资料
Unity - 祖玛游戏
GitHub
说明
用QF一个场景就够了,在UIRoot下切换预制体达到面板切换。
但测试中当然要有一个直接跳到测试面板的 测试脚本,保留测试Scene(不然初学者也不知道怎么恢复测试Scene),所以全文按Scene划分
----------------------------------------------------
01 Scene 开始进入(面板脚本,主要是 动(功能)静(UI引用)分离)
01 先创建一个UIRoot(QF里面有的)
02 做好UI,给需要引用的UI加 Bind脚本(默认设置看图)
03 拖出来做预制体,并且 CreateUICode,会生成两个脚本(自动生成位置是上一级目录的Scripts/UI),一个管UI引用(xxx.Designer),一个管功能(xxx),管功能的会自动加到预制体上
xxxPanelData 、xxxPanel(不叫Panel,叫xxxWindow,xxxUI随便)
using UnityEngine;
using UnityEngine.UI;
using QFramework;
using UnityEngine.SceneManagement;namespace QFramework.Example
{public class StartGamePanelData : UIPanelData{}public partial class StartGamePanel : UIPanel{protected override void OnInit(IUIData uiData = null){mData = uiData as StartGamePanelData ?? new StartGamePanelData();// please add init code hereScreen.SetResolution(640, 1136, false);//宽,高,不可修改BtnStart.onClick.AddListener(() => {Debug.Log("StartGamePanel");SceneManager.LoadScene("01 SelectLevel");});}protected override void OnOpen(IUIData uiData = null){}protected override void OnShow(){}protected override void OnHide(){}protected override void OnClose(){}}
}
xxxPanel.Designer
using System;
using UnityEngine;
using UnityEngine.UI;
using QFramework;namespace QFramework.Example
{// Generate Id:29cfe4a1-ad1e-4350-a490-3bdf8cf34278public partial class StartGamePanel{public const string Name = "StartGamePanel";[SerializeField]public UnityEngine.UI.Button BtnStart;private StartGamePanelData mPrivateData = null;protected override void ClearUIComponents(){BtnStart = null;mData = null;}public StartGamePanelData Data{get{return mData;}}StartGamePanelData mData{get{return mPrivateData ?? (mPrivateData = new StartGamePanelData());}set{mUIData = value;mPrivateData = value;}}}
}
04 调用,RrsKit.Init();必须调用
/****************************************************文件:GameStart.cs作者:lenovo邮箱: 日期:2023/7/2 22:59:41功能:
*****************************************************/using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Random = UnityEngine.Random;namespace QFramework.Example
{public class GameStart : MonoBehaviour{#region 生命/// <summary>首次载入</summary>void Awake(){ResKit.Init();UIKit.OpenPanel<StartGamePanel>();GameObject.DontDestroyOnLoad(gameObject);}#endregion }}
06 写包名,标记(ResKit才有它在打包的列表中),做AB包(QF有个相关示例中不打包运行不了;剪辑了,实际没那么快)
06 效果
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02 Scene 选择
世界选择
关卡选择
stars Plugins文件夹名
unity中,Plugins文件夹下,会被变成firstpass程序集
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03 Scene 游戏界面
modify 拆分Enum
对初学者有好点。但实际Unity的内置脚本,有枚举写在类内部的
GameUI拆成 Pass面板、Fail面板
Pass面板
using UnityEngine;
using UnityEngine.UI;
using QFramework;
using UnityEngine.SceneManagement;namespace QFramework.Example
{public class SuccPanelData : UIPanelData{}public partial class SuccPanel : UIPanel{protected override void OnInit(IUIData uiData = null){mData = uiData as SuccPanelData ?? new SuccPanelData();// please add init code hereBtnNext.onClick.AddListener(() => { GameData.LevelIndex++;SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); });}protected override void OnOpen(IUIData uiData = null){}protected override void OnShow(){}protected override void OnHide(){}protected override void OnClose(){}}
