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1
Start Game —— 游戏逻辑稍复杂,先贴代码,抽空慢慢讲
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using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
/// <summary>
/// 开始游戏脚本
/// </summary>
public class StartGame : MonoBehaviour {
/// <summary>
/// 加载游戏
/// </summary>
public void LoadTheGame()
{
SceneManager.LoadScene(1);
}
/// <summary>
/// 退出游戏
/// </summary>
public void ExitGame()
{
Application.Quit();
}
/// <summary>
/// 初始化函数
/// </summary>
void Start()
{
Button button = GameObject.Find("Exit_Button").GetComponent<Button>();
button.onClick.AddListener(ExitGame);
button = GameObject.Find("Start_Button").GetComponent<Button>();
button.onClick.AddListener(LoadTheGame);
}
}
2
GameManager —— 游戏总控类脚本
控制游戏所有逻辑的实现
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
/// <summary>
/// 游戏控制脚本
/// </summary>
public class GameManager : MonoBehaviour
{
private static GameManager _instance; //单例
public static GameManager Instance
{
get { return _instance; }
set { _instance = value; }
}
private void Awake()
{
_instance = this;
}
//大网格的行列数
public int xLie;
public int yHang;
public float fillTime; //填充时间
public GameObject gridPrefab; //背景块
//消消乐物品的种类
public enum SweetsType
{
EMPTY, //空物体
NORMAL, //普通
BARRIER, //障碍物
HANG_CLEAR, //行消除
LIE_CLEAR, //列消除
RAINBOWCANDY, //彩虹糖
COUNT //标记类型
}
//物品的预制体的字典 —— 可以通过物品的种类,来得到相对应的物体
private Dictionary<SweetsType, GameObject> sweetPrefabDict;
//由于字典不会直接在 Inspector面板上显示,所以需要用结构体(因为结构体,经过序列化,可以显示)
[System.Serializable] //加上可序列化特性
public struct SweetPrefab
{
public SweetsType type;
public GameObject prefabs;
}
public SweetPrefab[] sweetPrefabs; //结构体数组
private GameSweet[ , ] sweets; //物品的数组,二维数组,中间必须加逗号
private GameSweet pressedSweet; //按下的物品
private GameSweet enterSweet; //松开的物品
private Text TimeText; //倒计时文本框
private float TimeCountDown = 60; //倒计时,时间
private bool IsGameOver; //是否结束游戏
[HideInInspector] public int PlayerScore; //分数
private Text PlayerScoreText; //玩家分数文本框
private float AddScoreTime; //累加时间
private float CurrentScore; //当前分数
public GameObject GameOverPanel; //结束游戏界面
private Text FinalScoreText; //最终得分
/// <summary>
/// 初始化函数
/// </summary>
void Start()
{
TimeText = GameObject.Find("Time_Text").GetComponent<Text>(); //获取文本框
PlayerScoreText = GameObject.Find("Score_Internal_Text").GetComponent<Text>();
Button button = GameObject.Find("ReTurn_Button").GetComponent<Button>(); //添加重玩按钮方法
button.onClick.AddListener(RePlay);
//实例化字典
sweetPrefabDict = new Dictionary<SweetsType, GameObject>();
for (int i = 0; i < sweetPrefabs.Length; i++) //遍历结构体数组
{
if (!sweetPrefabDict.ContainsKey(sweetPrefabs[i].type)) //如果字典里,不包含结构体里 对应的类型
{
sweetPrefabDict.Add(sweetPrefabs[i].type, sweetPrefabs[i].prefabs); //添加 结构体 到字典里
}
}
sweets = new GameSweet[ xLie, yHang ]; //实例化二维数据,第一个维度是列,第二个是行
for (int x = 0; x < xLie; x++)
{
for (int y = 0; y < yHang; y++)
{
CreateNewSweet(x, y, SweetsType.EMPTY); //调用创建按钮的方法
}
}
Destroy(sweets[4, 4].gameObject);
CreateNewSweet(4, 4, SweetsType.BARRIER);
Destroy(sweets[4, 3].gameObject);
