Unity笔记-做个狗里奥Demo给男票玩
背景因为平时确实很少需要打开,我每次打开Unity都是算是阔别重逢了,再加上工作本身的变动情况,整个人就是处于摆又摆不烂,卷又卷不赢,躺又躺不平,以至于那碗夹生的饭我咽了又咽的状态。
毕竟游戏是带给人快乐的,这也是我想要进入游戏行业的主要原因,对于游戏本身的热爱会让我在业余时间除了打游戏也会尝试做一做Demo,大概就是玩多了想做,做不下去了继续玩的状态,做Demo就是自我解救的一个过程,当我一次次和游戏同好讨论游戏想法、克服对于未知的恐惧解决了一个又一个BUG之后我会变得自信。
在家玩游戏,又没有抽到甘雨妹妹
周末也会把Demo给男票京儿玩一玩,虽然Demo本身恶心但是最后他还是通关了,但是整个过程还是收获到了不少快乐。
终于通关的纪念(时间还是有bug,实际不可能这么短
梦想就是一件非常想干的事情,然而这件事哪怕最后不能给你带来生活上极大的富足,但是我就是觉得我想成为这样的人。
说来惭愧因为公司搬得比较远,空闲时间比较少,所以Demo实在是拿不出手,但是还是做一个阶段性的总结吧。
思路
利用机制+马里奥的资源,机制用Unity的Prefab来制作,不同的机制写在枚举里,切换枚举对应不同的表现,做一个难以通关的狗里奥Demo版本。
机制拆解
Demo展示
狗里奥Demo简短展示
https://www.zhihu.com/video/1557095778040090624
机制
问号砖块
思路是利用马里奥砖块本身的属性,只是蘑菇经过了自己修图之后,变成了毒蘑菇,子弹花加了一个滤镜之后也变成了“霸王花”。
砖块类别作用蘑菇吃了不再变大,而是直接中毒挂掉子弹花触碰就挂隐藏砖块只有当碰到的时候才会出现,用来封走位普通砖块只是加金币,没什么实际作用星星一碰出现好多星星,碰到就挂
砖块Prefab
绿水管
虽然很想用绿水管做类似隐藏通道的效果,但是因为不知道怎么做(真诚,有知道的也可以直接告诉我...)而作罢,思路就是枚举绿水管的机制,对于不同的机制控制不同子物体的Show/Hide。
绿水管作用尖刺1玩家到绿水管的区域,就会出现,碰到就挂尖刺2玩家到绿水管的区域,就会出现,碰到就挂,触碰范围比尖刺1大,算是进阶版本吧动态尖刺虽然还是碰到就挂,但是尖刺本身是运动的半物理水管上面过不过去,只能下面过去(京儿以为又是bug卡关,然而臣妾冤枉啊
绿水管Prefab
砖块
重力砖块,实现也很简单,走上去加刚体,并且设置刚体的重力为True。
重力砖块
软泥怪
玩家接近一定的水平距离,就会从天而降,前期必杀招。
软泥怪
总之,当这么多搞人心态的机制结合在了一起,就组成了狗里奥的关卡。
打不过去只能对着屏幕哔哔赖赖
核心代码
玩家
using UnityEngine;
using System.Collections;
public class PlayerController : MonoBehaviour {
public float moveSpeed;
public float additionalSpeedOnRun;
public SpriteRenderer PlayerGrowShrinkRenderer;
public SpriteRenderer TransformToFireMarioRenderer;
private float activeMoveSpeed;
private float currentAdditionalSpeedOnRun;
public float additionalJumpSpeed;
private float currentAdditionalJumpSpeed;
public bool canMove;
public Rigidbody2D myRigidbody;
public float jumpSpeed;
public Transform groundCheck;
public float groundCheckRadius;
public LayerMask whatIsGround;
public bool isGrounded;
bool PauseControl = false;
private Animator myAnim;
private SpriteRenderer mySpriteRenderer;
public Vector3 respawnPosition;
private LevelManager theLevelManager;
public GameObject stompBox;
public float knockBackForce;
public float knockBackLength;
private float knockBackCounter;
public float invincibilityLength;
private float invincibilityCounter;
public AudioSource JumpAudioSource;
public AudioSource PowerupAudioSource;
public GameObject PlayerDies;
private bool onPlatform;
public float onPlatformSpeedModifier;
BoxCollider2D BoxCollider;
CircleCollider2D CircleCollider;
Vector2 saveVelocity = new Vector2 ();
//Vector2 saveAngularVelocity = new Vector2 ();
public static bool PauseAllAnimations = false;
public enum PlayerStates
{
Small, Big, BigFire
};
public static PlayerStates PlayerState;
// Use this for initialization
void Start () {
myRigidbody = GetComponent<Rigidbody2D> ();
myAnim = GetComponent<Animator> ();
mySpriteRenderer = GetComponent<SpriteRenderer> ();
canMove = true;
if (Global.mData.isArchive)
{
//只有一个存档点所以写死
respawnPosition = new Vector3(30.3899994F, -3.47000003F, 0);
}
else
{
respawnPosition = transform.position;
}
transform.position = respawnPosition;
theLevelManager = FindObjectOfType<LevelManager> ();
BoxCollider = GetComponent<BoxCollider2D> ();
CircleCollider = GetComponent<CircleCollider2D> ();
activeMoveSpeed = moveSpeed;
currentAdditionalSpeedOnRun = 0;