}
Fail面板
using UnityEngine;
using UnityEngine.UI;
using QFramework;
using UnityEngine.SceneManagement;namespace QFramework.Example
{public class GameOverPanelData : UIPanelData{}public partial class GameOverPanel : UIPanel{protected override void OnInit(IUIData uiData = null){mData = uiData as GameOverPanelData ?? new GameOverPanelData();// please add init code hereBtnReset.onClick.AddListener(()=>{GameManager.Instance.StartBack();CloseSelf();});BtnReplay.onClick.AddListener(() => {SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);});BtnHome.onClick.AddListener(() => {UIKit.OpenPanel<StartGamePanel>();CloseSelf();});}protected override void OnOpen(IUIData uiData = null){}protected override void OnShow(){}protected override void OnHide(){}protected override void OnClose(){}}
}
watch QF中获取一个资源
new ResLoader()这种过时了
爆炸特效
球的预制体
//在扫雷案例中测试的,用到WhiteChessResKit.Init();ResLoader loader = ResLoader.Allocate();GameObject prefab = loader.LoadSync<GameObject>("WhiteChess");Instantiate(prefab , transform);
处理GameManager成GamePanel
01 首先将子节点的所有脚本上提到父节点 GamePanel
02 将脚本中引用的节点 进行提取,重命名(和节点名字相同),添加Bind脚本。到脚本最上面,方便看
03 因为用到UI,SpriteRenderer该改成Image
watch Awake的特点
脚本中只用Awake方法,前面就不会有勾选选项
bug AB资源不存在
明明有,重新打
bug 3D转UGUI
SpriteRenderer转Image后(想要用QF的调用面板的方式),球移动很小。
方法 生成地图文件之前用同样用UIRoot,也就是UGUI,而不是原来的世界坐标。此时小心注意父节点的Scale、预制体小球Ball的RectTranfrom的Scale都调为1,不然球与球之间的距离会有问题(问题就是要么球之间的距离有问题,要么轨道不重合)
modify 转UGUI Image
3000是球沿着曲线移动的平滑度
0.3也相当于球的直径,这个直径就是你要实例的那个球预制体的直径
方法 生成地图文件之前用同样用UIRoot,也就是UGUI,而不是原来的世界坐标。同时需要乘以倍率(试230合适)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class MapConfig : ScriptableObject
{public float EndPoint { get; private set; }public List<Vector3> pathPointList = new List<Vector3>();public void InitMapConfig(){EndPoint = pathPointList.Count - 2;}public Vector3 GetPosition(float progress){Camera ui=Camera.main.gameObject.FindComponentWithTag<Camera>("UI");int index = Mathf.FloorToInt(progress);//return Vector3.Lerp(pathPointList[index], pathPointList[index + 1], progress - index);Vector3 v1 = Vector3.Lerp(pathPointList[index], pathPointList[index + 1], progress - index);return v1*230f;}}
效果 轨道球
-------------------------------------
modify 发射球的发射位置、速度和终点超界判定
发射球的位置
速度
超界的判定
就是把Canvas上的 球 ,拖到Canvas的边界,看坐标
效果
-------------------------------------------
bug 销毁特效的大小和位置
using QFramework;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ResLoader = QFramework.ResLoader;public class FXManager :MonoSingleton<FXManager>
{Transform FXs;//GameObject destroyFXPrefab;ObjectPool<GameObject> destroyFXPool;public void Init(Transform FXs){this.FXs = FXs;//ResKit.Init();QFramework.ResLoader loader = QFramework.ResLoader.Allocate();destroyFXPrefab = loader.LoadSync<GameObject>("DestroyFX"); destroyFXPool = new ObjectPool<GameObject>(InstantiateFX, 10);}private GameObject InstantiateFX(){GameObject go = Instantiate(destroyFXPrefab, FXs);go.Hide();return go;}public void ShowDestroyFX(Vector3 pos){GameObject go = destroyFXPool.GetObject();go.Show();go.transform.localPosition = pos;//延时0.5f执行回收操作ScheduleOnce.Start(this, () =>{go.Hide();destroyFXPool.AddObject(go);}, 0.5f);}
}
bug 发射器旋转一次就固定朝向左下方
后面又自动好了,可能改掉了循环调用打开GamePanel,导致存在多个GamePanel?