CreateNewSweet(4, 3, SweetsType.BARRIER);
Destroy(sweets[1, 1].gameObject);
CreateNewSweet(1, 1, SweetsType.BARRIER);
Destroy(sweets[7, 1].gameObject);
CreateNewSweet(7, 1, SweetsType.BARRIER);
Destroy(sweets[1, 6].gameObject);
CreateNewSweet(1, 6, SweetsType.BARRIER);
Destroy(sweets[7, 6].gameObject);
CreateNewSweet(7, 6, SweetsType.BARRIER);
for (int x = 0; x < xLie; x++) //实例化背景
{
for (int y = 0; y < yHang; y++)
{
//实例化方块背景
GameObject chocolate = (GameObject) Instantiate(gridPrefab, CorrectPosition(x, y), Quaternion.identity);
chocolate.transform.parent = transform; //设置父物体
}
}
StartCoroutine(AllFill()); //开启协成
}
/// <summary>
/// 更新函数
/// </summary>
void Update()
{
if (IsGameOver) return; //如果游戏结束,直接跳出
TimeCountDown -= Time.deltaTime; //倒计时
if (TimeCountDown <= 0)
{
TimeCountDown = 0;
IsGameOver = true;
GameOverPanel.SetActive(true); //激活结束游戏界面
FinalScoreText = GameObject.Find("LastScore_Text").GetComponent<Text>();
FinalScoreText.text = PlayerScore.ToString(); //最终得分:赋值
Button button = GameObject.Find("RePlay_Button").GetComponent<Button>(); //添加游戏结束界面:按钮方法
button.onClick.AddListener(RePlay);
button = GameObject.Find("ReturnMain_Button").GetComponent<Button>();
button.onClick.AddListener(ReturnToMain);
return;
}
TimeText.text = TimeCountDown.ToString("0"); //由于,是浮点型变量,所以强转取整数
if (AddScoreTime <= 0.03f)
{
AddScoreTime += Time.deltaTime;
}
else
{
if (CurrentScore < PlayerScore)
{
CurrentScore++;
PlayerScoreText.text = CurrentScore.ToString();
AddScoreTime = 0;
}
}
}
/// <summary>
/// 背景块的实际位置
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
public Vector3 CorrectPosition(int x, int y)
{
//实例化巧克力的实际位置
return new Vector3(transform.position.x - xLie / 2f + x, transform.position.y + yHang / 2f - y);
}
/// <summary>
/// 生成物品方法
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <param name="type"></param>
/// <returns></returns>
public GameSweet CreateNewSweet(int x, int y, SweetsType type)
{
GameObject newSweet =
(GameObject) Instantiate(sweetPrefabDict[type], CorrectPosition(x, y), Quaternion.identity); //实例化+强转
newSweet.transform.parent = transform;
sweets[x, y] = newSweet.GetComponent<GameSweet>();
sweets[x, y].Init(x, y, this, type);
return sweets[x, y];
}
/// <summary>
/// 协成-全部填充
/// </summary>
public IEnumerator AllFill()
{
bool needRefill = true; //需要重填
while (needRefill)
{
yield return new WaitForSeconds(fillTime); //等待
while (Fill()) //本次填充
{
yield return new WaitForSeconds(fillTime);
}
needRefill = ClearAllMatchedSweet();
}
}
/// <summary>
/// 分步填充
/// </summary>
public bool Fill()
{
bool filledNotFinished = false; //判断本次否填,是否完成
for (int y = yHang - 2; y >= 0; y--) //从下往上
{
for (int x = 0; x < xLie; x++) //从左到右
{
GameSweet sweet = sweets[x, y]; //得到当前元素位置的物品对象
if (sweet.CanMove()) //如果能移动就填充
{
GameSweet sweetBelow = sweets[x, y + 1]; //下边元素位置
if (sweetBelow.Type == SweetsType.EMPTY) //如果下方是空格子,就垂直向下填充
{
Destroy(sweetBelow.gameObject);
sweet.MovedComponet.Move(x, y + 1, fillTime); //上边的元素,往下移动
sweets[x, y + 1] = sweet; //二维数组,对应位置更新。
CreateNewSweet(x, y, SweetsType.EMPTY);