currentAdditionalJumpSpeed = 0;
PlayerState = PlayerStates.Small;
TransformMarioToNewSize ();
myAnim.Play(&#34;PlayerIdle&#34;);
onPlatform = true;
}
public void TransformMarioToNewSize()
{
Vector2 v = new Vector2();
switch (PlayerState)
{
case PlayerStates.Small:
myAnim.Play(&#34;PlayerIdle&#34;);
v.x = 0;
v.y = 0.03f;
BoxCollider.offset = v;
v.x = 0.5f;
v.y = 0.59f;
BoxCollider.size = v;
v.x = 0;
v.y = -0.09f;
//CircleCollider.offset = v;
//CircleCollider.radius = 0.23f;
break;
}
}
// Update is called once per frame
void Update () {
if (!PauseControl) {
isGrounded = Physics2D.OverlapCircle (groundCheck.position, groundCheckRadius, whatIsGround);
if (knockBackCounter <= 0 && canMove) {
if (onPlatform) {
activeMoveSpeed = (moveSpeed + currentAdditionalSpeedOnRun) * onPlatformSpeedModifier;
} else {
activeMoveSpeed = moveSpeed + currentAdditionalSpeedOnRun;
}
if (Input.GetAxisRaw (&#34;Horizontal&#34;) > 0f) {
myRigidbody.velocity = new Vector3 (activeMoveSpeed, myRigidbody.velocity.y, 0f);
mySpriteRenderer.flipX = false;
} else if (Input.GetAxisRaw (&#34;Horizontal&#34;) < 0f) {
myRigidbody.velocity = new Vector3 (-activeMoveSpeed, myRigidbody.velocity.y, 0f);
mySpriteRenderer.flipX = true;
} else {
myRigidbody.velocity = new Vector3 (0f, myRigidbody.velocity.y, 0f);
}
if (Input.GetKeyDown(KeyCode.Space) && isGrounded) {
myRigidbody.velocity = new Vector3 (myRigidbody.velocity.x, jumpSpeed + currentAdditionalJumpSpeed, 0f);
JumpAudioSource.Play ();
}
if (Input.GetKeyDown (KeyCode.B) && isGrounded) {
Debug.Log (&#34;Pressing on run buttton!&#34;);
currentAdditionalSpeedOnRun = additionalSpeedOnRun;
currentAdditionalJumpSpeed = additionalJumpSpeed;
}
if (Input.GetKeyDown(KeyCode.B)) {
Debug.Log (&#34;slow down!&#34;);
currentAdditionalSpeedOnRun = 0;
currentAdditionalJumpSpeed = 0;
}
//theLevelManager.invincible = false;
}
if (knockBackCounter > 0) {
knockBackCounter -= Time.deltaTime;
if (mySpriteRenderer.flipX)
myRigidbody.velocity = new Vector3 (knockBackForce, knockBackForce / 2, 0f);
else
myRigidbody.velocity = new Vector3 (-knockBackForce, knockBackForce / 2, 0f);
}
if (invincibilityCounter > 0) {
invincibilityCounter -= Time.deltaTime;
} else {
//theLevelManager.invincible = false;
}
myAnim.SetFloat (&#34;Speed&#34;, Mathf.Abs (myRigidbody.velocity.x));
myAnim.SetBool (&#34;Grounded&#34;, isGrounded);
if (myRigidbody.velocity.y < 0) {
stompBox.SetActive (true);
} else
{
stompBox.SetActive (false);
}
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.green;//改变线框的颜色
Gizmos.DrawWireSphere(groundCheck.position, groundCheckRadius);//画圆
}
public void PlayerEnemyCollision() {
Instantiate (PlayerDies, gameObject.transform.position, gameObject.transform.rotation);
PauseAllAnimations = true;
theLevelManager.levelMusic.Stop ();
PauseControl = true;
gameObject.SetActive (false);
}
public void PlayerDied()
{
Instantiate(PlayerDies, gameObject.transform.position, gameObject.transform.rotation);
PauseAllAnimations = true;
theLevelManager.levelMusic.Stop();
PauseControl = true;
gameObject.SetActive(false);
}
public void OnEnable() {
knockBackCounter = 0;
}
void OnTriggerEnter2D(Collider2D other) {
