Unity愤怒的小鸟游戏教程
本文提供全流程,中文翻译。
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AngryEva游戏效果:

1
Spring Joint 2D —— 弹簧关节
Spring Joint 2D : 是Unity提供的一个弹簧关节组件,可通过AddComponent添加
Unity会自动模拟弹簧的物理效果,来执行函数,使物体具备同样的弹簧效果
注意:Spring Joint 2D 组件,需要指定链接一个的Rigidbody组件:
这个物体是所需固定位置的物体(且物体上必须有Rididbody组件)
在Spring Joint 2D组件下的 Connected Rigid Body 属性中添加



2
CameraFollow —— 相机跟随,插值
Mathf.Clamp(posX, 0, 18)
数学函数.范围(限定目标,0,到 18之间)

/// <summary>
/// 相机在指定范围跟随
/// </summary>
private void CameraFollow()
{
//记录Eva的横坐标
float posX = transform.position.x
//相机当前位置 = 插值(当前相机位置,目标位置(Mathf.Clamp-限定范围:(限定posX,0,18之间))
Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, new Vector3(Mathf.Clamp(posX, 0, 18), Camera.main.transform.position.y, Camera.main.transform.position.z), SmoothFlo * Time.deltaTime)
}

3
RelativeVelocity —— 相对速度(- - 检测受伤的方式)
collision.relativeVelocity.magnitude > MaxSpeed
碰撞物体的.相对速度.大小 > 最大速度

private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Eva")
{
AudioPlay(EvaHurtClip);
collision.transform.GetComponent<Eva>().Hurt();
}
if (collision.relativeVelocity.magnitude > MaxSpeed)
{
Dead();
}
else if (collision.relativeVelocity.magnitude > MinSpeed && collision.relativeVelocity.magnitude < MaxSpeed)
{
Render.sprite = HurtSprite;
AudioPlay(HurtClip);
}
}
4
Eva —— 脚本

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
public class Eva : MonoBehaviour
{
public float MaxDis = 1.8f;
public float SmoothFlo = 3;
[HideInInspector] public SpringJoint2D EvaSP;
protected Rigidbody2D EvaRg;
public LineRenderer LeftLineRenderer;
public Transform LeftPos;
public LineRenderer RightLineRenderer;
public Transform RightPos;
protected GameObject EvaBoom;
protected MyTrail myTrail;
public AudioClip SelectEvaClip;
public AudioClip FlyEvaClip;
protected SpriteRenderer EvaRender;
public Sprite HurtSprite;
[HideInInspector] public bool isCanTrail;
[HideInInspector] public bool isRelease;
private bool isClick;
private bool isFly;
private void Awake()
{
EvaSP = GetComponent<SpringJoint2D>();
EvaRg = GetComponent<Rigidbody2D>();
myTrail = GetComponent<MyTrail>();
EvaRender = GetComponent<SpriteRenderer>();
}
void Start()
{
EvaBoom = Resources.Load<GameObject>("Prefabs/EvaMumBoom");
}
void Update()
{
if (EventSystem.current.IsPointerOverGameObject()) return;
if (isClick)
{
transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition);
transform.position += new Vector3(0, 0, -Camera.main.transform.position.z);
if (Vector3.Distance(transform.position, RightPos.position) > MaxDis)
{
Vector3 pos = (transform.position - RightPos.position).normalized;
pos *= MaxDis;
transform.position = pos + RightPos.position;
}
SlingShort();
}
CameraFollow();
if (isFly)
{
if (Input.GetMouseButtonDown(0))
{
EvaYellowExpedite();
}
}
}
private void OnMouseDown()
{
if (isCanTrail)
{
AudioPlay(SelectEvaClip);
isClick = true;
EvaRg.isKinematic = true;
}
}
private void OnMouseUp()
{
if (isCanTrail)
{
isClick = false;
RightLineRenderer.enabled = false;
LeftLineRenderer.enabled = false;
EvaRg.isKinematic = false;
Invoke("Fly", 0.1f);
isCanTrail = false;
}
}
private void Fly()
{
isRelease = true;
isFly = true;
AudioPlay(FlyEvaClip);
EvaSP.enabled = false;
Invoke("NextEva", 4);
myTrail.StartTrail();
}
private void SlingShort()
{
RightLineRenderer.enabled = true;
LeftLineRenderer.enabled = true;
RightLineRenderer.SetPosition(0, RightPos.position);
RightLineRenderer.SetPosition(1, transform.position);
LeftLineRenderer.SetPosition(0, LeftPos.position);
LeftLineRenderer.SetPosition(1, transform.position);
}
protected virtual void NextEva()
{
GameManager.Instance.EvaList.Remove(this);
Destroy(gameObject);
Instantiate(EvaBoom, transform.position, Quaternion.identity);
GameManager.Instance.NextEva();
}
private void OnCollisionEnter2D(Collision2D collision)
{
myTrail.ClearTrail();
isFly = false;
Time.timeScale = 1;
}
private void CameraFollow()
{
float posX = transform.position.x;
Camera.main.transform.position = Vector3.Lerp(Camera.main.transform.position, new Vector3(Mathf.Clamp(posX, 0, 18), Camera.main.transform.position.y, Camera.main.transform.position.z), SmoothFlo * Time.deltaTime);
}
public void AudioPlay(AudioClip clip)
{
AudioSource.PlayClipAtPoint(clip, transform.position);
}
public virtual void EvaYellowExpedite()
{
isFly = false;
AudioPlay(FlyEvaClip);
}
public void Hurt()
{
EvaRender.sprite = HurtSprite;
}
}