filledNotFinished = true;
}
else //斜着填充
{
for (int down = -1; down < 1; down++)
{
if (down != 0) //不是正下方
{
int downX = x + down;
if (downX >= 0 && downX < xLie) //规定范围,排除边缘情况
{
GameSweet downSweet = sweets[downX, y + 1]; //左下方甜品
if (downSweet.Type == SweetsType.EMPTY) //左下方为空
{
bool canfill = true; //用来判断是否可以垂直填充
for (int upY = y; upY >= 0; upY--)
{
GameSweet upSweet = sweets[downX, upY]; //正上方元素
if (upSweet.CanMove())
{
break; //能移动直接跳出
}
else if (!upSweet.CanMove() && upSweet.Type != SweetsType.EMPTY)
{
canfill = false;
break;
}
}
if (!canfill) //不能垂直填充
{
Destroy(downSweet.gameObject); //删除下边游戏的物体
sweet.MovedComponet.Move(downX, y + 1, fillTime);
sweets[downX, y + 1] = sweet;
CreateNewSweet(x, y, SweetsType.EMPTY);
filledNotFinished = true;
break;
}
}
}
}
}
}
}
}
}
//最上排的特殊情况
for (int x = 0; x < xLie; x++)
{
GameSweet sweet = sweets[x, 0];
if (sweet.Type == SweetsType.EMPTY)//第一行,只要有空格子
{
Destroy(sweet.gameObject);
GameObject newSweet =
(GameObject) Instantiate(sweetPrefabDict[SweetsType.NORMAL], CorrectPosition(x, -1), Quaternion.identity);//就实例化一个普通物品
newSweet.transform.parent = transform;
sweets[x, 0] = newSweet.GetComponent<GameSweet>();
sweets[x, 0].Init(x, -1, this, SweetsType.NORMAL);
sweets[x, 0].MovedComponet.Move(x, 0, fillTime);//移动-1行物品,到第一行
sweets[x, 0].ColorComponet.SetColor((ColorSweet.ColorType)Random.Range(0, sweets[x, 0].ColorComponet.NumColors));
filledNotFinished = true;
}
}
return filledNotFinished;
}
/// <summary>
/// 物品是否相邻
/// </summary>
/// <param name="sweet1"></param>
/// <param name="sweet2"></param>
/// <returns></returns>
private bool IsAdjacent(GameSweet sweet1, GameSweet sweet2)
{
return sweet1.X == sweet2.X && Mathf.Abs(sweet1.Y - sweet2.Y) == 1 ||
sweet1.Y == sweet2.Y && Mathf.Abs(sweet1.X - sweet2.X) == 1;
}
/// <summary>
/// 交换物品位置
/// </summary>
/// <param name="sweet1"></param>
/// <param name="sweet2"></param>
private void ExChangeSweets(GameSweet sweet1, GameSweet sweet2)
{
if (sweet1.CanMove() && sweet2.CanMove()) //如果2个物品都能移动
{
sweets[sweet1.X, sweet1.Y] = sweet2;
sweets[sweet2.X, sweet2.Y] = sweet1;
if (MatchSweets(sweet1, sweet2.X, sweet2.Y) != null ||
MatchSweets(sweet2, sweet1.X, sweet1.Y) != null ||
sweet1.Type == SweetsType.RAINBOWCANDY ||
sweet2.Type == SweetsType.RAINBOWCANDY) //如果完成匹配
{
int tempX = sweet1.X;
int tempY = sweet1.Y;
sweet1.MovedComponet.Move(sweet2.X, sweet2.Y, fillTime);
sweet2.MovedComponet.Move(tempX, tempY, fillTime);
if (sweet1.Type == SweetsType.RAINBOWCANDY && sweet1.CanClear() && sweet2.CanClear()) //如果物品1是 特殊物品:消除颜色
{
ClearColorSweet clearColor = sweet1.GetComponent<ClearColorSweet>();
if (clearColor != null) //容错
{
clearColor.ClearColor = sweet2.ColorComponet.Color;
}
ClearSweet(sweet1.X, sweet1.Y);
}
if (sweet2.Type == SweetsType.RAINBOWCANDY && sweet2.CanClear() && sweet2.CanClear()) //如果物品2是 特殊物品:消除颜色
{
ClearColorSweet clearColor = sweet2.GetComponent<ClearColorSweet>();
if (clearColor != null)
{
clearColor.ClearColor = sweet1.ColorComponet.Color;
}
ClearSweet(sweet2.X, sweet2.Y);
}
ClearAllMatchedSweet(); //交换位置后,清除物品,并生成空格