if (other.tag == &#34;KillPlane&#34;) {
theLevelManager.HurtPlayer(1);
}
if (other.tag == &#34;Checkpoint&#34;) {
respawnPosition = other.transform.position;
}
if (other.tag == &#34;Mushroom&#34;|| other.tag == &#34;Flower&#34;) {
Destroy (other.gameObject);
theLevelManager.HurtPlayer(1);
}
if (other.tag == &#34;GravityBox&#34;)
{
if (!other.gameObject.GetComponent<Rigidbody2D>())
{
Rigidbody2D rb_box = other.gameObject.AddComponent<Rigidbody2D>();
rb_box.gravityScale = 1.0f;
}
}
// 软泥怪
if (other.tag == &#34;BadFlower&#34;)
{
other.gameObject.SetActive(false);
theLevelManager.HurtPlayer(1);
}
}
void PauseMarioWhileShrink() {
PauseAllAnimations = true;
PauseControl = true;
saveVelocity = myRigidbody.velocity;
//saveAngularVelocity = myRigidbody.angularVelocity;
myRigidbody.velocity = Vector3.zero;
myRigidbody.isKinematic = true;
myAnim.Play (&#34;ShrinkPlayer&#34;);
}
void OnCollisionEnter2D(Collision2D other) {
if (other.gameObject.tag == &#34;MovingPlatform&#34;) {
transform.parent = other.transform;
onPlatform = true;
}
if (other.gameObject.tag == &#34;GravityBox&#34;)
{
if (!other.gameObject.GetComponent<Rigidbody2D>())
{
Rigidbody2D rb_box = other.gameObject.AddComponent<Rigidbody2D>();
rb_box.gravityScale = 1.0f;
}
}
}
void OnCollisionExit2D(Collision2D other) {
if (other.gameObject.tag == &#34;MovingPlatform&#34;) {
transform.parent = null;
onPlatform = false;
}
}
}
问号砖块
using UnityEngine;
using System.Collections;
public class QuestionMark : MonoBehaviour {
Animator theAnimator;
/// <summary>
/// JumpShowCoin:马里奥跳下去往上跳才显示,分成两种情况,从下往上,进入的时候显示,从上往下,离开的时候显示
/// UnableCoin:马里奥碰到就显示
///Coin:默认显示的金币
///MushroomOrFlower:默认显示的蘑菇,大人就是显示花,花碰到就挂
///Death:里面出来的鬼东西碰到就挂
/// </summary>
public enum Prize {JumpShowCoin, UnableCoin, Coin, MushroomOrFlower, Death}
public Prize prize = Prize.Coin;
private bool hitLeft = true;
public GameObject mushroomPrefab;
public GameObject flowerPrefab;
public AudioSource PowerupAppearsAudioSource;
public AudioSource BumpAudioSource;
public AudioSource CoinAudioSource;
private Transform bg;
private LevelManager theLevelManager;
// Use this for initialization
void Start () {
theAnimator = GetComponent<Animator> ();
if (prize == Prize.UnableCoin|| prize == Prize.JumpShowCoin)
{
bg= transform.Find(&#34;Block&#34;);
bg.gameObject.SetActive(false);
}
theLevelManager = FindObjectOfType<LevelManager>();
}
// Update is called once per frame
void Update () {
}
private void OnTriggerExit2D(Collider2D other)
{
if (prize == Prize.JumpShowCoin && other.tag == &#34;Player&#34;)
{
if (GetComponent<BoxCollider2D>()&& other.gameObject.GetComponent<Rigidbody2D>())
{
if (other.gameObject.GetComponent<Rigidbody2D>().velocity.y < 0 &&
GetComponent<BoxCollider2D>().isTrigger == true)
{
bg.gameObject.SetActive(true);
GetComponent<BoxCollider2D>().isTrigger = false;
theAnimator.SetTrigger(&#34;Hit&#34;);
CoinAudioSource.Play();
theLevelManager.AddCoin();
}
}
}
}
void OnTriggerEnter2D(Collider2D other) {
/// JumpShowCoin:马里奥跳下去往上跳才显示,分成两种情况,从下往上,进入的时候显示,从上往下,离开的时候显示
/// UnableCoin:马里奥碰到就显示
if (prize == Prize.UnableCoin&& other.tag == &#34;Player&#34;)
{
Debug.Log(other.gameObject.name);
