//////////////////2015/08/20///////////////////
/////////////////by xbw/////////////////////////
/////////////////环境 unity4.6.1/////////////
今天的玲珑杯数字媒体创意大赛算是差不多结束了,做了一个多月的也积累了不少经验,写一下教程吧,关于这个人物角色选择的界面
先看一下效果图
UI内容不少吧,现在先说一下这个人物切换,
这个呢就用预制体了,把需要的角色添加到prefabs文件夹,没有的话就在Assets中新建一个,然后把角色拖进去,
这样预制体初步好了,接着就是代码了,先贴一下代码,然后载详细解释
using UnityEngine; using System.Collections; public class characterselect : MonoBehaviour { //public int flag=1; public GameObject[] character; private int index = 0; public Texture2D selent1; public Texture2D selent2; public GUISkin GUIskin2; private GameObject[] charactershow; private int choose1 = 0; private int choose2 = 0; public GUISkin GUIskin; public AudioClip CrashSound; public AudioClip CrashSound2; public AudioClip CrashSound3; public AudioClip CrashSound4; public AudioClip CrashSound5; public AudioClip CrashSound6; public AudioClip CrashSound7; public Texture2D jinbi; public Texture2D luntai; private AudioSource _audioSource; void Start() { charactershow = new GameObject[character.Length]; instantiationcharacter(); } void Awake() { _audioSource = this.gameObject.AddComponent<AudioSource>(); _audioSource.loop = false; _audioSource.volume = 1.0f; _audioSource.pitch = 1.0f; } void Update() { if (choose1==1) { index += 1; if (index >= character.Length) { index = 0; } characterchange(index); choose1 = 0; } if (choose2==1) { index -= 1; if (index < 0) { index = character.Length - 1; } characterchange(index); choose2 = 0; } } void characterchange(int indexxxx) { for (int i = 0; i < character.Length; i++) { if (i == indexxxx) { //show charactershow[i].SetActive(true); } else //unvisible // charactershow[i].SetActive(false); charactershow[i].active = false; } } void instantiationcharacter() { for (int i = 0; i < character.Length; i++) { charactershow[i] = (GameObject)(Instantiate(character[i], transform.position, transform.rotation)); } characterchange(index); } //IEnumerator Example() //{ // print(Time.time); // yield return new WaitForSeconds(10); // print(Time.time); //} void OnGUI() { if (GUI.Button(new Rect(Screen.width * 0.389f, Screen.height * 0.056f, Screen.width * 0.06f, Screen.height * 0.085f), "")) { _audioSource.PlayOneShot(CrashSound); Application.LoadLevel("shangdian"); quanju.shangdian = 1; } GUI.DrawTexture(new Rect(Screen.width * 0.0f, Screen.height * 0.0f-50, Screen.width * 0.5f, Screen.height * 0.6f), jinbi); if (GUI.Button(new Rect(Screen.width * 0.889f, Screen.height * 0.056f, Screen.width * 0.06f, Screen.height * 0.085f), "")) { _audioSource.PlayOneShot(CrashSound); Application.LoadLevel("shangdian"); quanju.shangdian = 2; } GUI.DrawTexture(new Rect(Screen.width * 0.5f, Screen.height * 0.0f-50, Screen.width * 0.5f, Screen.height * 0.6f), luntai); GUI.skin = GUIskin; GUIStyle bb1 = new GUIStyle(); bb1.fontSize = 40; bb1.normal.textColor = new Color(255, 255, 255); quanju.LunTotal = PlayerPrefs.GetInt("LunTai"); quanju.JinTotal = PlayerPrefs.GetInt("JinBi"); GUI.Label(new Rect(Screen.width * 0.65f, Screen.height * 0.07f, 0, 0),quanju.LunTotal.ToString(), bb1); GUI.Label(new Rect(Screen.width * 0.15f, Screen.height * 0.07f, 0, 0), quanju.JinTotal.ToString(), bb1); GUI.skin = GUIskin2; if (GUI.Button(new Rect(Screen.width * 0.37f, Screen.height * 0.5f, Screen.width * 0.05f, Screen.width * 0.05f), "")) { _audioSource.PlayOneShot(CrashSound); //StartCoroutine(Example()); if(index==0) _audioSource.PlayOneShot(CrashSound2); if (index == 5) _audioSource.PlayOneShot(CrashSound3); if (index == 4) _audioSource.PlayOneShot(CrashSound4); if (index == 3) _audioSource.PlayOneShot(CrashSound5); if (index == 2) _audioSource.PlayOneShot(CrashSound6); if (index == 1) _audioSource.PlayOneShot(CrashSound7); choose1 = 1; } GUI.DrawTexture(new Rect(Screen.width * 0.37f, Screen.height * 0.5f, Screen.width * 0.05f, Screen.width * 0.05f), selent1); GUI.skin = GUIskin2; if (GUI.Button(new Rect(Screen.width * 0.57f, Screen.height * 0.5f, Screen.width * 0.05f, Screen.width * 0.05f), "")) { _audioSource.PlayOneShot(CrashSound); //StartCoroutine(Example()); if (index == 0) _audioSource.PlayOneShot(CrashSound2); if (index == 5) _audioSource.PlayOneShot(CrashSound3); if (index == 4) _audioSource.PlayOneShot(CrashSound4); if (index == 3) _audioSource.PlayOneShot(CrashSound5); if (index == 2) _audioSource.PlayOneShot(CrashSound6); if (index == 1) _audioSource.PlayOneShot(CrashSound7); choose2 = 1; } GUI.DrawTexture(new Rect(Screen.width * 0.57f, Screen.height * 0.5f, Screen.width * 0.05f, Screen.width * 0.05f), selent2); //PlayerPrefs.SetInt("renwu1", quanju.renwu1); quanju.renwu1 = PlayerPrefs.GetInt("renwu1"); //PlayerPrefs.SetInt("renwu2", quanju.renwu2); quanju.renwu2 = PlayerPrefs.GetInt("renwu2"); //PlayerPrefs.SetInt("renwu3", quanju.renwu3); quanju.renwu3 = PlayerPrefs.GetInt("renwu3"); //PlayerPrefs.SetInt("renwu4", quanju.renwu4); quanju.renwu4 = PlayerPrefs.GetInt("renwu4"); //PlayerPrefs.SetInt("renwu5", quanju.renwu5); quanju.renwu5 = PlayerPrefs.GetInt("renwu5"); //PlayerPrefs.SetInt("renwu6", quanju.renwu6); quanju.renwu6 = PlayerPrefs.GetInt("renwu6"); if (GUI.Button(new Rect(Screen.width * 0.8f, Screen.height * 0.8f, Screen.width * 0.15f, Screen.height * 0.1f), "购买")) { if (index == 1 && quanju.renwu1 == 0 && quanju.JinTotal >= 10000) { quanju.JinTotal = quanju.JinTotal - 10000; PlayerPrefs.SetInt("JinBi", quanju.JinTotal); quanju.renwu1 = 1; PlayerPrefs.SetInt("renwu1", quanju.renwu1); } if (index == 2 && quanju.renwu2 == 0 && quanju.JinTotal >= 20000) { quanju.JinTotal = quanju.JinTotal - 20000; PlayerPrefs.SetInt("JinBi", quanju.JinTotal); quanju.renwu2 = 1; PlayerPrefs.SetInt("renwu2", quanju.renwu2); } if (index == 3 && quanju.renwu3 == 0 && quanju.JinTotal >= 30000) { quanju.JinTotal = quanju.JinTotal - 30000; PlayerPrefs.SetInt("JinBi", quanju.JinTotal); quanju.renwu3 = 1; PlayerPrefs.SetInt("renwu3", quanju.renwu3); } if (index == 4 && quanju.renwu4 == 0 && quanju.JinTotal >= 40000) { quanju.JinTotal = quanju.JinTotal - 40000; PlayerPrefs.SetInt("JinBi", quanju.JinTotal); quanju.renwu4 = 1; PlayerPrefs.SetInt("renwu4", quanju.renwu4); } if (index == 5 && quanju.renwu5 == 0 && quanju.JinTotal >= 50000) { quanju.JinTotal = quanju.JinTotal - 50000; PlayerPrefs.SetInt("JinBi", quanju.JinTotal); quanju.renwu5 = 1; PlayerPrefs.SetInt("renwu5", quanju.renwu5); } if (index == 0 && quanju.renwu6 == 0 && quanju.JinTotal >= 5000) { quanju.JinTotal = quanju.JinTotal - 5000; PlayerPrefs.SetInt("JinBi", quanju.JinTotal); quanju.renwu6 = 1; PlayerPrefs.SetInt("renwu6", quanju.renwu6); } } if (index == 0) { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "太空小白" + "\n" + "5000$" + "\n" + "已内购")) { quanju.dang = true; quanju.flag = 0; quanju.flag2 = 0; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } if (index == 5) { if (quanju.renwu5 == 1) { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "忍者小黑" + "\n" + "50000$" + "\n" + "已购买")) { quanju.dang = true; quanju.flag = 5; quanju.flag2 = 5; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } else { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "忍者小黑" + "\n" + "50000$" + "\n" + "未购买")) { quanju.dang = true; quanju.flag2 = 5; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } } if (index == 4) { if (quanju.renwu4 == 1) { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "功夫小红" + "\n" + "40000$" + "\n" + "已购买")) { quanju.dang = true; quanju.flag = 4; quanju.flag2 = 4; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } else { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "功夫小红" + "\n" + "40000$" + "\n" + "未购买")) { quanju.dang = true; quanju.flag2 = 4; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } } if (index == 3) { if (quanju.renwu3 == 1) { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "明明" + "\n" + "30000$" + "\n" + "已购买")) { quanju.dang = true; quanju.flag = 3; quanju.flag2 = 3; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } else { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "明明" + "\n" + "30000$" + "\n" + "未购买")) { quanju.dang = true; quanju.flag2 = 3; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } } if (index == 2) { if (quanju.renwu2 == 1) { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "静静" + "\n" + "20000$" + "\n" + "已购买")) { quanju.dang = true; quanju.flag = 2; quanju.flag2 = 2; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } else { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "静静" + "\n" + "20000$" + "\n" + "未购买")) { quanju.dang = true; quanju.flag2 = 2; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } } if (index == 1) { if (quanju.renwu1 == 1) { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "刑警小蓝" + "\n" + "10000$" + "\n" + "已购买")) { quanju.dang = true; quanju.flag = 1; quanju.flag2 = 1; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } else { if (GUI.Button(new Rect(Screen.width * 0.42f, Screen.height * 0.6f, Screen.width * 0.15f, Screen.height * 0.3f), "刑警小蓝" + "\n" + "10000$" + "\n" + "未购买")) { quanju.dang = true; quanju.flag2 = 1; GameObject.FindGameObjectWithTag("Player").transform.Translate(Vector3.left * 5.0f); } } } if (GUI.Button(new Rect(Screen.width * 0.2f, Screen.height * 0.8f, Screen.width * 0.15f, Screen.height * 0.1f), "返回")) { Application.LoadLevel("first"); } if (GUI.Button(new Rect(Screen.width * 0.64f, Screen.height * 0.8f, Screen.width * 0.15f, Screen.height * 0.1f), "进入游戏")) { if (index == 1 && quanju.renwu1==1) { quanju.flag = 1; } if (index == 2&&quanju.renwu2==1) { quanju.flag = 2; } if (index == 3 && quanju.renwu3 == 1) { quanju.flag = 3; } if (index == 4 && quanju.renwu4 == 1) { quanju.flag = 4; } if (index == 5 && quanju.renwu5 == 1) { quanju.flag = 5; } if (index == 0 && quanju.renwu6 == 1) { quanju.flag = 0; } Application.LoadLevel("Loading4"); } } }
其实角色选择只是前边的一小部分,后边的OnGUI就不是了,当然GUI中包含了角色选择的所有精华,这个角色的选择,就是开一个GameObject的数组,在Start中获取数组的大小,就是拖进这个数组中的prefabs的个数,再用
Instantiate(character[i], transform.position, transform.rotation);生成这个数组中的任意一个,他的左右按钮切换的GUI其实就是改变的i的值,然后循环显示,很容易实现,下边的ONGUI实现了对角色是否拥有,只用拥有的角色才可以选择它上场,下节再细说这个购买的系统实现
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时间: 2024-10-29 07:50:33