StartCoroutine(AllFill()); //交换位置后填充
pressedSweet = null;
enterSweet = null;
}
else
{
sweets[sweet1.X, sweet1.Y] = sweet1;
sweets[sweet2.X, sweet1.Y] = sweet2;
}
}
}
/// <summary>
/// 按下物品
/// </summary>
public void PressedSweet(GameSweet sweet)
{
if (IsGameOver) return; //如果游戏结束,直接跳出
pressedSweet = sweet;
}
/// <summary>
/// 进入物品
/// </summary>
public void EnterSweet(GameSweet sweet)
{
if (IsGameOver) return; //如果游戏结束,直接跳出
enterSweet = sweet;
}
/// <summary>
/// 释放物品
/// </summary>
public void ReleaseSweet()
{
if (IsGameOver) return; //如果游戏结束,直接跳出
if (IsAdjacent(pressedSweet, enterSweet)) //如果相邻
{
ExChangeSweets(pressedSweet, enterSweet); //调用改变位置的方法
}
}
/// <summary>
/// 匹配消除方法
/// </summary>
/// <param name="sweet"></param>
/// <param name="newX"></param>
/// <param name="newY"></param>
/// <returns></returns>
public List<GameSweet> MatchSweets(GameSweet sweet, int newX, int newY)
{
if (sweet.CanColor()) //如果可以着色
{
ColorSweet.ColorType color = sweet.ColorComponet.Color; //上色
List<GameSweet> matchHangSweets = new List<GameSweet>(); //物品行 列表
List<GameSweet> matchLieSweets = new List<GameSweet>(); //物品列 列表
List<GameSweet> finishedMatchSweets = new List<GameSweet>(); //完成待删物品 列表
//检查行消除匹配
matchHangSweets.Add(sweet);
for (int i = 0; i <= 1; i++) //i等于0,往左,1往右
{
for (int xDistance = 1; xDistance < xLie; xDistance++)
{
int x; //偏移后的 x 坐标
if (i == 0)
{
x = newX - xDistance;
}
else
{
x = newX + xDistance;
}
if (x < 0 || x >= xLie)
{
break; //限定边界
}
if (sweets[x, newY].CanColor() && sweets[x, newY].ColorComponet.Color == color) //如果物品颜色一样
{
matchHangSweets.Add(sweets[x, newY]);
//如果添加其他类型消除,在这里判断
}
else
{
break;
}
}
}
if (matchHangSweets.Count >= 3) //行列表元素的添加
{
for (int i = 0; i < matchHangSweets.Count; i++)
{
finishedMatchSweets.Add(matchHangSweets[i]);
}
}
//L T形状匹配
//遍历后,检测当前行遍历元素数量是否大于3
if (matchHangSweets.Count >= 3)
{
for (int i = 0; i < matchHangSweets.Count; i++)
{
//行检查后,检测L和T形状。 检查元素上下元素,是否可以消除:0是上,1是下
for (int j = 0; j <= 1; j++)
{
for (int yDistance = 1; yDistance < yHang; yDistance++)
{
int y; //被检测物体的,Y轴偏移坐标
if (j == 0) //如果是上方
{
y = newY - yDistance; //每次向上递增(物体Y轴坐标,自上而下是0--10)
}
else
{
y = newY + yDistance; //每次向下递增()
}
if (y < 0 || y >= yHang)
{
break; //限定边界
}
if (sweets[matchHangSweets[i].X, y].CanColor() &&
sweets[matchHangSweets[i].X, y].ColorComponet.Color == color) //如果列方向,颜色一致
{
matchLieSweets.Add(sweets[matchHangSweets[i].X, y]); //添加甜品对象到 列表中
}
else
{
break;
}
}
}
if (matchLieSweets.Count < 2) //如果在 行列表中的,垂直方向列 数组中,相同元素小于2
{
matchLieSweets.Clear(); //清除
}
else //满足条件就加到完成列表
{
for (int j = 0; j < matchLieSweets.Count; j++)
{
finishedMatchSweets.Add(matchLieSweets[j]);
}
break;
}
}
}
if (finishedMatchSweets.Count >= 3)
{
return finishedMatchSweets; //返回 行LT 列表
}
matchHangSweets.Clear(); //开始列检查之前:清除列表
matchLieSweets.Clear();
//列消除匹配
matchLieSweets.Add(sweet);
for (int i = 0; i <= 1; i++) //i等于0,往左,1往右
{
for (int yDistance = 1; yDistance < yHang; yDistance++)
{
int y; //偏移后的 y 坐标
if (i == 0)
{
y = newY - yDistance;
}
else
{
y = newY + yDistance;
}
