• Bow & Arrow 学习


    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine.UI;
    using UnityEditor;
    
    /// <summary>
    /// 游戏控制
    /// </summary>
    public class bowAndArrow : MonoBehaviour {
        
        /// <summary>
        /// Ray
        /// </summary>
        private Ray mouseRay1;
        /// <summary>
        /// RaycastHit
        /// </summary>
        private RaycastHit rayHit;
    
        /// <summary>
        /// 射线击中的x轴位置
        /// </summary>
        private float posX;
        /// <summary>
        /// 射线击中的y轴位置
        /// </summary>
        private float posY;
    
    
        /// <summary>
        /// 弓绳
        /// </summary>
        public GameObject bowString;
        /// <summary>
        ////// </summary>
        GameObject arrow;
        /// <summary>
        /// 箭预设
        /// </summary>
        public GameObject arrowPrefab;
        /// <summary>
        /// 用来作为射出的箭的父物体
        /// </summary>
        public GameObject gameManager;    
        /// <summary>
        /// 伤害文本
        /// </summary>
        public GameObject risingText;
        /// <summary>
        /// 目标
        /// </summary>
        public GameObject target;
    
        /// <summary>
        /// 拉弓的声音
        /// </summary>
        public AudioClip stringPull;
        /// <summary>
        /// 放箭的声音
        /// </summary>
        public AudioClip stringRelease;
        /// <summary>
        /// 箭飞行的声音
        /// </summary>
        public AudioClip arrowSwoosh;
    
        /// <summary>
        /// 拉弓的声音是否已播放
        /// </summary>
        bool stringPullSoundPlayed;
        /// <summary>
        /// 放箭的声音是否已播放
        /// </summary>
        bool stringReleaseSoundPlayed;
        /// <summary>
        /// 箭飞行的声音是否已播放
        /// </summary>
        bool arrowSwooshSoundPlayed;
    
        /// <summary>
        /// 弓的位置
        /// </summary>
        private List<Vector3> bowStringPosition;
        /// <summary>
        /// 弓的线条渲染器
        /// </summary>
        LineRenderer bowStringLinerenderer;
    
    
        float arrowStartX;
        float length;
    
        /// <summary>
        /// 箭是否已射出
        /// </summary>
        bool arrowShot;
        /// <summary>
        /// 箭是否准备好
        /// </summary>
        bool arrowPrepared;
    
        // position of the line renderers middle part 
        Vector3 stringPullout;
        Vector3 stringRestPosition = new Vector3 (-0.44f, -0.06f, 2f);
    
        /// <summary>
        /// 游戏状态
        /// </summary>
        public enum GameStates {
            /// <summary>
            /// 目录
            /// </summary>
            menu, 
            /// <summary>
            /// 教程
            /// </summary>
            instructions,
            /// <summary>
            /// 游戏中
            /// </summary>
            game,
            /// <summary>
            /// 游戏结束
            /// </summary>
            over,
            /// <summary>
            /// 最高分
            /// </summary>
            hiscore,
        };
    
        /// <summary>
        /// 游戏状态
        /// </summary>
        public GameStates gameState = GameStates.menu;
    
        /// <summary>
        /// 目录面板
        /// </summary>
        public Canvas menuCanvas;
        /// <summary>
        /// 指示面板
        /// </summary>
        public Canvas instructionsCanvas;
        /// <summary>
        /// 最高分面板
        /// </summary>
        public Canvas highscoreCanvas;
        /// <summary>
        /// 游戏面板
        /// </summary>
        public Canvas gameCanvas;
        /// <summary>
        /// 游戏结束面板
        /// </summary>
        public Canvas gameOverCanvas;
    
        /// <summary>
        /// 箭的数量文本
        /// </summary>
        public Text arrowText;
        /// <summary>
        /// 得分文本
        /// </summary>
        public Text scoreText;
        /// <summary>
        /// 最后得分文本
        /// </summary>
        public Text endscoreText;
        /// <summary>
        /// 最高得分
        /// </summary>
        public Text actualHighscoreText;
        /// <summary>
        /// 新的最高得分
        /// </summary>
        public Text newHighscoreText;
        /// <summary>
        /// 新的最高得分提示文本
        /// </summary>
        public Text newHighText;
    
        /// <summary>
        /// 每局能使用的箭数量
        /// </summary>
        public int arrows = 20;
        /// <summary>
        /// 实际得分
        /// </summary>
        public int score = 0;
    
