赞
踩
欢迎来到【制作100个Unity游戏】系列!本系列将引导您一步步学习如何使用Unity开发各种类型的游戏。在这第29篇中,我们将探索如何用unity复刻经典游戏《愤怒的小鸟》,我会附带项目源码,以便你更好理解它。
链接:https://pan.baidu.com/s/1hBbnRkGuf44jsQQBZSn96g?pwd=h73r
提取码:h73r
修改图片配置并切图,修改最大尺寸是为了让图片放大不那么模糊
背景图片和地面草地可能不够长,可以修改绘制模式改成平铺,修改宽度
新增Bird,控制小鸟跟随鼠标移动
public enum BirdState { Waiting,//等待 BeforeShoot,//发射前 AfterShoot//发射后 } public class Bird : MonoBehaviour { public BirdState state = BirdState.BeforeShoot; private bool isMouseDown = false; //是否按下 void Update() { switch (state) { case BirdState.Waiting: break; case BirdState.BeforeShoot: MoveControl(); break; case BirdState.AfterShoot: break; default: break; } } //按下触发事件 private void OnMouseDown() { if (state == BirdState.BeforeShoot) { isMouseDown = true; } } //抬起触发事件 private void OnMouseUp() { if (state == BirdState.BeforeShoot) { isMouseDown = false; } } //跟随鼠标 private void MoveControl() { if (isMouseDown) transform.position = GetMousePosition(); } //屏幕坐标转世界坐标 private Vector3 GetMousePosition() { Vector3 position = Camera.main.ScreenToWorldPoint(Input.mousePosition); return new Vector2(position.x, position.y); } }
配置,记得给小鸟加上碰撞体
效果
新增Slingshot代码,控制弹簧得生成
public class Slingshot : MonoBehaviour { public static Slingshot Instance; public LineRenderer leftLineRenderer; public LineRenderer rightLineRenderer; public Transform leftPoint; public Transform rightPoint; // private Transform centerPoint; private bool isDrawing = false;//是否画线 private Transform birdTransform;//鸟 private void Awake() { Instance = this; } private void Update() { if (isDrawing) { Draw(); } } public void StartDraw(Transform birdTransform) { isDrawing = true; this.birdTransform = birdTransform; } public void EndDraw() { isDrawing = false; } public void Draw() { leftLineRenderer.SetPosition(0, birdTransform.position); leftLineRenderer.SetPosition(1, leftPoint.position); rightLineRenderer.SetPosition(0, birdTransform.position); rightLineRenderer.SetPosition(1, rightPoint.position); } }
配置
效果
可以看到现在线得终点是在鸟的中位置,我们希望在鸟的后面位置生成
修改代码,按碰撞器的半径进行偏移
public void Draw()
{
Vector2 birdPosition = birdTransform.position + birdTransform.GetComponent<CircleCollider2D>().radius * (birdTransform.position-transform.position).normalized;
leftLineRenderer.SetPosition(0, birdPosition);
leftLineRenderer.SetPosition(1, leftPoint.position);
rightLineRenderer.SetPosition(0, birdPosition);
rightLineRenderer.SetPosition(1, rightPoint.position);
}
效果
修改Bird
public float maxDistance = 1.5f;//限制拉动距离 //屏幕坐标转世界坐标 private Vector3 GetMousePosition() { Vector3 position = Camera.main.ScreenToWorldPoint(Input.mousePosition); position.z = 0; // 获取弹弓的中心位置 Vector3 centerPosition = Slingshot.Instance.gameObject.transform.position; //计算鼠标指向的方向 Vector3 mouseDir = position - centerPosition; //计算鼠标指向的距离 float distance = mouseDir.magnitude; // 如果距离超过最大距离,则限制在最大距离范围内 if(distance > maxDistance){ position = mouseDir.normalized * maxDistance + centerPosition; } return position; }
效果
修改Slingshot
private void Awake() { Instance = this; HideLine(); } public void StartDraw(Transform birdTransform) { isDrawing = true; this.birdTransform = birdTransform; ShowLine(); } public void EndDraw() { isDrawing = false; HideLine(); } void HideLine() { leftLineRenderer.enabled = false; rightLineRenderer.enabled = false; } void ShowLine() { leftLineRenderer.enabled = true; rightLineRenderer.enabled = true; }