bg.gameObject.SetActive(true);
theLevelManager.AddCoin();
}
if (prize == Prize.JumpShowCoin )
{
if (GetComponent<BoxCollider2D>() && other.gameObject.GetComponent<Rigidbody2D>())
{
if (other.gameObject.GetComponent<Rigidbody2D>().velocity.y > 0&&
GetComponent<BoxCollider2D>().isTrigger == true )
{
bg.gameObject.SetActive(true);
GetComponent<BoxCollider2D>().isTrigger = false;
theAnimator.SetTrigger(&#34;Hit&#34;);
CoinAudioSource.Play();
theLevelManager.AddCoin();
}
}
}
if (other.tag == &#34;Player&#34;) {
BumpAudioSource.Play ();
}
if (other.tag == &#34;Player&#34; && hitLeft) {
if (prize == Prize.Coin|| prize == Prize.UnableCoin ) {
theAnimator.SetTrigger (&#34;Hit&#34;);
CoinAudioSource.Play ();
theLevelManager.AddCoin();
}
if (prize == Prize.MushroomOrFlower)
{
int i = Random.Range(0, 2);
if(i%2==0)
{
theAnimator.SetTrigger(&#34;HitMushroom&#34;);
PowerupAppearsAudioSource.Play();
}
else
{
theAnimator.SetTrigger(&#34;HitFlower&#34;);
}
}
hitLeft = false;
}
}
void OnMushroomAnimationEnd() {
Transform mushTransform = GetComponent<Transform> ();
GameObject mushroomInstance = (GameObject)Instantiate (mushroomPrefab, (mushTransform.position - new Vector3(0,-0.8f,0)), Quaternion.identity);
mushroomInstance.GetComponent<Transform> ().parent = null;
}
void OnFlowerAnimationEnd() {
Transform theTransform = GetComponent<Transform> ();
GameObject flowerInstance = (GameObject)Instantiate (flowerPrefab, (theTransform.position - new Vector3(0,-0.74f,0)), Quaternion.identity);
flowerInstance.GetComponent<Transform> ().parent = null;
}
}
问号砖块
using UnityEngine;
using System.Collections;
public class QuestionMark : MonoBehaviour {
Animator theAnimator;
/// <summary>
/// JumpShowCoin:马里奥跳下去往上跳才显示,分成两种情况,从下往上,进入的时候显示,从上往下,离开的时候显示
/// UnableCoin:马里奥碰到就显示
///Coin:默认显示的金币
///MushroomOrFlower:默认显示的蘑菇,大人就是显示花,花碰到就挂
///Death:里面出来的鬼东西碰到就挂
/// </summary>
public enum Prize {JumpShowCoin, UnableCoin, Coin, MushroomOrFlower, Death}
public Prize prize = Prize.Coin;
private bool hitLeft = true;
public GameObject mushroomPrefab;
public GameObject flowerPrefab;
public AudioSource PowerupAppearsAudioSource;
public AudioSource BumpAudioSource;
public AudioSource CoinAudioSource;
private Transform bg;
private LevelManager theLevelManager;
// Use this for initialization
void Start () {
theAnimator = GetComponent<Animator> ();
if (prize == Prize.UnableCoin|| prize == Prize.JumpShowCoin)
{
bg= transform.Find(&#34;Block&#34;);
bg.gameObject.SetActive(false);
}
theLevelManager = FindObjectOfType<LevelManager>();
}
// Update is called once per frame
void Update () {
}
private void OnTriggerExit2D(Collider2D other)
{
if (prize == Prize.JumpShowCoin && other.tag == &#34;Player&#34;)
{
if (GetComponent<BoxCollider2D>()&& other.gameObject.GetComponent<Rigidbody2D>())
{
if (other.gameObject.GetComponent<Rigidbody2D>().velocity.y < 0 &&
GetComponent<BoxCollider2D>().isTrigger == true)
{
bg.gameObject.SetActive(true);
GetComponent<BoxCollider2D>().isTrigger = false;
theAnimator.SetTrigger(&#34;Hit&#34;);
CoinAudioSource.Play();
theLevelManager.AddCoin();
}
}
}
}
void OnTriggerEnter2D(Collider2D other) {
/// JumpShowCoin:马里奥跳下去往上跳才显示,分成两种情况,从下往上,进入的时候显示,从上往下,离开的时候显示