bug 自动刷新
点了几下没反应,因为原来没加自动刷新
bug 三个mapConfig不能放Resources,生成时空白
不放Resources,又会
GameManager.Instance.mapConfig运行后为空。这是因为
public class GameSceneConfig : MonoSingleton中的mapconfigArr有的为空
bug 抬起发射时不灵敏
关掉这个
watch 消球后不回退
小球后回退需要
小球后还能存在继续消球的情况在
bug 复活后回退太狠
modify SoundManager
看了示例,不需要类似于UIkit的ResKit.Init()的初始化
AudioKit.PlaySound(“resources://Sound/”+clipName );
AudioKit.PlayMusic(“resources://Sound/”+name,volume:volume);
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using QFramework;public class SoundManager : MonoSingleton<SoundManager>
{static AudioSource bgAudio;public void Init(){bgAudio = gameObject.GetOrAddComponent<AudioSource>();}private static void PlaySound(string clipName){// AudioSource.PlayClipAtPoint(GetAudioClip(clipName), Vector3.zero);AudioKit.PlaySound("resources://Sound/"+clipName );}public static AudioClip GetAudioClip(string clipName){return Resources.Load("Sound/" + clipName, typeof(AudioClip)) as AudioClip;}public static void PlayDestroy() { PlaySound("Eliminate"); }public static void PlayShoot() { PlaySound("Shoot"); }public static void PlayInsert() { PlaySound("BallEnter"); }public static void PlayBomb() { PlaySound("Bomb"); }public static void PlayFail() { PlaySound("Fail"); }public static void PlayFastMove(){ PlaySound("FastMove"); }public static void PlayMusic(string name,float volume=0.3f) { //bgAudio.clip = SoundManager.GetAudioClip(name);//*-//bgAudio.volume = volume;//bgAudio.loop = true;//bgAudio.Play();AudioKit.PlayMusic("resources://Sound/"+name,volume:volume);}}
bug shooterSO数据丢失
发生里面的Vector3丢失的情况,所以用了以下。暂时不知道管不管用
EditorUtility.SetDirty(fromAsset);
bug Object的AB包命名
原本我命名AB为 0_mapconfig,打包出也有这个ABbao1
但是右面自动出现了 0_asset,并且自动把 文件标记为 0)_asset,导致后面打包出现 0_asset
bug 通关下一关球没被销毁,只是progress==0
这是开始初始化的一段小球,不动是因为此时的GmaeState==Succ。重新进入游戏,需要重置 GameState
modify Manager拆分
将Manager从GamePanel中拆分出来
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Panel两个面板说明
也是采用QF的UI脚本自动生成,往里面填代码
。。。。
复活时回退得太多了(3D转UGUI的原因),需要调数值(里面有个回退时间是3秒)
。。。。
两个面板的效果在文章最后
Panel 成功
using UnityEngine;
using UnityEngine.UI;
using QFramework;
using UnityEngine.SceneManagement;
using QFramework.PointGame;namespace QFramework.Example
{public class SuccPanelData : UIPanelData{}public partial class SuccPanel : UIPanel{protected override void OnInit(IUIData uiData = null){mData = uiData as SuccPanelData ?? new SuccPanelData();// please add init code hereBtnNext.onClick.AddListener(() => {UIKit.OpenPanel<GamePanel>(new GamePanelData() { LevelCount=GameData.GetLevelIndex() });CloseSelf();});BtnHome.onClick.AddListener(() => {UIKit.OpenPanel<StartGamePanel>();CloseSelf();});}protected override void OnOpen(IUIData uiData = null){}protected override void OnShow(){}protected override void OnHide(){}protected override void OnClose(){}}
}
Panel 失败
主要是复活,不能Close,所以失败后先Hide,后面
01 复活,就Show
02 再来一次,就Close,在Open
03 回主页
using UnityEngine;
using UnityEngine.UI;
using QFramework;
using UnityEngine.SceneManagement;namespace QFramework.Example
{public class GameOverPanelData : UIPanelData{}public partial class GameOverPanel : UIPanel{protected override void OnInit(IUIData uiData = null){mData = uiData as GameOverPanelData ?? new GameOverPanelData();// please add init code hereBtnReset.onClick.AddListener(()=>{ //复活GameManager.Instance.GameRevive();CloseSelf();});BtnReplay.onClick.AddListener(() => { //再来一次UIKit.ClosePanel<GamePanel>();UIKit.OpenPanel<GamePanel>( new GamePanelData() { LevelCount=GameData.GetLevelIndex() });CloseSelf();});BtnHome.onClick.AddListener(() => { //主页UIKit.ClosePanel<GamePanel>();UIKit.OpenPanel<StartGamePanel>();CloseSelf();});}protected override void OnOpen(IUIData uiData = null){}protected override void OnShow(){}protected override void OnHide(){}protected override void OnClose(){}}
}
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Tool 轨道制作
modify BezierPathController
制作Ball预制体(我用了红球(可以用别的)的sprite(UGUI),原本的是MeshRender(3D世界中))
节点“Map”是BezierPathController.Awake()中用到的,是演示蓝色球坐标的,可以注释掉
01 拖一个到“1”节点(带有BezierPathController脚本)下
01 不断Ctrl+D复制节点下的预制体(每4个(基本2个控制弯曲度,2个在轨道上)红球预制体就有生成一段蓝色球)