5
EvaMum —— Eva妈妈脚本(- -敌人 )
提示:由于该游戏逻辑稍易,可被击打对象为 EvaMum 与 场景中的可被拆除的建筑物
所以此脚本可通用于:被击打物体
至于是否容易被打死,打碎。取决于碰撞物的相对速度 MinSpeed 与 MaxSpeed 可自己设置

using UnityEngine;
public class EvaMum : MonoBehaviour
{
public float MaxSpeed = 8;
public float MinSpeed = 3;
private SpriteRenderer Render;
public Sprite HurtSprite;
protected GameObject Boom;
public GameObject EvaMumScore;
public bool isEvaMum;
public AudioClip EvaHurtClip;
public AudioClip DeadClip;
public AudioClip HurtClip;
private void Awake()
{
Render = GetComponent<SpriteRenderer>();
}
void Start()
{
Boom = Resources.Load<GameObject>("Prefabs/EvaMumBoom");
}
private void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Eva")
{
AudioPlay(EvaHurtClip);
collision.transform.GetComponent<Eva>().Hurt();
}
if (collision.relativeVelocity.magnitude > MaxSpeed)
{
Dead();
}
else if (collision.relativeVelocity.magnitude > MinSpeed && collision.relativeVelocity.magnitude < MaxSpeed)
{
Render.sprite = HurtSprite;
AudioPlay(HurtClip);
}
}
public void Dead()
{
if (isEvaMum)
{
GameManager.Instance.EvaMumList.Remove(this);
}
Destroy(gameObject);
Instantiate(Boom, transform.position, Quaternion.identity);
GameObject scoreobj = Instantiate(EvaMumScore, transform.position + new Vector3(0, 0.5f, 0), Quaternion.identity);
Destroy(scoreobj, 1.5f);
AudioPlay(DeadClip);
}
public void AudioPlay(AudioClip clip)
{
AudioSource.PlayClipAtPoint(clip, transform.position);
}
}
1
EvaYellow —— 黄色Eva脚本
黄色小鸟为:加速小鸟,速度乘以2
注意:由于其他特技类Eva,都属于Eva。
所以只需继承自Eva,重写Eva脚本中的特技方法 EvaYellowExpedite()
这里另建一个 EvaYellow 脚本,来重写 Eva 中的 EvaYellowExpedite() 方法即可

public class EvaYellow : Eva//继承自父类Eva
{
public override void EvaYellowExpedite()//重写特技方法
{
base.EvaYellowExpedite();
EvaRg.velocity *= 2;
}
}

2
EvaBlack —— 黑色Eva脚本
黑色小鸟为:爆炸小鸟 —— 变大,且炸掉周边敌人/物体
注意:由于其他特技类Eva,都属于Eva。
所以只需继承自Eva,重写Eva脚本中的特技方法 EvaYellowExpedite()
这里另建一个 EvaBlack 脚本,来重写 Eva 中的 EvaYellowExpedite() 方法即可

using System.Collections.Generic;
using UnityEngine;
public class EvaBlack : Eva//继承自父类Eva
{
public List<EvaMum> EvaMumList = new List<EvaMum>();
public override void EvaYellowExpedite() //重写特技方法
{
base.EvaYellowExpedite();
if (EvaMumList.Count > 0 && EvaMumList != null)
{
for (int i = 0; i < EvaMumList.Count; i++)
{
EvaMumList[i].Dead();
}
}
ClearAction();
}
private void OnTriggerEnter2D(Collider2D col)
{
if (col.tag == "Enemy")
{
EvaMumList.Add(col.GetComponent<EvaMum>());
}
}
private void OnTriggerExit2D(Collider2D col)
{
if (col.tag == "Enemy")
{
EvaMumList.Remove(col.GetComponent<EvaMum>());
}
}
private void ClearAction()
{
transform.localScale = new Vector3(5, 5, 0);
EvaRg.velocity = Vector3.zero;
myTrail.ClearTrail();
}
}

6
GameManager ——游戏控制脚本
用来管理关卡场景中的游戏控制相关操作,挂载到空物体之上
注意:由于其他特技类Eva,都属于Eva。
所以只需继承自Eva,重写Eva脚本中的特技方法 EvaYellowExpedite()
这里另建一个 EvaBlack 脚本,来重写 Eva 中的 EvaYellowExpedite() 方法即可