if (y < 0 || y >= yHang)
{
break; //限定边界
}
if (sweets[newX, y].CanColor() && sweets[newX, y].ColorComponet.Color == color) //如果物品颜色一样
{
matchLieSweets.Add(sweets[newX, y]);
}
else
{
break;
}
}
}
if (matchLieSweets.Count >= 3) //LIE 列表元素的添加
{
for (int i = 0; i < matchLieSweets.Count; i++)
{
finishedMatchSweets.Add(matchLieSweets[i]);
}
}
//垂直列表中,横向L T形状匹配
//遍历后,检测当前行遍历元素数量是否大于3
if (matchLieSweets.Count >= 3)
{
for (int i = 0; i < matchLieSweets.Count; i++)
{
//行检查后,检测L和T形状。 检查元素上下元素,是否可以消除:0是上,1是下
for (int j = 0; j <= 1; j++)
{
for (int xDistance = 1; xDistance < xLie; xDistance++)
{
int x; //被检测物体的,Y轴偏移坐标
if (j == 0) //如果是上方
{
x = newX - xDistance; //每次向上递增(物体Y轴坐标,自上而下是0--10)
}
else
{
x = newX + xDistance; //每次向下递增()
}
if (x < 0 || x >= xLie)
{
break; //限定边界
}
if (sweets[x, matchLieSweets[i].Y].CanColor() &&
sweets[x, matchLieSweets[i].Y].ColorComponet.Color == color) //如果列方向,颜色一致
{
matchHangSweets.Add(sweets[x, matchLieSweets[i].Y]); //添加甜品对象到 列表中
}
else
{
break;
}
}
}
if (matchHangSweets.Count < 2) //如果在 列列表中的,左右方向行 数组中,相同元素小于2
{
matchHangSweets.Clear(); //清除
}
else //满足条件就加到完成列表
{
for (int j = 0; j < matchHangSweets.Count; j++)
{
finishedMatchSweets.Add(matchHangSweets[j]);
}
break;
}
}
}
//这里
if (finishedMatchSweets.Count >= 3)
{
return finishedMatchSweets;
}
}
return null;
}
/// <summary>
/// 清除物品方法
/// </summary>
/// <param name="x"></param>
/// <param name="y"></param>
/// <returns></returns>
public bool ClearSweet(int x, int y)
{
if (sweets[x, y].CanClear() && !sweets[x, y].ClearedComponet.IsClearing)
{
sweets[x, y].ClearedComponet.Clear(); //调用自身方法,开始清除
CreateNewSweet(x, y, SweetsType.EMPTY);
ClearBarrier(x, y); //调用清除障碍物函数
return true;
}
return false;
}
/// <summary>
/// 清除 障碍物
/// </summary>
/// <param name="X"></param>
/// <param name="Y"></param>
private void ClearBarrier(int X, int Y) //传入坐标是:消除掉物品的坐标
{
for (int friendX = X - 1; friendX <= X + 1; friendX++) //左右遍历
{
if (friendX != X && friendX >= 0 && friendX < xLie)
{
if (sweets[friendX, Y].Type == SweetsType.BARRIER && sweets[friendX, Y].CanClear()) //判断
{
sweets[friendX, Y].ClearedComponet.Clear();
CreateNewSweet(friendX, Y, SweetsType.EMPTY);
}
}
}
for (int friendY = Y - 1; friendY <= Y + 1; friendY++) //上下遍历
{
if (friendY != Y && friendY >= 0 && friendY < yHang)
{
if (sweets[X, friendY].Type == SweetsType.BARRIER && sweets[X, friendY].CanClear()) //判断
{
sweets[X, friendY].ClearedComponet.Clear();
CreateNewSweet(X, friendY, SweetsType.EMPTY);
}
}
}
}
/// <summary>
/// 清除规则里物品的方法
/// </summary>
/// <returns></returns>
private bool ClearAllMatchedSweet()
{
bool needRefill = false; //是否需要填充
for (int y = 0; y < yHang; y++)
{
for (int x = 0; x < xLie; x++)
{
if (sweets[x, y].CanClear()) //如果可以清除
{
List<GameSweet> matchList = MatchSweets(sweets[x, y], x, y);
if (matchList != null) //需要消除
{
SweetsType specialSweetsType = SweetsType.COUNT; //定义一个枚举类型:COUNT——是否产生特殊甜品:默认是Count类型
GameSweet randomSweet = matchList[Random.Range(0, matchList.Count)]; //随机产生位置
int specialSweetX = randomSweet.X;
int specialSweetY = randomSweet.Y;
