Unity3D 太空大战——整理

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Ok、now、begin!


今天同一整理学习了太空大战的开发、现在来做个总结:


1、首先是背景的生成和管理:

    星空   直接建一张plane,再贴上星星的图片。

火星  mars.png   (生成一个Material),  设置  shader —>  Transparent—>cutout—>diffuse

建好之后保存场景,计作为Level0,(也就是关卡1)

2、开始创建主角飞机,

它有这么几个属性:

移动速度:m_speed = 1,

生命值:  m_life = 10  ,   

前后左右方向的移动:movev = 0 ,  moveh = 0

再定义了一个子弹的附件  Transform m_rocket  (用来发射子弹,计:一定要在子弹对象实例化后,关联文件)

飞机的移动:   this.transform.Translate(moveh,0,movev);

发射子弹:  Instantiate(m_rocket,m_tranform.position,m_transform.ratation)

主角Player的代码:

using UnityEngine;using System.Collections;public class Player : MonoBehaviour {public Transform m_rocket;public float m_speed = 5;public float rocketLaunchTime = 0;public float m_life = 10;public AudioClip m_shootClip;public AudioSource m_audio;public Transform m_explosionFX;// Use this for initializationvoid Start () {m_audio = this.audio;}// Update is called once per framevoid Update () {float movev = 0;float moveh = 0;if (Input.GetKey (KeyCode.W)) {movev = -m_speed * Time.deltaTime;}if (Input.GetKey (KeyCode.S)) {movev = m_speed * Time.deltaTime;}if (Input.GetKey (KeyCode.A)) {moveh = m_speed * Time.deltaTime;}if (Input.GetKey (KeyCode.D)) {moveh = -m_speed * Time.deltaTime;}rocketLaunchTime = rocketLaunchTime - Time.deltaTime;if (rocketLaunchTime <= 0) {rocketLaunchTime = 0.1f;if (Input.GetKey (KeyCode.Space) || Input.GetMouseButton (0)) {Instantiate(m_rocket,this.transform.position,this.transform.rotation);m_audio.PlayOneShot(m_shootClip);}}/*if (Input.GetKey (KeyCode.Space) || Input.GetMouseButton (0)) {Instantiate(m_rocket,this.transform.position,this.transform.rotation);}*/this.transform.Translate (new Vector3(moveh,0,movev));if(m_life <= 0){Destroy(this.gameObject);}}/*void OnGUI(){GUILayout.Label ("blood:  "+m_life);}*/void OnTriggerEnter(Collider other){if (other.tag.CompareTo ("Enemy") == 0) {//m_life = m_life - 2;Enemy enemy = other.GetComponent<Enemy>();if(enemy != null){m_life = m_life - enemy.m_power;}}if (other.tag.CompareTo ("SuperEnemy") == 0) {SuperEnemy superenemy = other.GetComponent<SuperEnemy>();if(superenemy != null){m_life = m_life - superenemy.m_power2;}}if (other.tag.CompareTo ("EnemyRocket") == 0) {EnemyRocket erocket = other.GetComponent<EnemyRocket>();if(erocket != null){//Destroy(this.gameObject);m_life = m_life - 2;}}//飞机毁灭if(m_life <= 0){Instantiate(m_explosionFX,this.transform.position,Quaternion.identity);Destroy(this.gameObject);}}}



3、创建子弹对象

先将相应的的模型拖入其中,

属性:    

移动速度: m_speed = 10,

生命周期: m_liveTime = 1;

伤害力: m_power = 1;

子弹demo:

using UnityEngine;using System.Collections;public class Rocket : MonoBehaviour {public float m_speed = 10;public float m_liveTime = 1;public float m_power = 2;// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {m_liveTime = m_liveTime - Time.deltaTime;if (m_liveTime <= 0) {Destroy(this.gameObject);}this.transform.Translate (new Vector3(0,0, -m_speed * Time.deltaTime));}void OnTriggerEnter(Collider other){if (other.tag.CompareTo ("Enemy") == 0) {Destroy(this.gameObject);}}}

4、现在要开始创建子弹的Prefab了、

5、创建敌人Enemy的对象:

属性:

敌人移动速度: m_speed = 1;

旋转角度: m_rotspeed = 30;

旋转方向变换时间: m_timer = 1.5f;

生命条: m_life = 10;

demo备注:此处添加的碰撞效果,必须要在场景中添加设置box collider,   rigibody组件

被子弹击中:

void OnTriggerEnter(Collider other){if (other.tag.CompareTo("PlayerRocket") == 0) {Rocket rocket = other.GetComponent<Rocket> ();if(rocket != null){m_life = m_life - rocket.m_power;if (m_life <= 0) {//Destroy (this.gameObject);Instantiate(m_explosionFX,this.transform.position,Quaternion.identity);Destroy (this.gameObject);GameManager.Instance.AddScore(m_point); }}}else if (other.tag.CompareTo ("Player") == 0) {m_life = 0;Destroy(this.gameObject);GameManager.Instance.AddScore(m_point); }if (other.tag.CompareTo ("bound") == 0) {Destroy(this.gameObject);}}