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public static GameManager Instance
{
get { return instance; }
set { instance = value; }
}
private static GameManager instance;
public List<Eva> EvaList;
public List<EvaMum> EvaMumList;
private Vector3 OriginPos;
public GameObject WinPanel;
public GameObject LosePanel;
public GameObject PausePanel;
public GameObject[] Stars;
private Button ListenButton;
private Animator PauseAnimator;
private int StarNum;
private bool isPause;
public int StarLevelNum = 0;
public int EndLevelNum = 3;
public string LevelCount;
private int IndexCount = 0;
void Awake()
{
instance = this;
if (EvaList.Count > 0)
{
OriginPos = EvaList[0].transform.position;
}
}
void Start()
{
Initialize();
StarNum = 0;
}
private void Initialize()
{
for (int i = 0; i < EvaList.Count; i++)
{
if (i == 0)
{
EvaList[i].transform.position = OriginPos;
EvaList[i].enabled = true;
EvaList[i].EvaSP.enabled = true;
EvaList[i].isCanTrail = true;
}
else
{
EvaList[i].enabled = false;
EvaList[i].EvaSP.enabled = false;
}
}
}
public void NextEva()
{
if (EvaMumList.Count <= 0)
{
WinPanel.SetActive(true);
AddButtonListen("WinRePlay");
ListenButton.onClick.AddListener(RePlay);
AddButtonListen("WinMainMenu");
ListenButton.onClick.AddListener(Home);
}
else
{
if (EvaList.Count > 0)
{
Initialize();
}
else
{
LosePanel.SetActive(true);
AddButtonListen("LoseRePlay");
ListenButton.onClick.AddListener(RePlay);
AddButtonListen("LoseMainMenu");
ListenButton.onClick.AddListener(Home);
}
}
}
public void WinAndShowStar()
{
StartCoroutine(ShowStars());
}
private IEnumerator ShowStars()
{
for (; StarNum < EvaList.Count + 1; StarNum++)
{
if (StarNum >= Stars.Length) break;
yield return new WaitForSeconds(0.5f);
Stars[StarNum].SetActive(true);
}
}
private void AddButtonListen(string str)
{
ListenButton = GameObject.Find(str).GetComponent<Button>();
}
public void RePlay()
{
if (isPause)
{
SceneManager.LoadScene(2);
Time.timeScale = 1;
}
else
{
SceneManager.LoadScene(2);
SaveData();
}
}
public void Home()
{
if (isPause)
{
SceneManager.LoadScene(1);
}
else
{
SceneManager.LoadScene(1);
SaveData();
Time.timeScale = 1;
}
}
public void PauseGame()
{
PausePanel.SetActive(true);
PauseAnimator = PausePanel.GetComponent<Animator>();
PauseAnimator.SetBool("isPause", true);
AddButtonListen("RePlayButton");
ListenButton.onClick.AddListener(RePlay);
AddButtonListen("HomeButton");
ListenButton.onClick.AddListener(Home);
AddButtonListen("ContinueButton");
ListenButton.onClick.AddListener(PauseResume);
isPause = true;
if (GameManager.Instance.EvaList.Count > 0)
{
if (GameManager.Instance.EvaList[0].isRelease == false)
{
GameManager.Instance.EvaList[0].isCanTrail = false;
}
}
}
public void PauseResume()
{
Time.timeScale = 1;
PauseAnimator.SetBool("isPause", false);
isPause = false;
if (GameManager.Instance.EvaList.Count > 0)
{
if (GameManager.Instance.EvaList[0].isRelease == false)
{
GameManager.Instance.EvaList[0].isCanTrail = true;
}
}
}
private int num = 0;
private int IndexCount10 = 0;
private int IndexCount20 = 0;
private void SaveData()
{
if (StarNum > PlayerPrefs.GetInt(PlayerPrefs.GetString("NowLevel")))
{
PlayerPrefs.SetInt(PlayerPrefs.GetString("NowLevel"), StarNum);
}
if (LevelCount == "0")
{
for (int i = StarLevelNum; i <= EndLevelNum; i++)
{
num += PlayerPrefs.GetInt("Level (" + i + ")");
}
PlayerPrefs.SetInt("Level_1", num);
}
else if (LevelCount == "10")
{
for (int i = StarLevelNum; i <= EndLevelNum; i++)
{
num += PlayerPrefs.GetInt("Level (" + i + ")");
}
PlayerPrefs.SetInt("Level_2", num);
}
else if (LevelCount == "20")
{
for (int i = StarLevelNum; i <= EndLevelNum; i++)
{
num += PlayerPrefs.GetInt("Level (" + i + ")");
}
PlayerPrefs.SetInt("Level_3", num);
}
PlayerPrefs.SetInt("AllStarNum",
PlayerPrefs.GetInt("Level_1") + PlayerPrefs.GetInt("Level_2") +
PlayerPrefs.GetInt("Level_3"));
}
}

7
Next Tutorial —— 下一个教程
至此游戏场景相关结束,需要结合关卡场景
请跳转至另一个教程 —— Unity3D游戏愤怒的小鸟游戏源码和教程(二)
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