    
        /// <summary>
        /// 重置游戏
        /// </summary>
        void resetGame() {
            arrows = 20;
            score = 0;
            //如果没有找到arrow,创建新的arrow
            if (GameObject.Find("arrow") == null)
                createArrow (true);
        }
    
    
        void Start () {
            //设置ui显隐
            menuCanvas.enabled = true;
            instructionsCanvas.enabled = false;
            highscoreCanvas.enabled = false;
            gameCanvas.enabled = false;
            gameOverCanvas.enabled = false;
    
            
            initScore ();
    
            createArrow (true);
    
    
            bowStringLinerenderer = bowString.AddComponent<LineRenderer>();
            bowStringLinerenderer.SetVertexCount(3);
            bowStringLinerenderer.SetWidth(0.05F, 0.05F);
            bowStringLinerenderer.useWorldSpace = false;
            bowStringLinerenderer.material = Resources.Load ("Materials/bowStringMaterial") as Material;
            bowStringPosition = new List<Vector3> ();
            bowStringPosition.Add(new Vector3 (-0.44f, 1.43f, 2f));
            bowStringPosition.Add(new Vector3 (-0.44f, -0.06f, 2f));
            bowStringPosition.Add(new Vector3 (-0.43f, -1.32f, 2f));
            bowStringLinerenderer.SetPosition (0, bowStringPosition [0]);
            bowStringLinerenderer.SetPosition (1, bowStringPosition [1]);
            bowStringLinerenderer.SetPosition (2, bowStringPosition [2]);
            arrowStartX = 0.7f;
    
            stringPullout = stringRestPosition;
        }
    
    
    
        void Update () {
            //检查游戏状态
            switch (gameState) {
            //目录状态,按下esc 退出游戏
            case GameStates.menu:
                if (Input.GetKeyDown(KeyCode.Escape)) {
    #if UNITY_EDITOR
                    EditorApplication.isPlaying = false;
    #else
                    Application.Quit();
    #endif
                }
                break;
    
            case GameStates.game:
                
                showArrows();
                showScore();
    
                //按下esc 显示目录
                if (Input.GetKeyDown(KeyCode.Escape)) {
                    showMenu();
                }
    
                //如果按下鼠标左键
                if (Input.GetMouseButton(0)) {
                    //播放拉弓的声音
                    if (!stringPullSoundPlayed) {
    
                        GetComponent<AudioSource>().PlayOneShot(stringPull);
                        stringPullSoundPlayed = true;
                    }
    
                    prepareArrow();
                }
    
                //如果鼠标抬起且箭已准备就绪
                if (Input.GetMouseButtonUp (0) && arrowPrepared) {
                    //播放放箭的声音
                    if (!stringReleaseSoundPlayed) {
                        GetComponent<AudioSource>().PlayOneShot(stringRelease);
                        stringReleaseSoundPlayed = true;
                    }
                    //播放箭飞行的声音
                    if (!arrowSwooshSoundPlayed) {
                        GetComponent<AudioSource>().PlayOneShot(arrowSwoosh);
                        arrowSwooshSoundPlayed = true;
                    }
                    shootArrow();
                }
                drawBowString();
                break;
            case GameStates.instructions:
                break;
            case GameStates.over:
                break;
            case GameStates.hiscore:
                break;
            }
        }
    
    
        
        /// <summary>
        /// 初始化得分
        /// </summary>
        public void initScore() {
            if (!PlayerPrefs.HasKey ("Score"))
                PlayerPrefs.SetInt ("Score", 0);
        }
    
        /// <summary>
        /// 显示得分
        /// </summary>
        public void showScore() {
            scoreText.text = "Score: " + score.ToString();
        }
    
        /// <summary>
        /// 显示箭数量
        /// </summary>
        public void showArrows() {
            arrowText.text = "Arrows: " + arrows.ToString ();
        }
    
    
        /// <summary>
        /// 创建箭
        /// </summary>
        /// <param name="hitTarget">是否击中目标</param>
        public void createArrow(bool hitTarget) {
            Camera.main.GetComponent<camMovement> ().resetCamera ();
    
            stringPullSoundPlayed = false;
            stringReleaseSoundPlayed = false;
            arrowSwooshSoundPlayed = false;
    
            //如果还有可使用的箭
            if (arrows > 0) {
                //如果击中目标,随机设置目标的位置
                if (hitTarget) {
                    float x = Random.Range(-1f,8f);
                    float y = Random.Range(-3f,3f);
                    Vector3 position = target.transform.position;
                    position.x = x;
                    position.y = y;
                    target.transform.position = position;
                }
                
