using UnityEngine; using System.Collections; /// <summary> /// 奖励 /// </summary> public class Award : MonoBehaviour { ; //0 gun 1 explode public float speed = 1.5f; void Update(){ this.transform.Translate( Vector3.down*Time.deltaTime*speed ); if(this.transform.position.y<=-4.5f){ Destroy(this.gameObject); } } }
Award
using UnityEngine; using System.Collections; /// <summary> /// 背景移动 /// </summary> public class BackgroundTransform : MonoBehaviour { public static float moveSpeed = 2f; void Update () { this.transform.Translate( Vector3.down * moveSpeed * Time.deltaTime ); Vector3 postion = this.transform.position; if(postion.y<=-8.52f){ ,postion.z ); } } }
BackgroundTransform
using UnityEngine; using System.Collections; /// <summary> /// 子弹 /// </summary> public class Bullet : MonoBehaviour { ; // Update is called once per frame void Update () { transform.Translate( Vector3.up * speed *Time.deltaTime ); if(transform.position.y>4.3f){ Destroy(this.gameObject); } } void OnTriggerEnter2D(Collider2D other) { if(other.tag=="Enemy"){ if(!other.GetComponent<Enemy>().isDeath){ other.gameObject.SendMessage("BeHit"); GameObject.Destroy(this.gameObject); } } } }
Bullet
using UnityEngine; using System.Collections; public enum EnemyType{ smallEnemy, middleEnemy, bigEnemy } /// <summary> /// 敌人 /// </summary> public class Enemy : MonoBehaviour { ; ; ; public EnemyType type= EnemyType.smallEnemy; public bool isDeath = false; public Sprite[] explosionSprites; ; ; private SpriteRenderer render; public float hitTimer = 0.2f; private float resetHitTime ; public Sprite[] hitSprites; // Use this for initialization void Start () { render = this.GetComponent<SpriteRenderer>(); resetHitTime=hitTimer; hitTimer=; } // Update is called once per frame void Update () { this.transform.Translate( Vector3.down*speed*Time.deltaTime ); if(this.transform.position.y<=-5.6f){ Destroy(this.gameObject); } if(isDeath){ timer+=Time.deltaTime; int frameIndex = (int)(timer/(1f/explosionAnimationFrame)); if(frameIndex>=explosionSprites.Length){ //destroy Destroy(this.gameObject); }else{ render.sprite= explosionSprites[frameIndex]; } }else{ if(type==EnemyType.middleEnemy||type==EnemyType.bigEnemy){ ){ hitTimer-=Time.deltaTime; int frameIndex = (int)((resetHitTime-hitTimer)/(1f/explosionAnimationFrame)); frameIndex%=; render.sprite= hitSprites[frameIndex]; } } } } public void BeHit(){ hp-=; // explosion ){ toDie(); }else{ hitTimer=resetHitTime; } } private void toDie(){ if(!isDeath){ isDeath=true; GameManager._instance.score+=score; } } }
Enemy
using UnityEngine; using System.Collections; public enum GameState{ Runing, Pause } /// <summary> /// 游戏管理 /// </summary> public class GameManager : MonoBehaviour { public static GameManager _instance; ; private GUIText guiText; public GameState gameState = GameState.Runing; void Awake(){ _instance=this; guiText=GameObject.FindGameObjectWithTag("ScoreGUI").GetComponent<GUIText>(); } // Update is called once per frame void Update () { guiText.text="Score:"+score; } public void transfromGameState(){ if(gameState==GameState.Runing){ pauseGame(); }else if(gameState==GameState.Pause){ continueGame(); } } public void pauseGame(){ Time.timeScale=;// time.delatTime = 0 gameState=GameState.Pause; } public void continueGame(){ Time.timeScale=; gameState=GameState.Runing; } }
GameManager
using UnityEngine; using System.Collections; /// <summary> /// 游戏暂停 /// </summary> public class GamePause : MonoBehaviour { void OnMouseUpAsButton() { print ("click me!"); GameManager._instance.transfromGameState(); GetComponent<AudioSource>().Play(); } }
GamePause
using UnityEngine; using System.Collections; /// <summary> /// 飞机的枪 /// </summary> public class Gun : MonoBehaviour { public float rate =0.2f; public GameObject bullet; public void fire(){ GameObject.Instantiate(bullet,transform.position,Quaternion.identity ); } public void openFire(){ InvokeRepeating(,rate); } public void stopFire(){ CancelInvoke("fire"); } }
