切水果

 1 using UnityEngine;
 2 using System.Collections;
 3
 4 public class EndLevelScript : MonoBehaviour {
 5
 6     void Start () {
 7
 8     }
 9
10     void Update () {
11
12     }
13 }

EndLevelScript

  1 using UnityEngine;
  2 using System.Collections;
  3
  4 public class FruitDispenser : MonoBehaviour {
  5
  6     public GameObject[] fruits;
  7     public GameObject bomb;
  8
  9     public float z;
 10
 11     public float powerScale;
 12
 13     public bool pause = false;
 14     bool started = false;
 15
 16     //每个水果发射的计时
 17     public float timer = 1.75f;
 18
 19     void Start () {
 20
 21     }
 22
 23     void Update () {
 24
 25         if (pause) return;
 26
 27         timer -= Time.deltaTime;
 28
 29         if (timer <= 0 && !started)
 30         {
 31             timer = 0f;
 32             started = true;
 33         }
 34
 35         if (started)
 36         {
 37             if (SharedSettings.LoadLevel == 0)
 38             {
 39                 if (timer <= 0)
 40                 {
 41                     FireUp();
 42                     timer = 2.5f;
 43                 }
 44             }
 45             else
 46             if (SharedSettings.LoadLevel == 1)
 47             {
 48                 if (timer <= 0)
 49                 {
 50                     FireUp();
 51                     timer = 2.0f;
 52                 }
 53             }
 54             else
 55             if (SharedSettings.LoadLevel == 2)
 56             {
 57                 if (timer <= 0)
 58                 {
 59                     FireUp();
 60                     timer = 1.75f;
 61                 }
 62             }
 63             else
 64             if (SharedSettings.LoadLevel == 3)
 65             {
 66                 if (timer <= 0)
 67                 {
 68                     FireUp();
 69                     timer = 1.5f;
 70                 }
 71             }
 72         }
 73     }
 74
 75     void FireUp()
 76     {
 77         if (pause) return;
 78
 79         //每次必有的水果
 80         Spawn(false);
 81
 82         if (SharedSettings.LoadLevel == 2 && Random.Range(0, 10) < 2)
 83         {
 84             Spawn(true);
 85         }
 86         if(SharedSettings.LoadLevel == 3 && Random.Range(0, 10) < 4)
 87         {
 88             Spawn(true);
 89         }
 90
 91         //炸弹
 92         if (SharedSettings.LoadLevel == 1 && Random.Range(0, 100) < 10)
 93         {
 94             Spawn(true);
 95         }
 96         if (SharedSettings.LoadLevel == 2 && Random.Range(0, 100) < 20)
 97         {
 98             Spawn(true);
 99         }
100         if (SharedSettings.LoadLevel == 3 && Random.Range(0 ,100) < 30)
101         {
102             Spawn(true);
103         }
104     }
105
106     void Spawn(bool isBomb)
107     {
108         float x = Random.Range(-3.1f, 3.1f);
109
110         z = Random.Range(14f, 19.8f);
111
112         GameObject ins;
113
114         if (!isBomb)
115             ins = Instantiate(fruits[Random.Range(0, fruits.Length)], transform.position + new Vector3(x, 0, z), Random.rotation) as GameObject;
116         else
117             ins = Instantiate(bomb, transform.position + new Vector3(x, 0, z), Random.rotation) as GameObject;
118
119         float power = Random.Range(1.5f, 1.8f) * -Physics.gravity.y * 1.5f * powerScale;
120         Vector3 direction = new Vector3(-x * 0.05f * Random.Range(0.3f, 0.8f), 1, 0);
121         direction.z = 0f;
122
123         ins.GetComponent<Rigidbody>().velocity = direction * power;
124         ins.GetComponent<Rigidbody>().AddTorque(Random.onUnitSphere * 0.1f, ForceMode.Impulse);
125     }
126
127     void OnTriggerEnter(Collider other)
128     {
129         Destroy(other.gameObject);
130     }
131 }