/// UnableCoin:马里奥碰到就显示
if (prize == Prize.UnableCoin&& other.tag == &#34;Player&#34;)
{
Debug.Log(other.gameObject.name);
bg.gameObject.SetActive(true);
theLevelManager.AddCoin();
}
if (prize == Prize.JumpShowCoin )
{
if (GetComponent<BoxCollider2D>() && other.gameObject.GetComponent<Rigidbody2D>())
{
if (other.gameObject.GetComponent<Rigidbody2D>().velocity.y > 0&&
GetComponent<BoxCollider2D>().isTrigger == true )
{
bg.gameObject.SetActive(true);
GetComponent<BoxCollider2D>().isTrigger = false;
theAnimator.SetTrigger(&#34;Hit&#34;);
CoinAudioSource.Play();
theLevelManager.AddCoin();
}
}
}
if (other.tag == &#34;Player&#34;) {
BumpAudioSource.Play ();
}
if (other.tag == &#34;Player&#34; && hitLeft) {
if (prize == Prize.Coin|| prize == Prize.UnableCoin ) {
theAnimator.SetTrigger (&#34;Hit&#34;);
CoinAudioSource.Play ();
theLevelManager.AddCoin();
}
if (prize == Prize.MushroomOrFlower)
{
int i = Random.Range(0, 2);
if(i%2==0)
{
theAnimator.SetTrigger(&#34;HitMushroom&#34;);
PowerupAppearsAudioSource.Play();
}
else
{
theAnimator.SetTrigger(&#34;HitFlower&#34;);
}
}
hitLeft = false;
}
}
void OnMushroomAnimationEnd() {
Transform mushTransform = GetComponent<Transform> ();
GameObject mushroomInstance = (GameObject)Instantiate (mushroomPrefab, (mushTransform.position - new Vector3(0,-0.8f,0)), Quaternion.identity);
mushroomInstance.GetComponent<Transform> ().parent = null;
}
void OnFlowerAnimationEnd() {
Transform theTransform = GetComponent<Transform> ();
GameObject flowerInstance = (GameObject)Instantiate (flowerPrefab, (theTransform.position - new Vector3(0,-0.74f,0)), Quaternion.identity);
flowerInstance.GetComponent<Transform> ().parent = null;
}
}
绿水管
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GreenTubeController : MonoBehaviour
{
public enum Prize { None, Flower, StaticSpawn, DynamicSpawn}
public Prize prize = Prize.None;
// 动态炸弹出现的声音
public AudioSource DynamicSpawnSound;
// 静态炸弹出现的声音
public AudioSource StaticSpawnSound;
// 花花出现的声音
public AudioSource FlowerSound;
//是否已经踩过坑了
private bool hitLeft = true;
public GameObject flowerObj;
public GameObject staticObj;
public GameObject dynamicObj;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D other)
{
// 只有当人物下方踩到才算是触发!!!写死
Debug.Log(other.gameObject.name);
if (other.gameObject.name == &#34;StompBox&#34;)
{
if (hitLeft)
{
switch (prize)
{
case Prize.Flower:
flowerObj.SetActive(true);
FlowerSound.Play();
break;
case Prize.StaticSpawn:
StartCoroutine(StaticSpawn());
StaticSpawnSound.Play();
break;
case Prize.DynamicSpawn:
dynamicObj.SetActive(true);
DynamicSpawnSound.Play();
break;
}
hitLeft = false;
}
}
}
public IEnumerator StaticSpawn()
{
yield return new WaitForSeconds(0.5f);
staticObj.SetActive(true);
}
}
管理类
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;
public class Global
{
public static Global mData = new Global();
public int maxHealth = 2;
public bool isArchive = false;
public int midTime = 0;
public Global()
{
}
}
public class LevelManager : MonoBehaviour {
public float waitToRespawn;
public PlayerController thePlayer;
public GameObject deathExplosion;
public int coinCount;
