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using UnityEngine; using System.Collections; public enum MoleStates { NormalState,// 初始状态 UpState,// 钻出来状态 DownState,//钻进去状态 HitState//打击状态 } public struct Data { public MoleStates currentState; // 地鼠动画状态 public int currentIndex;// 地鼠动画帧下标 } public class GameScript : MonoBehaviour {
// 这些public 的变量需要在unity中设置 public Texture2D backGround; public Texture2D moleNormalState; // 地鼠状态 public Texture2D mouseNormalState;// 鼠标状态 public int moleWidth;// public int moleHeight; public Texture2D mouseHitState;// 鼠标打击状态 public Texture2D [] vertigoFrame; // 眩晕动画帧数 public Texture2D [] moleAnimationFrame;//地鼠动画帧数 public float animationSpeed;// 地鼠动画播放速度 public int gameTime;//游戏倒计时 public float hitAnimationSpeed;//打击动画播放速度 public float moleSpeed;// 地鼠随机出来的速度 private int row;//地图行,列 private int col; Texture2D mouseImage;// 中间变量,存储锤子图片 int curVetigoFrame;// float tempTime; // 累加每次deltaTime float randomTime; // 地鼠没有出来前,时间累加 用于地鼠图片的计时器 float hitTime; // 眩晕效果计时器 float secondTime;// 游戏没有结束前,时间累加 游戏总时间计时器 Data [,] moleDatas;//结构体数据 读取对应的图片下标和地鼠状态 //bool hasMole; int score; float hitX;//眩晕效果 左上角坐标 float hitY; int hitIndex;//打击眩晕效果帧动画下标 bool isOver; bool isHitAnimation;//是否显示打击眩晕效果 void OnGUI() { GUI.DrawTexture( new Rect(0f, 0f, Screen.width, Screen.height),backGround ); for(int i = 0; i < row; ++i) { for(int j = 0; j < col ; ++j) { GUI.Label( new Rect( j * moleWidth + (( Screen.width - moleWidth * col ) >> 1), i * moleHeight + (( Screen.height - moleHeight * row ) >> 1),moleWidth, moleHeight ), moleAnimationFrame[ moleDatas[i,j].currentIndex ]); } } // 绘制眩晕效果 GUI.Label (new Rect(hitX,hitY,100f, 100f),vertigoFrame[hitIndex] ); float mouseX = Input.mousePosition.x; float mouseY = Input.mousePosition.y; // 绘制锤子动画 GUI.Label( new Rect( mouseX - 26, Screen.height - mouseY - 40, 100f, 100f ), mouseImage ); // 设置文本颜色,设置字体颜色 GUI.skin.label.normal.textColor = Color.blue; GUI.skin.label.fontSize = 40; //绘制得分 GUI.Label( new Rect(10f,10f,200f,90f), string.Format("Score:{0}", score) ); //绘制倒计时 GUI.Label( new Rect(10f,100f,200f,90f), string.Format("Time:{0}", gameTime) ); // 游戏结束后 绘制lable if(isOver) { GUI.skin.label.alignment = TextAnchor.MiddleCenter; GUI.skin.label.fontSize = 68; GUI.Label( new Rect(0f, 0f, Screen.width, Screen.height),string.Format( "Game Over!" ) ); } } void Awake() //初始化 { row = 4; col = 4; tempTime = 0f; randomTime = 0f; hitTime = 0f; secondTime = 0f; //hasMole = false; score = 0; hitIndex = 0; isOver = false; isHitAnimation = false; mouseImage = mouseNormalState; moleDatas = new Data[row, col]; // 初始化地鼠数据 for(int i = 0; i < row; ++i) { for(int j = 0; j < col ; ++j) { moleDatas[i,j].currentIndex = 0; moleDatas[i,j].currentState = MoleStates.NormalState; } } } void Update() { if (!isOver) { // 鼠标事件监听 MouseListener(); // 控制current动画帧 ControlCurrentAnimFrame(); // 产生随机地鼠 RandomMole(); // 打击眩晕效果动画 HitAinmation(); // 时间大于一秒后,让游戏时间减一 if (secondTime > 1f) { // 时间归0 secondTime = 0f; gameTime--; // 当游戏时间小于1时游戏结束 if (gameTime < 1) { isOver = true; } } else { // 否则继续运行 secondTime += Time.deltaTime; } } } // 打击眩晕效果动画 void HitAinmation() { // 如果打中则播放动画 if (isHitAnimation) { // 打击时间 > 动画播放速度 if (hitTime > hitAnimationSpeed) { hitTime = 0f; // 一帧一帧的播放 hitIndex++; // 播到最后一帧 置0动画停止 if (hitIndex > vertigoFrame.Length - 1) { hitIndex = 0; isHitAnimation = false; } } else { hitTime += Time.deltaTime; } } } // 鼠标事件监听 void MouseListener() { if ( Input.GetMouseButtonDown(0) ) { // 将锤子变为打击状态 mouseImage = mouseHitState; float mouseX = Input.mousePosition.x; float mouseY = Screen.height - Input.mousePosition.y;// 屏幕左上角y坐标为屏幕的高,所以叫减去当前鼠标点击的y坐标 // 获取打中的是哪个地鼠 行和列 int r = (int) ((mouseY - ( Screen.height - moleHeight * row ) / 2 ) / moleHeight ); int c = (int) ((mouseX - ( Screen.width - moleHeight * col ) / 2 ) / moleWidth ); // 根据状态打地鼠 if(moleDatas[r,c].currentState == MoleStates.DownState || moleDatas[r,c].currentState == MoleStates.UpState ) { moleDatas[r,c].currentState = MoleStates.HitState; } } if( Input.GetMouseButtonUp(0) ) { mouseImage = mouseNormalState; } } // 产生随机地鼠 void RandomMole() { // 随机时间 > 一只地鼠动画所需播放速度 if ( randomTime > moleSpeed ) { randomTime = 0f; int i = Random.Range(0 , row); int j = Random.Range(0 , col); if( moleDatas[i,j].currentState == MoleStates.NormalState ) { moleDatas[i,j].currentState = MoleStates.UpState; } } else { randomTime += Time.deltaTime; } } // 控制current动画帧 void ControlCurrentAnimFrame() { for(int i = 0; i < row; ++i) { for(int j = 0; j < col ; ++j) { // 控制动画播放时间 if( tempTime > animationSpeed ) { tempTime = 0f; switch( moleDatas[i,j].currentState ) { case MoleStates.NormalState: { moleDatas[i,j].currentIndex = 0; } break; case MoleStates.UpState: { //hasMole = true; moleDatas[i,j].currentIndex ++; if( moleDatas[i,j].currentIndex > moleAnimationFrame.Length - 1 ) { moleDatas[i,j].currentIndex = moleAnimationFrame.Length - 1; moleDatas[i,j].currentState = MoleStates.DownState; } } break; case MoleStates.DownState: { moleDatas[i,j].currentIndex --; if ( moleDatas[i,j].currentIndex < 1 ) { moleDatas[i,j].currentState = MoleStates.NormalState; //hasMole = false; } } break; case MoleStates.HitState: { curVetigoFrame ++; score += 5; Debug.Log( string.Format("score = {0}",score) ); hitY = i * moleHeight + (( Screen.height - moleHeight * row ) >> 1); hitX = j * moleWidth + (( Screen.width - moleWidth * col ) >> 1); isHitAnimation = true; moleDatas [i, j].currentState = MoleStates.NormalState; //hasMole = false; } break; default: break; } } else { tempTime += Time.deltaTime; } } } } }
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原文地址:http://www.cnblogs.com/lihonglin2016/p/4321369.html