                //创建一个新箭
                this.transform.localRotation = Quaternion.identity;
                arrow = Instantiate (arrowPrefab, Vector3.zero, Quaternion.identity) as GameObject;
                arrow.name = "arrow";
                arrow.transform.localScale = this.transform.localScale;
                arrow.transform.localPosition = this.transform.position + new Vector3 (0.7f, 0, 0);
                arrow.transform.localRotation = this.transform.localRotation;
                arrow.transform.parent = this.transform;
    
                arrow.GetComponent<rotateArrow> ().setBow (gameObject);
                arrowShot = false;
                arrowPrepared = false;
    
                arrows --;
            }
            else {
                gameState = GameStates.over;
                gameOverCanvas.enabled = true;
                endscoreText.text = "You shot all the arrows and scored " + score + " points.";
            }
        }
    
        /// <summary>
        /// 射箭
        /// </summary>
        public void shootArrow() {
            if (arrow.GetComponent<Rigidbody>() == null) {
                arrowShot = true;
                arrow.AddComponent<Rigidbody>();
                arrow.transform.parent = gameManager.transform;
                arrow.GetComponent<Rigidbody>().AddForce (Quaternion.Euler (new Vector3(transform.rotation.eulerAngles.x,transform.rotation.eulerAngles.y,transform.rotation.eulerAngles.z))*new Vector3(25f*length,0,0), ForceMode.VelocityChange);
            }
            arrowPrepared = false;
            stringPullout = stringRestPosition;
    
            Camera.main.GetComponent<camMovement> ().resetCamera ();
            Camera.main.GetComponent<camMovement> ().setArrow (arrow);
    
        }
    
    
        /// <summary>
        /// 准备弓箭
        /// </summary>
        public void prepareArrow() {
            
            mouseRay1 = Camera.main.ScreenPointToRay(Input.mousePosition);
    
            if (Physics.Raycast(mouseRay1, out rayHit, 1000f) && arrowShot == false)
            {
                posX = this.rayHit.point.x;
                posY = this.rayHit.point.y;
    
                Vector2 mousePos = new Vector2(transform.position.x-posX,transform.position.y-posY);
                float angleZ = Mathf.Atan2(mousePos.y,mousePos.x)*Mathf.Rad2Deg;
                transform.eulerAngles = new Vector3(0,0,angleZ);
    
                length = mousePos.magnitude / 3f;
                length = Mathf.Clamp(length,0,1);
    
                stringPullout = new Vector3(-(0.44f+length), -0.06f, 2f);
    
                Vector3 arrowPosition = arrow.transform.localPosition;
                arrowPosition.x = (arrowStartX - length);
                arrow.transform.localPosition = arrowPosition;
            }
            arrowPrepared = true;
        }
    
    
    
        /// <summary>
        /// 画弓绳
        /// </summary>
        public void drawBowString() {
            bowStringLinerenderer = bowString.GetComponent<LineRenderer>();
            bowStringLinerenderer.SetPosition (0, bowStringPosition [0]);
            bowStringLinerenderer.SetPosition (1, stringPullout);
            bowStringLinerenderer.SetPosition (2, bowStringPosition [2]);
        }
        
    
        /// <summary>
        /// 设置得分
        /// </summary>
        /// <param name="points">分数</param>
        public void setPoints(int points){
            
            score += points;
            //如果得分是50
            if (points == 50) {
                //加一可用弓数量
                arrows++;
    
                //创建提示文本
                GameObject rt1 = (GameObject)Instantiate(risingText, new Vector3(0,0,0),Quaternion.identity);
                rt1.transform.position = this.transform.position + new Vector3(0,0,0);
                rt1.transform.name = "rt1";
                rt1.GetComponent<TextMesh>().text= "Bonus arrow";
            }
        }
    
        /// <summary>
        /// 隐藏指引面板
        /// </summary>
        public void showInstructions() {
            menuCanvas.enabled = false;
            instructionsCanvas.enabled = true;
        }
    
    
        /// <summary>
        /// 显示指引面板
        /// </summary>
        public void hideInstructions() {
            menuCanvas.enabled = true;
            instructionsCanvas.enabled = false;
        }
    
    
        /// <summary>
        /// 显示最高得分
        /// </summary>
        public void showHighscore() {
            menuCanvas.enabled = false;
            highscoreCanvas.enabled = true;
            actualHighscoreText.text = "Actual Hiscore: " + PlayerPrefs.GetInt ("Score") + " points";
            newHighscoreText.text = "Your Score: " + score + " points";
            if (score > PlayerPrefs.GetInt("Score"))
                newHighText.enabled = true;
            else
                newHighText.enabled = false;
        }
    