FruitDispenser

 1 using UnityEngine;
 2 using System.Collections;
 3 using UnityEngine.UI;
 4
 5 public class GUIManager : MonoBehaviour {
 6
 7     public Text guiPoints;
 8
 9     MouseControl mouseControl;
10
11     bool gamePause = false;
12
13     public Text pauseButtonText;
14     public FruitDispenser fd;
15     public Timer timer;
16
17     void Start () {
18
19         mouseControl = GameObject.Find("Game").GetComponent<MouseControl>();
20
21     }
22
23     void Update () {
24
25         guiPoints.text = "Points: " + mouseControl.points;
26
27     }
28
29     public void Pause()
30     {
31         Rigidbody[] rs = GameObject.FindObjectsOfType<Rigidbody>();
32
33         gamePause = !gamePause;
34
35         if (gamePause)
36         {
37             foreach(Rigidbody r in rs)
38             {
39                 r.Sleep();
40                 pauseButtonText.text = "Resume";
41                 fd.pause = true;
42                 timer.PauseTimer(gamePause);
43             }
44         }
45         else
46         {
47             foreach(Rigidbody r in rs)
48             {
49                 r.WakeUp();
50                 pauseButtonText.text = "Pause";
51                 fd.pause = false;
52                 timer.PauseTimer(gamePause);
53             }
54         }
55     }
56 }

GUIManager

  1 using UnityEngine;
  2 using System.Collections;
  3
  4 public class MouseControl : MonoBehaviour {
  5
  6     Vector2 screenInp;
  7
  8     bool fire = false;
  9     bool fire_prev = false;
 10     bool fire_down = false;
 11     bool fire_up = false;
 12
 13     public LineRenderer trail;
 14
 15     Vector2 start, end;
 16
 17     Vector3[] trailPositions = new Vector3[10];
 18
 19     int index;
 20     int linePart = 0;
 21     float lineTimer = 1.0f;
 22
 23     float trail_alpha = 0f;
 24     int raycastCount = 10;
 25
 26     //积分
 27     public int points;
 28
 29     bool started = false;
 30
 31     //果汁效果预制品
 32     public GameObject[] splashPrefab;
 33     public GameObject[] splashFlatPrefab;
 34
 35     void Start () {
 36
 37     }
 38
 39     void BlowObject(RaycastHit hit)
 40     {
 41         if (hit.collider.gameObject.tag != "destroyed")
 42         {
 43             //生成切开的水果的部分
 44             hit.collider.gameObject.GetComponent<ObjectKill>().OnKill();
 45
 46             //删除切到的水果
 47             Destroy(hit.collider.gameObject);
 48
 49             if (hit.collider.tag == "red") index = 0;
 50             if (hit.collider.tag == "yellow") index = 1;
 51             if (hit.collider.tag == "green") index = 2;
 52
 53             //水果泼溅效果
 54             if (hit.collider.gameObject.tag != "bomb")
 55             {
 56                 Vector3 splashPoint = hit.point;
 57                 splashPoint.z = 4;
 58                 Instantiate(splashPrefab[index], splashPoint, Quaternion.identity);
 59                 splashPoint.z += 4;
 60                 Instantiate(splashFlatPrefab[index], splashPoint, Quaternion.identity);
 61             }
 62
 63             //切到炸弹
 64             if (hit.collider.gameObject.tag != "bomb") points++; else points -= 5;
 65             points = points < 0 ? 0 : points;
 66
 67             hit.collider.gameObject.tag = "destroyed";
 68         }
 69     }
 70
 71     void Update () {
 72
 73         Vector2 Mouse;
 74
 75         screenInp.x = Input.mousePosition.x;
 76         screenInp.y = Input.mousePosition.y;
 77
 78         fire_down = false;
 79         fire_up = false;
 80
 81         fire = Input.GetMouseButton(0);
