标题画面
Coddy Unity 游戏:天空赛道 课程的第 20 课,共 21 课。
游戏现在有了开始界面:打开游戏时,会显示标题、游戏名称、最高分和“跳跃以运行”。道路保持静止,在跳跃键(Space 或 W)开始游戏前,按键都不起作用。
除了 over,还需要第二个状态:running。它初始为 false,跳跃会将它设为 true,而 GameOver 会再次将它设为 false。消息中的 \n 会另起一行:
messageText.text = "My Game\nBest: " + PlayerPrefs.GetInt("BestScore", 0) + "\nPress to start";Update 中所有会让游戏移动的内容都放在 if (!running) return; 之后,这样在标题界面上就不会有任何东西移动。
挑战
中等让游戏启动时显示标题画面,并等待跳跃输入。
- 在
GameManager中添加public bool running;。Start 将speed = 0f设为初始值,并设置messageText.text = "Sky Lanes\nBest: " + PlayerPrefs.GetInt("BestScore", 0) + "\nJump to run";。 - 在 Update 中,当
!running && !over时按下 Space 或 W,会将running = true,并显示空消息;接着执行if (!running) return;。 - 让 GameOver 以
if (!running) return;和running = false;开始。 - 在
Runner中,只有当game.running为真时才读取按键和触发器。
按下“运行”:标题画面会一直等待,直到你跳跃。然后按“检查”。
亲手试试
using UnityEngine;
public class Runner : MonoBehaviour
{
public float laneWidth = 2.5f;
public float laneSpeed = 16f;
public float jumpHeight = 1.6f;
public float gravity = -40f;
public float slideTime = 0.7f;
public float magnetTime = 8f;
public int lane;
public float magnet;
public bool shield;
private CharacterController controller;
private GameManager game;
private Renderer body;
private float fallSpeed;
private float slide;
private Color color;
void Start()
{
controller = GetComponent<CharacterController>();
game = FindFirstObjectByType<GameManager>();
body = GetComponent<Renderer>();
color = body.material.color;
}
void Update()
{
if (!game.over)
{
if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) lane = Mathf.Max(-1, lane - 1);
if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) lane = Mathf.Min(1, lane + 1);
bool jump = Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.Space);
if (jump && controller.isGrounded)
{
fallSpeed = Mathf.Sqrt(jumpHeight * -2f * gravity);
StopSlide();
}
if ((Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) && controller.isGrounded)
{
slide = slideTime;
Resize(0.5f);
}
}
if (slide > 0f)
{
slide -= Time.deltaTime;
if (slide <= 0f) StopSlide();
}
if (magnet > 0f) magnet -= Time.deltaTime;
if (controller.isGrounded && fallSpeed < 0f) fallSpeed = -2f;
fallSpeed += gravity * Time.deltaTime;
float targetX = lane * laneWidth;
float x = Mathf.MoveTowards(transform.position.x, targetX, laneSpeed * Time.deltaTime);
Vector3 move = new Vector3(x - transform.position.x, fallSpeed * Time.deltaTime, 0f);
controller.Move(move);
body.material.color = shield ? new Color(0.3f, 0.9f, 1f) : color;
ShowPower();
}
void StopSlide()
{
if (transform.localScale.y < 1f) Resize(1f);
slide = 0f;
}
void Resize(float height)
{
controller.enabled = false;
transform.position += Vector3.up * (height - transform.localScale.y);
transform.localScale = new Vector3(1f, height, 1f);
controller.enabled = true;
}
void ShowPower()
{
string text = "";
if (magnet > 0f) text = "Magnet " + Mathf.CeilToInt(magnet);
if (shield) text += (text == "" ? "" : " ") + "Shield";
game.powerText.text = text == "" ? " " : text;
}
void OnTriggerEnter(Collider other)
{
if (game.over) return;
if (other.CompareTag("Obstacle"))
{
if (shield)
{
shield = false;
Destroy(other.gameObject);
return;
}
game.GameOver();
}
else if (other.CompareTag("Coin"))
{
game.AddCoin();
Destroy(other.gameObject);
}
else if (other.CompareTag("Magnet"))
{
magnet = magnetTime;
Destroy(other.gameObject);
}
else if (other.CompareTag("Shield"))
{
shield = true;
Destroy(other.gameObject);
}
}
}
Unity 游戏:天空赛道中的所有课
自己练习: Unity 在线编辑器