长夜漫漫无心睡眠,敲敲代码,越敲越来劲! 我发现好多小朋友都在玩熊出没之xxxx这个游戏,居然打了一下午都没玩通第2关,我把测试也叫来陪我一起玩!
结果他也打不通,我再去叫策划,他也没打过,我去叫主管,他还是没打过,我再回去叫测试使用游戏修改大师,修改宝石买完全部的装备!结果他还是没打过!
(这款游戏,让我人生都变得没有了意义!)
人物跟随手指的移动而移动:
第一种方式: 手指移动了多少,主角就移动多少!(我使用的这种方式,存在问题,手指过快滑动,主角会慢慢跟手指有了距离!)
第二种方式: 手指移动到哪里,主角就慢慢移动到手指所在的位置!(还没写代码,理论上不会出现第一种问题),建议采用这种方式实现
第一种方式的部分代码实现:
using UnityEngine; using System.Collections; /// <summary> /// 人物的移动 /// </summary> public class PlayerMove : MonoBehaviour { private bool isMove; private Vector3 recordMouseDownPosition; //记录鼠标单击的位子 public float speed = 1; public UISprite gameBackground; public UI2DSprite player; public UI2DSpriteAnimation playerAnimation; public Sprite playerLeftState; public Sprite playerRightState; private float areaWidth; private float areaHeight; //角色移动的边界 void Awake() { //获取到背景Sprite的宽度和高度 areaWidth = gameBackground.drawingDimensions.z - player.drawingDimensions.z; areaHeight = gameBackground.drawingDimensions.w - player.drawingDimensions.w; } //开始移动 public void PlayerStartMove() { isMove = true; recordMouseDownPosition = Input.mousePosition; } //结束移动 public void PlayerEndMove() { isMove = false; } void LateUpdate() { if (isMove) { //鼠标当前坐标-单击被记录的坐标 Vector3 dir = Input.mousePosition - recordMouseDownPosition; //切换左右人物图片状态 if (dir.x > 0) { Debug.Log("切换成左"); playerAnimation.enabled = false; player.nextSprite = playerRightState; } else if (dir.x < 0) { Debug.Log("右转弯图片"); playerAnimation.enabled = false; player.nextSprite = playerLeftState; } else if (dir.x == 0) { playerAnimation.enabled = true; } //让人物跟随手指的方向移动 this.transform.localPosition = new Vector3( transform.localPosition.x + dir.x * 0.7f, transform.localPosition.y + dir.y * 0.7f, transform.localPosition.z); //防止跑出右边界 if (transform.localPosition.x > areaWidth && dir.x > 0) { this.transform.localPosition = new Vector3( areaWidth, transform.localPosition.y, transform.localPosition.z); } //防止跑出左边界 if (transform.localPosition.x < -areaWidth && dir.x < 0) { this.transform.localPosition = new Vector3( -areaWidth, transform.localPosition.y, transform.localPosition.z); } //防止跑出上边界 if (transform.localPosition.y > areaHeight && dir.y > 0) { this.transform.localPosition = new Vector3( transform.localPosition.x, areaHeight, transform.localPosition.z); } //防止跑出下边界 if (transform.localPosition.y < -areaHeight && dir.y < 0) { this.transform.localPosition = new Vector3( transform.localPosition.x, -areaHeight, transform.localPosition.z); } recordMouseDownPosition = Input.mousePosition; } } }