 82         if (fire && !fire_prev) fire_down = true;
 83         if (!fire && fire_prev) fire_up = true;
 84         fire_prev = fire;
 85
 86         //控制画线
 87         Control();
 88
 89         //设置线段的相应颜色
 90         Color c1 = new Color(1, 1, 0, trail_alpha);
 91         Color c2 = new Color(1, 0, 0, trail_alpha);
 92         trail.SetColors(c1, c2);
 93
 94         if (trail_alpha > 0) trail_alpha -= Time.deltaTime;
 95     }
 96
 97     void Control()
 98     {
 99         //线段开始
100         if (fire_down)
101         {
102             trail_alpha = 1.0f;
103
104             start = screenInp;
105             end = screenInp;
106
107             started = true;
108
109             linePart = 0;
110             lineTimer = 0.25f;
111             AddTrailPosition();
112         }
113
114         //鼠标拖动中
115         if (fire && started)
116         {
117             start = screenInp;
118
119             var a = Camera.main.ScreenToWorldPoint(new Vector3(start.x, start.y, 10));
120             var b = Camera.main.ScreenToWorldPoint(new Vector3(end.x, end.y, 10));
121
122             //判断用户的鼠标(触屏)移动大于0.1后,我们认为这是一个有效的移动,就可以进行一次“采样”(sample)
123             if (Vector3.Distance(a, b) > 0.1f)
124             {
125                 linePart++;
126                 lineTimer = 0.25f;
127                 AddTrailPosition();
128             }
129
130             trail_alpha = 0.75f;
131
132             end = screenInp;
133         }
134
135         //线的alpha值大于0.5的时候,可以做射线检测
136         if (trail_alpha > 0.5f)
137         {
138             for (var p = 0; p < 8; p++)
139             {
140                 for (var i = 0; i < raycastCount; i++)
141                 {
142                     Vector3 s = Camera.main.WorldToScreenPoint(trailPositions[p]);
143                     Vector3 e = Camera.main.WorldToScreenPoint(trailPositions[p+1]);
144                     Ray ray = Camera.main.ScreenPointToRay(Vector3.Lerp(s, e, i / raycastCount));
145
146                     RaycastHit hit;
147                     if (Physics.Raycast(ray, out hit, 100, 1 << LayerMask.NameToLayer("fruit")))
148                     {
149                         BlowObject(hit);
150                     }
151                 }
152
153             }
154         }
155
156         if (trail_alpha <= 0) linePart = 0;
157
158         //根据时间加入一个点
159         lineTimer -= Time.deltaTime;
160         if (lineTimer <= 0f)
161         {
162            linePart++;
163            AddTrailPosition();
164            lineTimer = 0.01f;
165         }
166
167         if (fire_up && started) started = false;
168
169         //拷贝线段的数据到linerenderer
170         SendTrailPosition();
171     }
172
173     void AddTrailPosition()
174     {
175         if (linePart <= 9)
176         {
177             for (int i = linePart; i <= 9; i++)
178             {
179                 trailPositions[i] = Camera.main.ScreenToWorldPoint(new Vector3(start.x, start.y, 10));
180             }
181         }
182         else
183         {
184             for (int ii = 0; ii <= 8; ii++)
185             {
186                 trailPositions[ii] = trailPositions[ii + 1];
187             }
188
189             trailPositions[9] = Camera.main.ScreenToWorldPoint(new Vector3(start.x, start.y, 10));
190         }
191     }
192
193     void SendTrailPosition()
194     {
195         var index = 0;
196         foreach(Vector3 v in trailPositions)
197         {
198             trail.SetPosition(index, v);
199             index++;
200         }
201     }
202 }