    
        /// <summary>
        /// 隐藏最高得分
        /// </summary>
        public void hideHighScore() {
            menuCanvas.enabled = true;
            highscoreCanvas.enabled = false;
            if (score > PlayerPrefs.GetInt ("Score")) {
                PlayerPrefs.SetInt("Score",score);
            }
            resetGame();
        }
    
        /// <summary>
        /// 检查最高分
        /// </summary>
        public void checkHighScore() {
            gameOverCanvas.enabled = false;
            if (score > PlayerPrefs.GetInt ("Score")) {
                showHighscore();
            }
            else {
                menuCanvas.enabled = true;
                resetGame();
            }
        }
    
        /// <summary>
        /// 开始游戏
        /// </summary>
        public void startGame() {
            menuCanvas.enabled = false;
            highscoreCanvas.enabled = false;
            instructionsCanvas.enabled = false;
            gameCanvas.enabled = true;
            gameState = GameStates.game;
        }
    
        /// <summary>
        /// 显示目录
        /// </summary>
        public void showMenu() {
            menuCanvas.enabled = true;
            gameState = GameStates.menu;
            resetGame ();
        }
    }
    bowAndArrow
    using UnityEngine;
    using System.Collections;
    
    /// <summary>
    /// 控制弓箭
    /// </summary>
    public class rotateArrow : MonoBehaviour {
    
        /// <summary>
        /// 是否已经
        /// </summary>
        bool collisionOccurred;
    
        /// <summary>
        /// 箭的头部
        /// </summary>
        public GameObject arrowHead;
        /// <summary>
        /// 伤害文本
        /// </summary>
        public GameObject risingText;
        /// <summary>
        ////// </summary>
        public GameObject bow;
    
        /// <summary>
        /// 击中目标的声音
        /// </summary>
        public AudioClip targetHit;
    
        /// <summary>
        /// 透明度
        /// </summary>
        float alpha;
        /// <summary>
        /// 剩余时间
        /// </summary>
        float   life_loss;
        /// <summary>
        /// 颜色
        /// </summary>
        public Color color = Color.white;
    
        void Start () {
            
            float duration = 2f;
            life_loss = 1f / duration;
            alpha = 1f;
        }
    
    
    
        void Update () {
            //刚体不为空
            if (transform.GetComponent<Rigidbody>() != null) {
                //速度不为0
                if (GetComponent<Rigidbody>().velocity != Vector3.zero) {
                    //获取速度
                    Vector3 vel = GetComponent<Rigidbody>().velocity;
                    //计算旋转角度
                    float angleZ = Mathf.Atan2(vel.y,vel.x)*Mathf.Rad2Deg;
                    float angleY = Mathf.Atan2(vel.z,vel.x)*Mathf.Rad2Deg;
                    //沿着弓箭的轨道旋转箭
                    transform.eulerAngles = new Vector3(0,-angleY,angleZ);
                }
            }
    
            //如果发生了碰撞
            if (collisionOccurred) {
                //改变透明度和颜色
                alpha -= Time.deltaTime * life_loss;
                GetComponent<Renderer>().material.color = new Color(color.r,color.g,color.b,alpha);
                
                //如果透明度为0,删除物体
                if (alpha <= 0f) {
                    //创建新的箭
                    bow.GetComponent<bowAndArrow>().createArrow(true);
                    Destroy(gameObject);
                }
            }
        }
    
    
        void OnCollisionEnter(Collision other) {
            //击中的位置 y轴
            float y;
            //得分
            int actScore = 0;
    
            //如果发生了碰撞
            if (collisionOccurred) {
                //固定箭的位置
                transform.position = new Vector3(other.transform.position.x,transform.position.y,transform.position.z);
                return;
            }
    
            ///如果碰到边界,销毁箭
            if (other.transform.name == "Cube") {
                bow.GetComponent<bowAndArrow>().createArrow(false);
                Destroy(gameObject);
            }
    
            //如果碰到了目标
            if (other.transform.name == "target") {
                //播放声音
                GetComponent<AudioSource>().PlayOneShot(targetHit);
                //让速度归零
                GetComponent<Rigidbody>().velocity = Vector3.zero;
                //让刚体不受重力影响
                GetComponent<Rigidbody>().isKinematic = true;
                //让刚体不能发生旋转和位移
                transform.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
                //设置标志位为true
                collisionOccurred = true;
                //隐藏箭头
                arrowHead.SetActive(false);
                
