• 关卡界面选择


    using UnityEngine;
    using System.Collections;
    using UnityEngine.UI;
    
    public class ShowTitle : MonoBehaviour {
    
        void Start()
        {
            //获取关卡编号
            int index = Singleton.GetInstance ().currentLevelIndex;
            //显示关卡编号到UI
            GetComponent<Text> ().text = "Level " + index.ToString ();
        }
    }

    using UnityEngine;
    using System.Collections;
    using UnityEngine.UI;
    
    public class NumberLimit : MonoBehaviour {
    
        public void OnNumberTextValueChange(string msg)
        {
            //如果用户输入的是一个数字
            if (msg != "" && msg != "-") {
                //获取用户输入的数字
                int num = System.Convert.ToInt32 (msg);
                //限制用户输入的字符为0-3
                num = Mathf.Clamp (num, 0, 3);
                //把规范的数字显示到输入框
                GetComponent<InputField> ().text = num.ToString ();
            } else {
                //如果用户输入了‘-’,手动设置为空字符串“”
                GetComponent<InputField> ().text = "";
            }
        }
    
    }

    using UnityEngine;
    using System.Collections;
    using UnityEngine.UI;
    using UnityEngine.SceneManagement;
    
    public class OKButton : MonoBehaviour {
    
        //输入框
        public InputField inputF;
    
        private Singleton ins;
    
        void Start()
        {
            ins = Singleton.GetInstance ();
        }
    
        public void OnOKButtonClick()
        {
            //存储当前关卡所获得的星星数量
    
            //第几关
            int levelIndex = ins.currentLevelIndex;
            //几颗星(默认0个)
            int stars = 0;
            //如果用户有输入内容,将用户输入星星数量保存
            if (inputF.text != "") {
                stars = System.Convert.ToInt32(inputF.text);
            }
            //判断字典内是否有当前关卡的数据
            if (ins.data.ContainsKey (levelIndex)) {
                //更新当前关的数据(星星数量)
                ins.data [levelIndex] = Mathf.Max (stars, ins.data [levelIndex]);
            } else {
                //添加该关卡的数据
                ins.data.Add (levelIndex, stars);
            }
            //最大关卡数
            ins.maxLevelIndex++;
            //切换回选择关卡场景
            SceneManager.LoadScene("LevelSelect");
        }
    }

    第三个脚本引用到的单例在下面,单例中储存了关卡数

    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    
    public class Singleton {
    
        //单例
        private static Singleton instance;
    
        /// <summary>
        /// 获取单例
        /// </summary>
        /// <returns>The instance.</returns>
        public static Singleton GetInstance()
        {
            if (instance == null) {
                instance = new Singleton ();
            }
            return instance;
        }
        //构造私有化
        private Singleton()
        {
            //实例化字典
            data = new Dictionary<int, int> ();
        }
        /// <summary>
        /// 当前选择的关卡编号
        /// </summary>
        public int currentLevelIndex = 0;
        /// <summary>
        /// 关卡所对应的星星数量
        /// </summary>
        public Dictionary<int,int> data;
        //当前玩家玩到的最高关卡
        public int maxLevelIndex = 1;
    }

    接下来进入另外一个场景就是具体关卡数量

    using UnityEngine;
    using System.Collections;
    using UnityEngine.UI;
    
    public class SelectedController : MonoBehaviour {
    
        /// <summary>
        /// 关卡按钮点击事件
        /// </summary>
        /// <param name="currentButton">被点击的按钮.</param>
        public void OnLevelButtonClick(Transform currentButton)
        {
            //获取当前按钮是否被锁
            bool active = currentButton.GetChild (2).gameObject.activeSelf;
            //如果当前按钮没被锁定
            if (!active) {
                //设置该按钮为选择框的父物体
                transform.SetParent (currentButton);
                //设置相对于父物体的坐标为000,即将红框移动到所点击的按钮身上
                transform.localPosition = Vector3.zero;
            }
        }
    }

    using UnityEngine;
    using System.Collections;
    using UnityEngine.UI;
    using UnityEngine.SceneManagement;
    
    public class YesButton : MonoBehaviour {
    
        private Transform selected;
    
        void Start()
        {
            //查找到红框
            selected = GameObject.FindWithTag ("Selected").transform;
        }
    
        /// <summary>
        /// 确定按钮点击事件
        /// </summary>
        public void OnYesButtonClick()
        {
            //记录关卡编号
            int index = System.Convert.ToInt32(selected.parent.
                GetChild(0).GetComponent<Text>().text);
            //传入单例存储
            Singleton.GetInstance ().currentLevelIndex = index;
            //切换场景
            SceneManager.LoadScene("GameStar");
        }
    
    }

    最后是星星解锁后的显示

    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    
    public class ShowStars : MonoBehaviour {
    
        private Singleton ins;
    
        void Start()
        {
            Init ();
        }
    
        /// <summary>
        /// 关卡信息初始化
        /// </summary>
        void Init ()
        {
            //获取数据
            Dictionary<int,int> data = Singleton.GetInstance ().data;
            //遍历数据
            foreach (var item in data) {
                //获取当前的关卡
                Transform currentLevel = transform.GetChild (item.Key - 1);
                //显示星星
                currentLevel.GetChild (1).gameObject.SetActive (true);
                //隐藏锁
                currentLevel.GetChild (2).gameObject.SetActive (false);
                //临时存储星星的父对象
                Transform currentStars = currentLevel.GetChild (1);
                //0、1、2、3四种情况
                switch (item.Value) {
                case 0:
                    //隐藏三颗星星
                    for (int i = 0; i < currentStars.childCount; i++) {
                        //隐藏
                        currentStars.GetChild (i).gameObject.SetActive (false);
                    }
                    break;
                case 1:
                    for (int i = 1; i < currentStars.childCount; i++) {
                        //隐藏
                        currentStars.GetChild (i).gameObject.SetActive (false);
                    }
                    break;
                case 2:
                    //隐藏第三颗星星
                    currentStars.GetChild (1).gameObject.SetActive (false);
                    break;
                case 3:
                    break;
                default:
                    break;
                }
            }
            //解锁下一关
            transform.GetChild (data.Count).GetChild (2).gameObject.SetActive (false);
        }
    }
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  • 原文地址:https://www.cnblogs.com/VR-1024/p/6021050.html
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