if (matchList.Count == 4) //消除的4个物品
{
specialSweetsType = (SweetsType) Random.Range( (int) SweetsType.HANG_CLEAR,(int) SweetsType.LIE_CLEAR+1); //特殊类型赋值:取左不取右,所以+1
}
if (matchList.Count >= 5)
{
specialSweetsType = SweetsType.RAINBOWCANDY;
}
//5个
for (int i = 0; i < matchList.Count; i++) //遍历数组:清楚元素
{
if (ClearSweet(matchList[i].X, matchList[i].Y))
{
needRefill = true; //填充
}
}
if (specialSweetsType != SweetsType.COUNT) //有特殊类型
{
Destroy(sweets[specialSweetX, specialSweetY]); //删除空白物品
GameSweet newSweet = CreateNewSweet(specialSweetX, specialSweetY, specialSweetsType); //生成特殊甜品
//给特殊物品着色
if (specialSweetsType == SweetsType.HANG_CLEAR || specialSweetsType == SweetsType.LIE_CLEAR &&
newSweet.CanColor() &&
matchList[0].CanColor()) //种类的确定
{
newSweet.ColorComponet.SetColor(matchList[0].ColorComponet.Color); //给特殊物品,着色:第一个物品的颜色
}
if (specialSweetsType == SweetsType.RAINBOWCANDY && newSweet.CanColor()) //如果是彩虹堂
{
newSweet.ColorComponet.SetColor(ColorSweet.ColorType.ANY);
}
}
}
}
}
}
return needRefill;
}
/// <summary>
/// 消除整行
/// </summary>
/// <param name="hang"></param>
/// <returns></returns>
public void ClearHang(int hang)
{
for (int order = 0; order <= 1; order++)
{
for (int xoffset = 0; xoffset <= xLie; xoffset++)
{
int xPos;
if (order==0)//左边
{
xPos = hang - xoffset;
}
else
{
xPos = hang + xoffset;
}
if (xPos<0||xPos>=xLie)
{
break;
}
if (sweets[xPos,hang].CanClear())
{
SweetsType type = sweets[xPos, hang].Type;
ClearSweet(xPos, hang);
print("消除整行");
//if (type=="扩展类性")
//{
// break;
//}
}
}
}
//for (int x = 0; x < xLie; x++)
//{
// ClearSweet(x, hang);
//}
}
/// <summary>
/// 消除整列
/// </summary>
/// <param name="lie"></param>
public void ClearLie(int lie)
{
for (int order = 0; order <= 1; order++)
{
for (int xoffset = 0; xoffset <= yHang; xoffset++)
{
int xPos;
if (order == 0) //左边
{
xPos = lie - xoffset;
}
else
{
xPos = lie + xoffset;
}
if (xPos < 0 || xPos >= yHang)
{
break;
}
if (sweets[lie, xPos].CanClear())
{
SweetsType type = sweets[lie,xPos].Type;
ClearSweet(lie, xPos);
print("消除整列");
//if (type=="扩展类性")
//{
// break;
//}
}
}
}
}
/// <summary>
/// 清除颜色
/// </summary>
/// <param name="color"></param>
public void ClearColor(ColorSweet.ColorType color)
{
for (int x = 0; x < xLie; x++)
{
for (int y = 0; y < yHang; y++)
{
if (sweets[x, y].CanColor() && (sweets[x, y].ColorComponet.Color == color || color == ColorSweet.ColorType.ANY))
{
ClearSweet(x, y); //清除颜色
}
}
}
}
/// <summary>
/// 返回主界面
/// </summary>
public void ReturnToMain()
{
SceneManager.LoadScene(0);
}
/// <summary>
/// 重玩
/// </summary>
public void RePlay()
{
SceneManager.LoadScene(1);
}
}
3
GameSweet —— 物品基础脚本
控制物品的属性
using UnityEngine;
/// <summary>
/// 物品基础脚本
/// </summary>
public class GameSweet : MonoBehaviour
{
private int x; //物品列数量
public int X
{
get { return x; }
set
{
if (CanMove())
{
x = value;
}
}
}
private int y; //物品行数量
public int Y
{
get { return y; }
set
{
if (CanMove())
{
y = value;
}
}
}
private GameManager.SweetsType type; //物品种类
public GameManager.SweetsType Type
{
get { return type; }
}
private MovedSweet movedComponet; //移动组件