                //修改y轴位置    
                y = other.contacts[0].point.y;
                y = y - other.transform.position.y;
    
                //射中白圈
                if (y < 1.48557f && y > -1.48691f)
                    actScore = 10;
                //射中黑圈
                if (y < 1.36906f && y > -1.45483f)
                    actScore = 20;
                //射中篮圈
                if (y < 0.9470826f && y > -1.021649f)
                    actScore = 30;
                //射中红圈
                if (y < 0.6095f && y > -0.760f)
                    actScore = 40;
                //射中金圈
                if (y < 0.34f && y > -0.53f)
                    actScore = 50;
    
                //创建得分文本
                GameObject rt = (GameObject)Instantiate(risingText, new Vector3(0,0,0),Quaternion.identity);
                rt.transform.position = other.transform.position + new Vector3(-1,1,0);
                rt.transform.name = "rt";
                rt.GetComponent<TextMesh>().text= "+"+actScore;
    
                bow.GetComponent<bowAndArrow>().setPoints(actScore);
            }
        }
    
        /// <summary>
        /// 设置弓
        /// </summary>
        /// <param name="_bow"></param>
        public void setBow(GameObject _bow) {
            bow = _bow;
        }
    }
    rotateArrow
    using UnityEngine;
    using System.Collections;
    
    /// <summary>
    /// 相机移动
    /// </summary>
    public class camMovement : MonoBehaviour {
        /// <summary>
        /// 弓箭
        /// </summary>
        public GameObject arrow;
    
        void Start () {
            arrow = null;
        }
    
        public void setArrow(GameObject _arrow) {
            arrow = _arrow;
        }
    
        /// <summary>
        /// 重置相机位置
        /// </summary>
        public void resetCamera() {
            transform.position = new Vector3 (0, 0, -9.32f);
        }
    
        void Update () {
            //让摄像机跟随箭头移动
            if (arrow != null) {
                Vector3 position = transform.position;
                float z = position.z;
                position = Vector3.Lerp (transform.position, arrow.transform.position, Time.deltaTime);
                position.z = z;
                transform.position = position;
            }
        }
    }
    camMovement
    using UnityEngine;
    using System.Collections;
    
    
    /// <summary>
    /// 云层移动
    /// </summary>
    public class cloudMove : MonoBehaviour {
    
        /// <summary>
        /// 移动速度
        /// </summary>
        public float speed;
        
        
        void Update () {
            //获得当前位置
            Vector3 position = transform.position;
            //设置新的x值
            position.x += speed;
            //如果超出边界,重新移动到起始位置
            if (position.x > 12f)
                position.x = -12f;
            //设置新的位置
            transform.position = position;
        }
    }
    cloudMove
    using UnityEngine;
    using System.Collections;
    
    /// <summary>
    /// 向上飘的文字
    /// </summary>
    [RequireComponent(typeof(TextMesh))]
    public class RisingText : MonoBehaviour
    {
        /// <summary>
        /// 移动的增量
        /// </summary>
        Vector3 crds_delta;
        /// <summary>
        /// 透明度
        /// </summary>
        float   alpha;
        /// <summary>
        /// 每秒减少的透明度
        /// </summary>
        float   life_loss;
        /// <summary>
        /// 相机
        /// </summary>
        Camera  cam;
        
        /// <summary>
        /// 颜色
        /// </summary>
        public Color color = Color.white;
        
        
        void Start()
        {
            //初始透明度
            alpha = 1f;
            cam = GameObject.Find("Main Camera").GetComponent<Camera>();
            //增量设置为向上
            crds_delta = new Vector3(0f, 1f, 0f);
            life_loss = 0.5f;
        }
        
        void Update () 
        {
            //向上移动
            transform.Translate(crds_delta * Time.deltaTime, Space.World);
            
            //修改颜色
            alpha -= Time.deltaTime * life_loss;
            GetComponent<Renderer>().material.color = new Color(color.r,color.g,color.b,alpha);
            
            //如果完全透明,删除物体
            if (alpha <= 0f) Destroy(gameObject);
            
            //让物体朝向相机
            transform.LookAt(cam.transform.position);
            transform.rotation = cam.transform.rotation;        
        }
    }
    RisingText

    视频:https://pan.baidu.com/s/1nva2xWt

    项目:https://pan.baidu.com/s/1nvc4t9R

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  • 原文地址:https://www.cnblogs.com/revoid/p/6443712.html
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