Gun
using UnityEngine; using System.Collections; /// <summary> /// 飞机 /// </summary> public class Hero : MonoBehaviour { public bool animation = true; ; ; public Sprite[] sprites; public float superGunTime = 10f; public Gun gunTop; public Gun gunLeft; public Gun gunRight; private float resetSuperGunTime ; private SpriteRenderer spriteRender; private bool isMouseDown = false; private Vector3 lastMousePosition = Vector3.zero; private Transform hero; ; void Start(){ spriteRender = this.GetComponent<SpriteRenderer>(); hero = GameObject.FindGameObjectWithTag("Player").transform; resetSuperGunTime = superGunTime; superGunTime=; gunTop.openFire(); } // Update is called once per frame void Update () { if(animation){ timer+=Time.deltaTime;// 1f/frameCountPersconds int frameIndex = (int)(timer/(1f/frameCountPersconds)); ; spriteRender.sprite = sprites[frame]; } )){ isMouseDown=true; } )){ isMouseDown=false; lastMousePosition = Vector3.zero; } if(isMouseDown && GameManager._instance.gameState==GameState.Runing ){ if(lastMousePosition!=Vector3.zero){ //Camera.main.ScreenToWorldPoint(Input.mousePosition) //print (Camera.main.ScreenToWorldPoint(Input.mousePosition)); Vector3 offset = Camera.main.ScreenToWorldPoint(Input.mousePosition) -lastMousePosition; transform.position = transform.position+offset; checkPosition(); } lastMousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); } superGunTime-=Time.deltaTime; ){ ){ transformToSuperGun(); } }else{ ){ tranformToNormalGun(); } } } private void transformToSuperGun(){ gunCount=; gunLeft.openFire(); gunRight.openFire(); gunTop.stopFire(); } private void tranformToNormalGun(){ gunCount=; gunLeft.stopFire(); gunRight.stopFire(); gunTop.openFire(); } private void checkPosition(){ //check x -2.22f +2.22f // check y -3.9 3.4 Vector3 pos = transform.position; float x = pos.x; float y = pos.y; if(x<-2.22f){ x=-2.22f; } if(x>2.22f){ x=2.22f; } if(y<-3.9f){ y=-3.9f; } if(y>3.4f){ y=3.4f; } transform.position= ); } public void OnTriggerEnter2D(Collider2D collider){ if(collider.tag=="Award"){ GetComponent<AudioSource>().Play(); Award award = collider.GetComponent<Award>(); ){ //transform gun superGunTime=resetSuperGunTime; Destroy(collider.gameObject); } } } }
Hero
using UnityEngine; using System.Collections; /// <summary> /// 敌人孵化 /// </summary> public class Spawn : MonoBehaviour { public GameObject enemy0Prefab; public GameObject enemy1Prefab; public GameObject enemy2Prefab; public GameObject awardType0Prefab; public GameObject awardType1Prefab; public float enemy0Rate = 0.5f; public float enemy1Rate = 5f; public float enemy2Rate = 8f; ; ; // Use this for initialization void Start () { InvokeRepeating(,enemy0Rate); InvokeRepeating(,enemy1Rate); InvokeRepeating(,enemy2Rate); InvokeRepeating(,awardType0Rate); InvokeRepeating(,awardType1Rate); } // Update is called once per frame void Update () { } public void createEnemy0(){ float x = Random.Range(-2.15f,2.15f); GameObject.Instantiate(enemy0Prefab,),Quaternion.identity); } public void createEnemy1(){ float x = Random.Range(-2.04f,2.04f); GameObject.Instantiate(enemy1Prefab,),Quaternion.identity); } public void createEnemy2(){ float x = Random.Range(-2.04f,2.04f); GameObject.Instantiate(enemy2Prefab,),Quaternion.identity); } public void createAwardType0(){ GetComponent<AudioSource>().Play(); float x = Random.Range(-2.1f,2.1f); GameObject.Instantiate(awardType0Prefab,),Quaternion.identity); } public void createAwardType1(){ GetComponent<AudioSource>().Play(); float x = Random.Range(-2.1f,2.1f); GameObject.Instantiate(awardType1Prefab,),Quaternion.identity); } }
Spawn
视频:https://pan.baidu.com/s/1jHTh3oy
项目:https://pan.baidu.com/s/1sljipdF