效果
给鸟添加刚体,默认为静态
修改Slingshot,配置射击点
public Transform shootPoint;
配置
修改Bird
public float flySpeed;//飞行速度 public float force = 10f;//力大小 private Vector2 m_pushSpeed;//力向量 //抬起触发事件 private void OnMouseUp() { if (state == BirdState.BeforeShoot) { isMouseDown = false; Slingshot.Instance.EndDraw(); Fly(); } } private void MoveControl() { if (isMouseDown) { transform.position = GetMousePosition();//跟随鼠标 Vector3 mouseDir = Slingshot.Instance.shootPoint.position - transform.position; m_pushSpeed = mouseDir.normalized * mouseDir.magnitude * force;//力向量 } } void Fly(){ rb.bodyType = RigidbodyType2D.Dynamic; rb.AddForce(m_pushSpeed, ForceMode2D.Impulse); state = BirdState.AfterShoot; }
配置
效果
添加刚体和碰撞体
新增Destructiable,控制木头销毁
public class Destructiable : MonoBehaviour { public int maxHP = 100;// 最大生命值 private int currentHP;// 当前生命值 private void Start() { currentHP = maxHP; } private void OnCollisionEnter2D(Collision2D collision) { // 获取当前碰撞的相对速度 Vector2 relativeVelocity = collision.relativeVelocity; // 计算相对速度的大小(标量值) float impactForce = relativeVelocity.magnitude; if(impactForce <= 1) return;//过滤小伤害 // 根据相对速度大小计算伤害值,并减少当前生命值 currentHP -= (int)(impactForce * 5); if (currentHP <= 0)Destroy(gameObject); } }
效果
修改Destructiable,控制不同血量显示不同阶段的图片
public List<Sprite> spriteList;//不同阶段的图片 private SpriteRenderer spriteRenderer; spriteRenderer = GetComponent<SpriteRenderer>(); private void OnCollisionEnter2D(Collision2D collision) { // 获取当前碰撞的相对速度 Vector2 relativeVelocity = collision.relativeVelocity; // 计算相对速度的大小(标量值) float impactForce = relativeVelocity.magnitude; if(impactForce <= 1) return;//过滤小伤害 // 根据相对速度大小计算伤害值,并减少当前生命值 currentHP -= (int)(impactForce * 5); if (currentHP <= 0) { Destroy(gameObject); } else { //计算剩余生命值的比例 float healthRatio = (float)currentHP / maxHP; //计算阶段索引 int index = (int)((1 - healthRatio) * spriteList.Count) - 1; if (index != -1) spriteRenderer.sprite = spriteList[index]; } }
配置
效果
通过跳转血量,实现易碎的冰块和坚固的砖块
配置
修改Destructiable,物体销毁时调用
//爆炸特效
GameObject prefabs = Resources.Load("Prefabs/VFX/爆炸烟雾特效") as GameObject;
GameObject go = Instantiate(prefabs, transform.position, Quaternion.identity);
Destroy(go, 1f);
效果
新增脚本pig,继承Destructiable
public class Pig : Destructiable {}
配置
效果
修改Bird,
public enum BirdState { Waiting,//等待 BeforeShoot,//发射前 AfterShoot,//发射后 WaitToDie//死亡 } void Update() { switch (state) { case BirdState.Waiting: break; case BirdState.BeforeShoot: MoveControl(); break; case BirdState.AfterShoot: StopControl(); break; case BirdState.WaitToDie: break; default: break; } } void StopControl(){ if(rb.velocity.magnitude < 0.1f){ state = BirdState.WaitToDie; Invoke("LoadNextBird", 1f); } } //加载下一只鸟 protected void LoadNextBird(){ Destroy(gameObject); //爆炸特效 GameObject prefabs = Resources.Load("Prefabs/VFX/爆炸烟雾特效") as GameObject; GameObject go = Instantiate(prefabs, transform.position, Quaternion.identity); Destroy(go, 1f); GameManager.Instance.LoadNextBird(); } //设置开始小鸟 public void SetStart(Vector3 position){ state = BirdState.BeforeShoot; transform.position = position; }