public int bonusLifeThreshold;
public Text coinText;
// 當前場景生命
public int healthCount;
private bool respawning;
private ResetOnRespawn[] objectsToReset;
public GameObject gameScreen;
public Text deathText;
public Text life;
public GameObject endScreen;
public Text endText;
public Text endlife;
public AudioSource levelMusic;
public AudioSource coinAudioSource;
private bool isMid=false;
private int useTime;
// Use this for initialization
void Start () {
thePlayer = FindObjectOfType<PlayerController> ();
// 当前血量
healthCount = 1;
gameScreen.SetActive(false);
endScreen.SetActive(false);
life.text = healthCount.ToString();
objectsToReset = FindObjectsOfType<ResetOnRespawn> ();
coinText.text = &#34;00&#34; /*+ coinCount*/;
Invoke(&#34;AddTime&#34;, 1f);
}
// Update is called once per frame
void Update () {
// 当前场景生命
if (healthCount <= 0&&!respawning) {
Respawn ();
respawning = true;
}
if (gameScreen.activeInHierarchy)
{
if (Input.GetKeyDown(KeyCode.Y))
{
PlayerPrefs.SetInt(&#34;CoinCount&#34;, 0);
PlayerPrefs.SetInt(&#34;PlayerLives&#34;, Global.mData.maxHealth);
PlayerController.PauseAllAnimations = false;
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
if (Input.GetKeyDown(KeyCode.N))
{
Application.Quit();
}
}
}
public void ShowSuccess()
{
endScreen.SetActive(true);
if (Global.mData.isArchive)
{
useTime += Global.mData.midTime;
}
if (useTime > 60)
{
int min = useTime / 60;
int s = useTime % 60;
if (min > 10)
{
endText.text = string.Format(&#34;{0}m{1}s才通关,太慢了叭!&#34;, min.ToString(), s.ToString());
}
else
{
endText.text = string.Format(&#34;太棒了,{0}m{1}s就通关啦!&#34;, min.ToString(), s.ToString());
}
}
else {
int s = useTime % 60;
endText.text = string.Format(&#34;有奖励哦,{0}s就通关啦!&#34;, s.ToString());
}
endlife.text = Global.mData.maxHealth.ToString();
}
void AddTime()
{
useTime++;
Invoke(&#34;AddTime&#34;, 1f);
if (Global.mData.isArchive == true && !isMid)
{
Global.mData.midTime = useTime;
isMid = true;
}
}
public void Respawn()
{
CancelInvoke(&#34;AddTime&#34;);
Global.mData.maxHealth -= 1;
StartCoroutine(RespawnCo());
thePlayer.gameObject.SetActive (false);
levelMusic.Stop ();
}
public void AddCoin()
{
coinCount += 200;
coinText.text = coinCount.ToString();
}
public IEnumerator RespawnCo() {
thePlayer.gameObject.SetActive (false);
Instantiate (deathExplosion, thePlayer.transform.position, thePlayer.transform.rotation);
yield return new WaitForSeconds (waitToRespawn);
gameScreen.SetActive(true);
if (useTime > 60)
{
int min = useTime / 60;
int s = useTime % 60;
deathText.text = string.Format(&#34;仅仅用{0}m{1}s就寄了&#34;, min.ToString(), s.ToString());
}
else
{
int s = useTime;
deathText.text = string.Format(&#34;仅仅用{0}s就寄了&#34;, s.ToString());
}
life.text = Global.mData.maxHealth.ToString();
coinCount = 0;
thePlayer.transform.position = thePlayer.respawnPosition;
thePlayer.gameObject.SetActive (true);
for (int i = 0; i < objectsToReset.Length; ++i) {
objectsToReset .gameObject.SetActive (true);
objectsToReset .ResetObject ();
}
}
public void HurtPlayer(int damageToTake) {
healthCount-= damageToTake;
thePlayer.PlayerEnemyCollision ();
}
}
未来计划
做个Boss关!
玩法示意 厉害了!
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