升级
Coddy Unity 塔防游戏 课程的第 18 课,共 25 课。
面板的“升级”按钮会调用 UpgradeSelected。它通过 GameManager 的 TrySpend 支付,所以钱不够时不会有任何变化。达到最高等级后,就没有可购买的内容了:属性只显示当前值,而且按钮无法交互。
面板是覆盖在 3D 视图上的 UI,点击面板上的按钮也会被视为一次鼠标按下,BuildManager 也会检测到这次操作。射线会穿过按钮,指向它后面的地面,而 BuildManager 会在按钮松开前关闭面板。当指针悬停在 UI 上时,EventSystem.current.IsPointerOverGameObject() 的值为 true,因此 BuildManager 会提前返回,把这些点击留给按钮处理。
挑战
中等从面板升级选中的防御塔。
- 编写
public void UpgradeSelected():当等级低于maxLevel时,如果game.TrySpend(data.UpgradeCost(level))扣款成功,就升级防御塔并刷新面板。 - 达到
maxLevel时,面板分两行显示Damage 4和Range 5.5,并显示Max level;序列化的upgradeButton不可交互。 - 在
Update中,当EventSystem.current.IsPointerOverGameObject()返回 true 时直接返回。
按下“开始”,建造一座防御塔,点击它并升级两次:面板会显示 Max level。然后点击“检查”。
亲手试试
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.UI;
using TMPro;
public class BuildManager : MonoBehaviour
{
[SerializeField] private GameManager game;
[SerializeField] private Tower[] shop;
[SerializeField] private Button[] shopButtons;
[SerializeField] private Color chosenColor = new Color(1f, 0.85f, 0.3f);
[SerializeField] private GameObject towerPanel;
[SerializeField] private TMP_Text towerNameText;
[SerializeField] private TMP_Text towerStatsText;
[SerializeField] private TMP_Text upgradeLabel;
private Tower chosen;
private Tower selected;
void Start()
{
for (int i = 0; i < shop.Length; i++)
{
Tower prefab = shop[i];
shopButtons[i].GetComponentInChildren<TMP_Text>().text = prefab.data.towerName + "\n" + prefab.data.cost;
shopButtons[i].onClick.AddListener(() => Choose(prefab));
}
Choose(shop[0]);
Select(null);
}
void Choose(Tower prefab)
{
chosen = prefab;
for (int i = 0; i < shop.Length; i++)
{
shopButtons[i].image.color = shop[i] == chosen ? chosenColor : Color.white;
}
}
void Update()
{
if (!Mouse.current.leftButton.wasPressedThisFrame)
{
return;
}
Ray ray = Camera.main.ScreenPointToRay(Mouse.current.position.ReadValue());
if (!Physics.Raycast(ray, out RaycastHit hit))
{
Select(null);
return;
}
Tower tower = hit.collider.GetComponentInParent<Tower>();
if (tower != null)
{
Select(tower);
return;
}
Select(null);
if (hit.collider.TryGetComponent(out BuildPad pad))
{
Build(pad);
}
}
void Build(BuildPad pad)
{
if (pad.tower != null)
{
return;
}
if (!game.TrySpend(chosen.data.cost))
{
Debug.Log("Not enough money");
return;
}
pad.tower = Instantiate(chosen, pad.transform.position, Quaternion.identity);
}
void Select(Tower tower)
{
selected = tower;
towerPanel.SetActive(tower != null);
if (tower != null)
{
ShowPanel();
}
}
void ShowPanel()
{
TowerData data = selected.data;
int level = selected.Level;
towerNameText.text = data.towerName + " level " + level;
towerStatsText.text = "Damage " + data.DamageAt(level) + " > " + data.DamageAt(level + 1)
+ "\nRange " + data.RangeAt(level) + " > " + data.RangeAt(level + 1);
upgradeLabel.text = "Upgrade " + data.UpgradeCost(level);
}
}
Unity 塔防游戏中的所有课
自己练习: Unity 在线编辑器