新增GameManager,
public class GameManager : MonoBehaviour { public static GameManager Instance { get; private set; } public Bird[] birdList; private int index = -1; private void Awake() { Instance = this; } private void Start() { //在当前场景中查找所有带Bird脚本的对象,不进行排序 birdList = FindObjectsByType<Bird>(FindObjectsSortMode.None); LoadNextBird(); } public void LoadNextBird() { index++; GameEnd(); } public void OnPigDead() { pigTotalCount--; if (pigTotalCount <= 0) { GameEnd(); } } void GameEnd() { print("游戏结束"); } }
效果
修改GameManager,实现猪全部死亡或者鸟全部用完结束游戏
private int pigTotalCount;//剩余猪的数量 private void Start() { //在当前场景中查找所有带Bird脚本的对象,不进行排序 birdList = FindObjectsByType<Bird>(FindObjectsSortMode.None); pigTotalCount = FindObjectsByType<Pig>(FindObjectsSortMode.None).Length; LoadNextBird(); } public void LoadNextBird() { index++; if (index >= birdList.Length) { GameEnd(); } else { birdList[index].SetStart(Slingshot.Instance.shootPoint.transform.position); } } public void OnPigDead() { pigTotalCount--; if (pigTotalCount <= 0) { GameEnd(); } } void GameEnd() { print("游戏结束"); }
修改Destructiable
public virtual void Dead(){
Destroy(gameObject);
//爆炸特效
GameObject prefabs = Resources.Load("Prefabs/VFX/爆炸烟雾特效") as GameObject;
GameObject go = Instantiate(prefabs, transform.position, Quaternion.identity);
Destroy(go, 1f);
}
修改Pig
public class Pig : Destructiable {
public override void Dead()
{
base.Dead();
GameManager.Instance.OnPigDead();
}
}
效果
新增FollowTarget,控制相机跟随
public class FollowTarget : MonoBehaviour { // 要跟随的对象 private Transform target; // 跟随的平滑速度 public float smoothSpeed = 2f; void Update() { // 确保目标不为空 if (target != null) { // 获取当前物体的位置 Vector3 position = transform.position; // 将目标的 x 轴位置赋值给当前物体的位置 position.x = target.position.x; position.x = Mathf.Clamp(position.x, 0, 20);//限制 // 使用插值函数 Lerp 平滑移动当前物体到新位置 transform.position = Vector3.Lerp(transform.position, position, Time.deltaTime * smoothSpeed); } } // 设置目标的方法,可以从外部调用此方法来设置跟随的目标 public void SetTarget(Transform newTarget) { // 将传入的 Transform 赋值给目标 this.target = newTarget; } }
修改GameManager调用
public void LoadNextBird()
{
index++;
if (index >= birdList.Length)
{
GameEnd();
}
else
{
birdList[index].SetStart(Slingshot.Instance.shootPoint.transform.position);
Camera.main.GetComponent<FollowTarget>().SetTarget(birdList[index].transform);//设置摄像机跟随目标
}
}
配置
效果
配置加分动画效果
新增ScoreManager
public class ScoreManager : MonoBehaviour { public static ScoreManager Instance { get; private set; } // 预设体 public GameObject scorePrefab; // 不同分数对应的精灵数组 public Sprite[] score3000; public Sprite[] score5000; public Sprite[] score10000; // 字典,用于根据分数查找对应的精灵数组 private Dictionary<int, Sprite[]> scoreDict; private void Awake() { Instance = this; } private void Start() { scoreDict = new Dictionary<int, Sprite[]> { { 3000, score3000 }, { 5000, score5000 }, { 10000, score10000 } }; } // 显示分数的方法 public void ShowScore(Vector3 position, int score) { // 实例化分数预设体 GameObject scoreGo = Instantiate(scorePrefab, position, Quaternion.identity); // 根据分数获取对应的精灵数组 Sprite[] scoreArray; if (scoreDict.TryGetValue(score, out scoreArray)) { // 随机选择一个精灵 int index = Random.Range(0, scoreArray.Length); Sprite sprite = scoreArray[index]; // 设置SpriteRenderer的sprite属性 scoreGo.GetComponent<SpriteRenderer>().sprite = sprite; } // 在1秒后销毁显示的分数对象 Destroy(scoreGo, 1f); } }
