }

            //生成每波敌人后的等待时间
            yield return new WaitForSeconds (waveWait);
            
            if (gameOver)
            {
                restartText.text = "Press 'R' for Restart";
                restart = true;
                break;
            }
        }
    }
    
    /// <summary>
    /// 添加分数
    /// </summary>
    /// <param name="newScoreValue"></param>
    public void AddScore (int newScoreValue)
    {
        score += newScoreValue;
        UpdateScore ();
    }
    
    /// <summary>
    /// 更新分数显示文本
    /// </summary>
    void UpdateScore ()
    {
        scoreText.text = "Score: " + score;
    }
    
    /// <summary>
    /// 游戏结束
    /// </summary>
    public void GameOver ()
    {
        gameOverText.text = "Game Over!";
        gameOver = true;
    }
}
GameController
using UnityEngine;
using System.Collections;

/// <summary>
/// 移动类
/// </summary>
public class Done_Mover : MonoBehaviour
{
    /// <summary>
    /// 移动速度
    /// </summary>
    public float speed;

    void Start ()
    {
        //给刚体设置一个初始速度
        GetComponent<Rigidbody>().velocity = transform.forward * speed;
    }
}
Mover
using UnityEngine;
using System.Collections;

/// <summary>
/// 边界
/// </summary>
[System.Serializable]
public class Done_Boundary 
{
    public float xMin, xMax, zMin, zMax;
}

/// <summary>
/// 玩家控制
/// </summary>
public class Done_PlayerController : MonoBehaviour
{
    /// <summary>
    /// 移动速度
    /// </summary>
    public float speed;

    /// <summary>
    /// 倾斜
    /// </summary>
    public float tilt;
    /// <summary>
    /// 游戏边界
    /// </summary>
    public Done_Boundary boundary;

    /// <summary>
    /// 子弹预设
    /// </summary>
    public GameObject shot;
    /// <summary>
    /// 子弹射出的位置
    /// </summary>
    public Transform shotSpawn;
    /// <summary>
    /// 射击频率,每秒发射子弹数
    /// </summary>
    public float fireRate;
    
    /// <summary>
    /// 下一次子弹发射的时间
    /// </summary>
    private float nextFire;
    
    void Update ()
    {
        //按下发射,且当前时间大于下一次子弹发射的时间
        if (Input.GetButton("Fire1") && Time.time > nextFire) 
        {
            //重新设置下一次发射子弹的时间
            nextFire = Time.time + fireRate;
            Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
            GetComponent<AudioSource>().Play ();
        }
    }

    void FixedUpdate ()
    {
        //获取水平和垂直方向的输入值,将其应用在刚体的速度上
        float moveHorizontal = Input.GetAxis ("Horizontal");
        float moveVertical = Input.GetAxis ("Vertical");

        Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
        GetComponent<Rigidbody>().velocity = movement * speed;
        
        //限制刚体在边界内移动
        GetComponent<Rigidbody>().position = new Vector3
        (
            Mathf.Clamp (GetComponent<Rigidbody>().position.x, boundary.xMin, boundary.xMax), 
            0.0f, 
            Mathf.Clamp (GetComponent<Rigidbody>().position.z, boundary.zMin, boundary.zMax)
        );
        
        //设置飞机在z轴的倾斜
        GetComponent<Rigidbody>().rotation = Quaternion.Euler (0.0f, 0.0f, GetComponent<Rigidbody>().velocity.x * -tilt);
    }
}
PlayerController
using UnityEngine;
using System.Collections;

/// <summary>
/// 陨石随机移动
/// </summary>
public class Done_RandomRotator : MonoBehaviour 
{
    /// <summary>
    /// 翻滚速度
    /// </summary>
    public float tumble;
    
    void Start ()
    {
        //设置陨石的角速度
        GetComponent<Rigidbody>().angularVelocity = Random.insideUnitSphere * tumble;
    }
}
RandomRotator
using UnityEngine;
using System.Collections;

/// <summary>
/// 敌人的武器控制
/// </summary>
public class Done_WeaponController : MonoBehaviour
{
    /// <summary>
    /// 子弹预设
    /// </summary>
    public GameObject shot;
    /// <summary>
    /// 发射子弹的位置
    /// </summary>
    public Transform shotSpawn;
    /// <summary>
    /// 发射子弹频率,
    /// </summary>
    public float fireRate;
    /// <summary>
    /// 发射子弹延迟
    /// </summary>
    public float delay;

    void Start ()
    {
        InvokeRepeating ("Fire", delay, fireRate);
    }

    void Fire ()
    {
        Instantiate(shot, shotSpawn.position, shotSpawn.rotation);
        GetComponent<AudioSource>().Play();
    }
}
WeaponController

游戏视频:https://pan.baidu.com/s/1o87Anwe

游戏项目:https://pan.baidu.com/s/1c246OQs

posted on 2017-02-23 02:11  void87  阅读(400)  评论(2编辑  收藏  举报

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