MouseControl

 1 using UnityEngine;
 2 using System.Collections;
 3
 4 public class ObjectKill : MonoBehaviour {
 5
 6     bool killed = false;
 7
 8     public GameObject[] prefab;
 9
10     public float scale = 1f;
11
12     public void OnKill()
13     {
14         if (killed) return;
15
16         foreach(GameObject go in prefab)
17         {
18             GameObject ins = Instantiate(go, transform.position, Random.rotation) as GameObject;
19
20             Rigidbody rd = ins.GetComponent<Rigidbody>();
21             if (rd != null)
22             {
23                 rd.velocity = Random.onUnitSphere + Vector3.up;
24                 rd.AddTorque(Random.onUnitSphere * scale, ForceMode.Impulse);
25             }
26         }
27
28
29         killed = true;
30     }
31 }

ObjectKill

 1 using UnityEngine;
 2 using System.Collections;
 3
 4 public class ParticleDestroy : MonoBehaviour {
 5
 6     private ParticleSystem ps;
 7
 8     void Start () {
 9
10         ps = GetComponent<ParticleSystem>();
11         Destroy(gameObject, ps.startLifetime + 0.5f);
12
13     }
14 }

ParticleDestroy

 1 using UnityEngine;
 2 using System.Collections;
 3 using UnityEngine.UI;
 4
 5 public class PrepareLevel : MonoBehaviour {
 6
 7     public GameObject GetReady;
 8     public GameObject GO;
 9
10     void Awake()
11     {
12         GetComponent<Timer>().timeAvailable = SharedSettings.ConfigTime;
13     }
14
15     void Start () {
16
17         GameObject.Find("GUI/LevelName/LevelName").GetComponent<Text>().text = SharedSettings.LevelName[SharedSettings.LoadLevel];
18         StartCoroutine(PrepareRoutine());
19
20     }
21
22     IEnumerator PrepareRoutine()
23     {
24         //等待1秒
25         yield return new WaitForSeconds(1.0f);
26
27         //显示GetReady
28         GetReady.SetActive(true);
29
30         //等待2秒
31         yield return new WaitForSeconds(2.0f);
32         GetReady.SetActive(false);
33
34         GO.SetActive(true);
35
36         yield return new WaitForSeconds(1.0f);
37         GO.SetActive(false);
38     }
39 }

PrepareLevel

 1 using UnityEngine;
 2 using System.Collections;
 3
 4 public class SharedSettings : MonoBehaviour {
 5
 6     //计时时间
 7     public static int ConfigTime = 60; //seconds
 8
 9
10     //游戏难度
11
12     public static int LoadLevel = 2;
13
14
15     //游戏难度名字
16
17     public static string[] LevelName = new string[] { "Easy", "Medium", "Hard", "Extreme" };
18
19 }

SharedSettings

 1 using UnityEngine;
 2 using System.Collections;
 3 using UnityEngine.UI;
 4
 5 public class TextFadeOut : MonoBehaviour {
 6
 7     //fade速度
 8     public float speed = 0.5f;
 9     Color color;
10
11     void Start () {
12
13         color = GetComponent<Text>().color;
14
15     }
16
17     void Update () {
18
19         if (gameObject.activeSelf)
20         {
21             color.a -= Time.deltaTime * speed;
22             GetComponent<Text>().color = color;
23         }
24
25     }
26 }

TextFadeOut

 1 using UnityEngine;
 2 using System.Collections;
 3 using UnityEngine.UI;
 4
 5 public class Timer : MonoBehaviour {
 6
 7     bool run = false;
 8     bool showTimeLeft = true;
 9     bool timeEnd = false;
10
11     float startTime = 0.0f;
12     float curTime = 0.0f;
13     string curStrTime = string.Empty;
14     bool pause = false;
15
16     public float timeAvailable = 30f; // 30 seconds
17     float showTime = 0;
18
19     public Text guiTimer;
20     public GameObject finishedUI;
21
22     void Start()
23     {
24         RunTimer();
25     }
26
27     public void RunTimer()
28     {
29         run = true;
30         startTime = Time.time;
31     }
32
33     public void PauseTimer(bool b)
34     {
35         pause = b;
36     }
37
38     public void EndTimer()
39     {
40
41     }
42
43     void Update () {
44
45         if (pause)
46         {
47             startTime = startTime + Time.deltaTime;
48             return;
49         }
50
51         if (run)
52         {
53             curTime = Time.time - startTime;
54         }
55
56         if (showTimeLeft)
57         {
58             showTime = timeAvailable - curTime;
59             if (showTime <= 0)
60             {
61                 timeEnd = true;
62                 showTime = 0;
63
64                 //弹出UI界面,告诉用户本轮游戏结束。
65                 //暂停/停止游戏
66                 finishedUI.SetActive(true);
67             }
68         }
69
70         int minutes = (int) (showTime / 60);
71         int seconds = (int) (showTime % 60);
72         int fraction = (int) ((showTime * 100) % 100);
73
74         curStrTime = string.Format("{0:00}:{1:00}:{2:00}", minutes, seconds, fraction);
75         guiTimer.text = "Time: " + curStrTime;
76
77     }
78 }

Timer

视频:https://pan.baidu.com/s/1geAqJTL

项目:https://pan.baidu.com/s/1slq9QDf

时间: 2024-10-24 23:12:23

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