修改Pig调用
public class Pig : Destructiable {
public int score = 3000;
public override void Dead()
{
base.Dead();
GameManager.Instance.OnPigDead();
ScoreManager.Instance.ShowScore(transform.position, score);
}
}
效果
修改Bird,定义可重写的不同时段技能方法
bool isFlying;//是否飞行 bool isUserdSkill;//是否已使用技能 //抬起触发事件 private void OnMouseUp() { if (state == BirdState.BeforeShoot) { isMouseDown = false; Slingshot.Instance.EndDraw(); Fly(); isFlying = true; } } void Update() { switch (state) { case BirdState.Waiting: break; case BirdState.BeforeShoot: MoveControl(); break; case BirdState.AfterShoot: StopControl(); SkillControl(); break; case BirdState.WaitToDie: break; default: break; } } //使用技能 void SkillControl(){ if(isUserdSkill) return; if(Input.GetMouseButtonDown(0)){ isUserdSkill = true; if(isFlying == true){ FlytingSkill(); } FullTimeSkill(); } } //飞行技能 protected virtual void FlytingSkill(){ } //全时段技能 protected virtual void FullTimeSkill(){ } private void OnCollisionEnter2D(Collision2D other) { if(state == BirdState.AfterShoot){ isFlying = false; } }
//加速鸟
public class SpeedUpBird : Bird {
protected override void FlytingSkill()
{
rb.velocity = rb.velocity * 2;
}
}
//回旋鸟
public class SlalomBird : Bird {
protected override void FlytingSkill()
{
Vector2 velocity = rb.velocity;
velocity.x = -velocity.x;
rb.velocity = velocity;
Vector3 scale = transform.localScale;
scale.x = -scale.x;
transform.localScale = scale;
}
}
//爆炸鸟 public class BoomBird : Bird { public float boomRadius = 2.5f;//爆炸半径 protected override void FullTimeSkill() { Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, boomRadius); foreach (Collider2D collider in colliders) { Destructiable des = collider.GetComponent<Destructiable>(); if(des != null) des.TakeDamage(Int32.MaxValue); } state = BirdState.WaitToDie; LoadNextBird(); } }
参考:https://blog.csdn.net/linxinfa/article/details/115114589
现在我们翻译成代码,手指抬起的时候,计算速度向量:
// 放大速度倍数
float factor = 4f;
m_distance = Vector2.Distance(m_startPoint, m_endPoint);
m_direction = (m_startPoint - m_endPoint).normalized;
Vector2 speed = m_direction * m_distance * factor;
有了这个speed,我们就可以预测轨迹了。
假设鸟的坐标为Vector3 birdPos,根据斜抛路径公式,那么预测曲线轨迹点的坐标(posX, posY)就是这样:
float posX = birdPos.x + speed.x * t;
float posY = birdPos.x + speed.y * t - 0.5f * Physics2D.gravity.magnitude * t * t;
另外,我们需要让鸟根据初始的speed做斜抛运动,这里要用到Rigidbody2D的AddForce接口,例:
rigidbody2D.AddForce(speed, ForceMode2D.Impulse);
为了描绘曲线,我们用这个小云团作为一个个点,将其做成预设
新增Trajectory曲线预测器代码
public class Trajectory : MonoBehaviour { /// <summary> /// 预测点的数量 /// </summary> [SerializeField] private int m_dotsNum = 20; /// <summary> /// 点物体的父节点 /// </summary> [SerializeField] private GameObject m_dotsParent; /// <summary> /// 点预设 /// </summary> [SerializeField] private GameObject m_dotsPrefab; /// <summary> /// 点间距 /// </summary> [SerializeField] private float m_dotSpacing = 0.01f; /// <summary> /// 点的最小缩放 /// </summary> [SerializeField] [Range(0.01f, 0.3f)] private