public MovedSweet MovedComponet
{
get { return movedComponet; }
}
private ColorSweet colorComponet; //颜色组件
public ColorSweet ColorComponet
{
get { return colorComponet; }
}
private ClearedSweet clearedComponet; //消除组件
public ClearedSweet ClearedComponet
{
get { return clearedComponet; }
}
[HideInInspector] //在Inspector面板隐藏
public GameManager gameManager; //控制脚本对象
private void Awake()
{
movedComponet = GetComponent<MovedSweet>(); //初始化之前就获取移动组件
colorComponet = GetComponent<ColorSweet>();
clearedComponet = GetComponent<ClearedSweet>();
}
/// <summary>
/// 初始化函数
/// </summary>
/// <param name="_x"></param>
/// <param name="_y"></param>
/// <param name="_gameManager"></param>
/// <param name="_type"></param>
public void Init(int _x, int _y, GameManager _gameManager, GameManager.SweetsType _type)
{
x = -x; //当前的 x 就等于初始化函数,传进来的传入参数的值
y = _y;
gameManager = _gameManager;
type = _type;
}
/// <summary>
/// 判断物品能否移动
/// </summary>
/// <returns></returns>
public bool CanMove()
{
return movedComponet != null;
}
/// <summary>
/// 判断物品能否作色
/// </summary>
/// <returns></returns>
public bool CanColor()
{
return colorComponet != null;
}
/// <summary>
/// 判断是否可以清除
/// </summary>
/// <returns></returns>
public bool CanClear()
{
return clearedComponet != null;
}
void Update()
{
transform.Rotate(new Vector3(0, 0, 0));
}
/// <summary>
/// 鼠标进入
/// </summary>
private void OnMouseEnter()
{
gameManager.EnterSweet(this);
print("进入");
}
/// <summary>
/// 鼠标按下
/// </summary>
private void OnMouseDown()
{
gameManager.PressedSweet(this);
print("按下");
}
/// <summary>
/// 鼠标抬起
/// </summary>
private void OnMouseUp()
{
gameManager.ReleaseSweet();
print("抬起");
}
}
4
MovedSweet —— 控制物体的移动
控制物体的移动是否可行
using UnityEngine;
using System.Collections;
/// <summary>
/// 控制移动脚本
/// </summary>
public class MovedSweet : MonoBehaviour
{
private GameSweet sweet;
private IEnumerator moveCoroutine; //这样得到其他指令的时候,我们可以终止这个协成
private void Awake()
{
sweet = GetComponent<GameSweet>(); //获取组件
}
/// <summary>
/// 开启,或者关闭协成
/// </summary>
/// <param name="newx"></param>
/// <param name="newy"></param>
public void Move(int newx, int newy, float time)
{
if (moveCoroutine != null)
{
StopCoroutine(moveCoroutine);//停止协成
}
moveCoroutine = MoveCoroutine(newx, newy, time);
StartCoroutine(moveCoroutine);//重开协成
}
/// <summary>
/// 负责移动的协成
/// </summary>
/// <param name="newx"></param>
/// <param name="newy"></param>
/// <param name="time"></param>
/// <returns></returns>
private IEnumerator MoveCoroutine(int newx, int newy, float time)
{
sweet.X = newx;
sweet.Y = newy;
Vector3 startPos = transform.position;//每一帧移动一点
Vector3 endPos = sweet.gameManager.CorrectPosition(newx, newy);
for (float t = 0; t < time; t += Time.deltaTime)
{
sweet.transform.position = Vector3.Lerp(startPos, endPos, t / time);
yield return 0;//等待一帧
}
sweet.transform.position = endPos; //如果发生意外 没移动,就直接赋值
}
}
5
ClearedSweet —— 清除管控类脚本
控制物品是否可以被清除
using UnityEngine;
using System.Collections;
/// <summary>
/// 清除管控类脚本
/// </summary>
public class ClearedSweet : MonoBehaviour