整体敌人demo:

using UnityEngine;using System.Collections;public class Enemy : MonoBehaviour {public float m_speed = 1;public float m_rotspeed = 30;public float m_timer =1.5f;public float m_life = 10;public float m_power = 2;//public AudioClip m_shotClip;public AudioSource m_audio;public Transform m_explosionFX;public int m_point = 10; // Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {UpdateMove ();//OnTriggerEnter ();}protected virtual void UpdateMove(){m_timer = m_timer - Time.deltaTime;if (m_timer <= 0) {m_timer = 1.5f;m_rotspeed = - m_rotspeed;}this.transform.Rotate (Vector3.up,m_rotspeed * Time.deltaTime,                       Space.World);this.transform.Translate (new Vector3(0,0,-m_speed * Time.deltaTime));}void OnTriggerEnter(Collider other){if (other.tag.CompareTo("PlayerRocket") == 0) {Rocket rocket = other.GetComponent<Rocket> ();if(rocket != null){m_life = m_life - rocket.m_power;if (m_life <= 0) {//Destroy (this.gameObject);Instantiate(m_explosionFX,this.transform.position,Quaternion.identity);Destroy (this.gameObject);GameManager.Instance.AddScore(m_point); }}}else if (other.tag.CompareTo ("Player") == 0) {m_life = 0;Destroy(this.gameObject);GameManager.Instance.AddScore(m_point); }if (other.tag.CompareTo ("bound") == 0) {Destroy(this.gameObject);}}}

5、开始物理碰撞的添加

记住:凡是需要有碰撞效果的必须添加

【Box collider】  :  Is trigger  :ok

【Rigiderbody】:   use gravity -no            Is kinematic -yes

6、开始添加各种tags

根据各种Prefab、及游戏对象,添加tags:Enemy,Player,rocket等等

7、创建SuperEnemy 继承自Enemy

现在需要创建EnemyRocket为SuperEnemy服务了

EnemyRocket的demo:

using UnityEngine;using System.Collections;public class EnemyRocket : Rocket {// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {m_liveTime = m_liveTime - Time.deltaTime;if(m_liveTime <= 0){Destroy(this.gameObject);}this.transform.Translate (0,0,-m_speed*Time.deltaTime);}void OnTriggerEnter(Collider other){/*if (other.tag.CompareTo ("Player") == 0) {Player player = other.GetComponent<Player>();if(player != null){player.m_life -= 1;}}*/}}


绑定EnemyRocket,记住、一定要关联文件

同时记住:每个EnemyRocket、SuperEnemy都要加上物理碰撞组件,只有加上了才能显示碰撞效果,

现在来创建SuperEnemy的demo:

using UnityEngine;using System.Collections;public class SuperEnemy : Enemy {public float m_power2 = 5;public float launchTime = 1f;public Transform e_rocket;// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {UpdateMove ();launchTime -= Time.deltaTime;if (launchTime <= 0) {launchTime = 1f;Instantiate (e_rocket,this.transform.position,this.transform.rotation);m_audio.PlayOneShot(m_shotClip);}}protected override void UpdateMove(){this.transform.Translate (new Vector3(0,0,-m_speed * Time.deltaTime));}//-------------------void OnTriggerEnter(Collider other){if (other.tag.CompareTo("PlayerRocket") == 0) {Rocket rocket = other.GetComponent<Rocket> ();if(rocket != null){m_life = m_life - rocket.m_power;if (m_life <= 0) {//Destroy (this.gameObject);Instantiate(m_explosionFX,this.transform.position,Quaternion.identity);Destroy (this.gameObject);}}}else if (other.tag.CompareTo ("Player") == 0) {m_life = 0;Destroy(this.gameObject);}if (other.tag.CompareTo ("bound") == 0) {Destroy(this.gameObject);}}//------------------------}
8、添加边界效果:

在游戏四周添加bound,(我是用cube来生成的),一旦敌人碰上cube,即自动销毁
9、创建敌人生成器:

EnemySpawn:

using UnityEngine;using System.Collections;public class EnemySpawn : MonoBehaviour {public Transform m_enemy;public float m_timer = 2.0f;// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {m_timer = m_timer - Time.deltaTime;if (m_timer <= 0) {m_timer =3.0f;Instantiate(m_enemy,this.transform.position,Quaternion.identity);}}void OnDrawGizmos(){Gizmos.DrawIcon (transform.position,"item.png",true);}}


   



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