float m_dotMinScale = 0.1f; /// <summary> /// 点的最大缩放 /// </summary> [SerializeField] [Range(0.3f, 1f)] private float m_dotMaxScale = 1f; private Transform[] m_dotsList; private Vector2 m_pos; private float m_timeStamp; private void Start() { Hide(); PrepareDots(); } /// <summary> /// 准备轨迹点 /// </summary> private void PrepareDots() { m_dotsList = new Transform[m_dotsNum]; m_dotsPrefab.transform.localScale = Vector3.one * m_dotMaxScale; float scale = m_dotMaxScale; float scaleFactor = scale / m_dotsNum; for (int i = 0; i < m_dotsNum; ++i) { var dot = Instantiate(m_dotsPrefab).transform; dot.parent = m_dotsParent.transform; dot.localScale = Vector3.one * scale; if (scale > m_dotMinScale) scale -= scaleFactor; m_dotsList[i] = dot; } } /// <summary> /// 更新点坐标 /// </summary> /// <param name="birdPos">鸟的坐标</param> /// <param name="pushSpeed">初始速度向量</param> public void UpdateDots(Vector2 birdPos, Vector2 pushSpeed) { m_timeStamp = m_dotSpacing; for (int i = 0; i < m_dotsNum; ++i) { m_pos.x = birdPos.x + pushSpeed.x * m_timeStamp; m_pos.y = birdPos.y + pushSpeed.y * m_timeStamp - 0.5f * Physics2D.gravity.magnitude * m_timeStamp * m_timeStamp; m_dotsList[i].position = m_pos; m_timeStamp += m_dotSpacing; } } /// <summary> /// 显示预测轨迹 /// </summary> public void Show() { m_dotsParent.SetActive(true); } /// <summary> /// 隐藏预测轨迹 /// </summary> public void Hide() { m_dotsParent.SetActive(false); } }
配置
修改Bird
private Trajectory trajectory;// 轨迹预测器 trajectory = FindObjectOfType<Trajectory>(); //按下触发事件 private void OnMouseDown() { if (state == BirdState.BeforeShoot) { isMouseDown = true; Slingshot.Instance.StartDraw(transform); // 显示轨迹 trajectory.Show(); } } //抬起触发事件 private void OnMouseUp() { if (state == BirdState.BeforeShoot) { isMouseDown = false; Slingshot.Instance.EndDraw(); Fly(); isFlying = true; // 隐藏轨迹 trajectory.Hide(); GetComponent<TestMyTrail>().heroAttack(); } } private void MoveControl() { if (isMouseDown) { transform.position = GetMousePosition();//跟随鼠标 Vector3 mouseDir = Slingshot.Instance.shootPoint.position - transform.position; m_pushSpeed = mouseDir.normalized * mouseDir.magnitude * force;//力向量 trajectory.UpdateDots(transform.position, m_pushSpeed);更新预测点坐标 } }
效果
参考:等等写
效果
下面给出一些界面的参考。你也可以按自己喜欢的样子制作
可以查看文章:【推荐100个unity插件之11】Shader实现UGUI的特效——UIEffect为 Unity UI提供视觉效果组件
效果
【推荐100个unity插件之12】UGUI的粒子效果(UI粒子)—— Particle Effect For UGUI (UIParticle)
添加UI粒子
记得修改Group Id,每个的id不能一致
注意父物体的z轴不能为0
配置
纹理选择星星图片
效果
可以参考这篇文章制作即可:【unity小技巧】Unity音乐和音效管理器
其中还有一些细节这里就不多说了,自己按照喜欢去配置即可
【制作100个unity游戏之29】使用unity复刻经典游戏《愤怒的小鸟》(完结,附带项目源码)
很遗憾源码我并不想
免费
分享,我也建议大家能自己手动去敲代码
,逐步实现和理解每一块功能。项目实现所涉及的主要功能思路和代码我也已经毫无保留
的分享在文章中了,当然,如果你真的需要的话,源码我也放出来了,收个辛苦费,就当作你对我不断创作的支持。力量随微,心暖人。您的每一次支持都是我创作的最大动力!!!
https://gf.bilibili.com/item/detail/1106012120
赠人玫瑰,手有余香!如果文章内容对你有所帮助,请不要吝啬你的点赞评论和关注
,以便我第一时间收到反馈,你的每一次支持
都是我不断创作的最大动力。当然如果你发现了文章中存在错误
或者有更好的解决方法
,也欢迎评论私信告诉我哦!
好了,我是向宇
,https://xiangyu.blog.csdn.net
一位在小公司默默奋斗的开发者,出于兴趣爱好,最近开始自学unity,闲暇之余,边学习边记录分享,站在巨人的肩膀上,通过学习前辈们的经验总是会给我很多帮助和启发!php是工作,unity是生活!如果你遇到任何问题,也欢迎你评论私信找我, 虽然有些问题我也不一定会,但是我会查阅各方资料,争取给出最好的建议,希望可以帮助更多想学编程的人,共勉~
Copyright © 2003-2013 www.wpsshop.cn 版权所有,并保留所有权利。