{
public AnimationClip clearAnimation; //动画
public AudioClip DestoryClip; //消除音效
private bool isClearing=false; //是否正在清除
public bool IsClearing
{
get { return isClearing; }
}
protected GameSweet sweet; //可扩充
/// <summary>
/// 唤醒函数
/// </summary>
private void Awake()
{
sweet = GetComponent<GameSweet>();
}
/// <summary>
/// 清除
/// </summary>
public virtual void Clear()
{
isClearing = true; //正在被清除
StartCoroutine(ClearCoroutine());
}
/// <summary>
/// 清除动画协成
/// </summary>
/// <returns></returns>
private IEnumerator ClearCoroutine()
{
BoxCollider collider = GetComponent<BoxCollider>();
if (collider!=null)//容错
{
collider.enabled = false;
}
Animator animator = GetComponent<Animator>();
if (animator != null)
{
animator.Play(clearAnimation.name); //播放清除动画
GameManager.Instance.PlayerScore++; //得分
AudioSource.PlayClipAtPoint(DestoryClip, transform.position); //播放消除音效
yield return new WaitForSeconds(clearAnimation.length);
Destroy(gameObject);
}
}
}
6
ClearColorSweet —— 清除颜色相同的物品
public class ClearColorSweet : ClearedSweet
{
private ColorSweet.ColorType clearColor; //颜色类型对象
public ColorSweet.ColorType ClearColor
{
get { return clearColor; }
set { clearColor = value; }
}
/// <summary>
/// 重写清除方法
/// </summary>
public override void Clear()
{
base.Clear();
sweet.gameManager.ClearColor(clearColor);
}
}
7
ColorSweet —— 颜色脚本
管理物品颜色的脚本
using UnityEngine;
using System.Collections.Generic;
/// <summary>
/// 颜色脚本
/// </summary>
public class ColorSweet : MonoBehaviour
{
public enum ColorType
{
YELLOW, //黄
PURPLE, //紫
RED, //红
BLUE, //蓝
GREEN, //绿
PINK, //棒棒糖
ANY, //彩虹糖
COUNT //预留
}
private Dictionary<ColorType, Sprite> colorSpriteDict; //颜色字典
public ColorSprite[] ColorSprites; //结构体数组
[System.Serializable] //序列化
public struct ColorSprite //结构体
{
public ColorType color;
public Sprite sprite;
}
private SpriteRenderer sprite; //渲染器对象
public int NumColors //颜色长度:多少种颜色
{
get { return ColorSprites.Length; }
}
private ColorType color; //物品颜色
public ColorType Color
{
get { return color; }
set { SetColor(value); }
}
private void Awake()
{
sprite = transform.Find("Sweet").GetComponent<SpriteRenderer>(); //获取渲染组件
colorSpriteDict = new Dictionary<ColorType, Sprite>(); //实例化字典对象
for (int i = 0; i < ColorSprites.Length; i++) //遍历字典,在字典中添加图片
{
if (!colorSpriteDict.ContainsKey(ColorSprites[i].color))
{
colorSpriteDict.Add(ColorSprites[i].color, ColorSprites[i].sprite);
}
}
}
/// <summary>
/// 设置颜色
/// </summary>
/// <param name="newColor"></param>
public void SetColor(ColorType newColor)
{
color = newColor;
if (colorSpriteDict.ContainsKey(newColor))
{
sprite.sprite = colorSpriteDict[newColor];
}
}
}
8
ClearLineSweet —— 清除整行,整列
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public class ClearLineSweet : ClearedSweet
{
public bool IsHang;//是不是行
/// <summary>
/// 重写清除虚方法
/// </summary>
public override void Clear()
{
base.Clear();
if (IsHang)//是行
{
sweet.gameManager.ClearHang(sweet.Y);
print("消除整行新");
}
else
{
sweet.gameManager.ClearLie(sweet.X);
print("消除整列新");
}
}
}
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