02 Control Point List里面就是红球的坐标数据(世界坐标)
06 每4个红色球后,Scene中会生成一段蓝色球
03 04 全部做完,点击“生成地图文件”,“Path Point List”里面就是蓝色球的位置(世界坐标)
05 Map文件夹下也保存了一份坐标数据
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using UnityEditor;
using System;
using UnityEngine.UI;public class BezierPathController : MonoBehaviour
{#region 字属public int segmentsPerCurve = 3000;/// <summary>连线上求和球之间的举例,也就是比直径大一点</summary>public float BallAndBallDis = 0.3f;public bool Debug = true;public GameObject ballPrefab;/// <summary>贝塞尔曲线的节点。控制弯曲度的白球</summary>public List<GameObject> ControlPointList = new List<GameObject>();/// <summary>贝塞尔曲线的的线段。连线的蓝球的坐标</summary>public List<Vector3> pathPointList = new List<Vector3>();#endregion//private void Awake()//{// Debug = true;// foreach (var item in pathPointList)// {// GameObject ball = Instantiate(ballPrefab, GameObject.Find("Map").transform);// ball.transform.position = item;// }//}private void OnDrawGizmos(){//节点ControlPointList.Clear();foreach (Transform item in transform)//没错,就是遍历子节点{ControlPointList.Add(item.gameObject);}//线段List<Vector3> controlPointPos = ControlPointList.Select(point => point.transform.position).ToList();var points = GetDrawingPoints(controlPointPos, segmentsPerCurve);Vector3 startPos = points[0];pathPointList.Clear();pathPointList.Add(startPos);for (int i = 1; i < points.Count; i++){if (Vector3.Distance(startPos, points[i]) >= BallAndBallDis){startPos = points[i];pathPointList.Add(startPos);}}foreach (var item in ControlPointList){item.GetComponent<Image>().enabled = Debug;//相当于将物体隐身,并不会影响物体的脚本运行,物体的碰撞体也依然存在。}if (Debug == false){ return;} //01 画连线球的球Gizmos.color = Color.blue;foreach (var pos in pathPointList){Gizmos.DrawSphere(pos, BallAndBallDis / 2);}//02 画连线球的线Gizmos.color = Color.yellow;for (int i = 0; i < points.Count - 1; i++){Gizmos.DrawLine(points[i], points[i + 1]);}//03 画连线球的的弯曲度控制线//绘制贝塞尔曲线控制点连线,红,色Gizmos.color = Color.red;for (int i = 0; i < controlPointPos.Count - 1; i++){Gizmos.DrawLine(controlPointPos[i], controlPointPos[i + 1]);}}#region 辅助/// <summary>贝塞尔线段</summary>List<Vector3> GetDrawingPoints(List<Vector3> controlPoints, int segmentsPerCurve){List<Vector3> points = new List<Vector3>();for (int i = 0; i < controlPoints.Count - 3; i += 3){var p0 = controlPoints[i];var p1 = controlPoints[i + 1];var p2 = controlPoints[i + 2];var p3 = controlPoints[i + 3];for (int j = 0; j <= segmentsPerCurve; j++){var t = j / (float)segmentsPerCurve;points.Add(CalculateBezierPoint(t, p0, p1, p2, p3));}}return points;}/// <summary>/// <summary>贝塞尔曲线的三次方公式</summary>/// </summary>/// <param name="t"></param>/// <param name="p0">起点</param>/// <param name="p1">一侧的平滑度调节点</param>/// <param name="p2">另一侧的平滑度调节点</param>/// <param name="p3">终点</param>/// <returns></returns>Vector3 CalculateBezierPoint(float t, Vector3 p0, Vector3 p1, Vector3 p2, Vector3 p3){var x = 1 - t;var xx = x * x;var xxx = x * x * x;var tt = t * t;var ttt = t * t * t;return p0 * xxx + 3 * p1 * t * xx + 3 * p2 * tt * x + p3 * ttt;}#if UNITY_EDITOR/// <summary>/// pathPointList写入"Assets/Map/map.asset"/// 但没有覆盖功能,删掉再创建就看得见效果了/// </summary> public void CreateMapAsset(){string assetPath =String.Format( "Assets/Map/{0}.asset",gameObject.name); //写这Vector3数据的MapConfig mapConfig = new MapConfig();foreach (Vector3 item in pathPointList){mapConfig.pathPointList.Add(item);}AssetDatabase.CreateAsset(mapConfig, assetPath);AssetDatabase.SaveAssets();}
#endif#endregion}#if UNITY_EDITOR
[CustomEditor(typeof(BezierPathController))]
public class BezierEditor : Editor
{public override void OnInspectorGUI(){base.OnInspectorGUI();if (GUILayout.Button("生成地图文件"))//详情面板下的按钮{(target as BezierPathController).CreateMapAsset();}AssetDatabase.Refresh();}
}
#endif
modify 保存位置,文件命名
保存位置放在Resources会报错
文件命名改为gameObject.name,不写死
string assetPath =String.Format( “Assets/Map/{0}.asset”, gameObject.name); //写这Vector3数据的
watch 遍历子节点
Transform 内部实现了迭代器,所以就可以这样写
//节点ControlPointList.Clear();foreach (Transform item in transform)//没错,就是遍历子节点{ControlPointList.Add(item.gameObject);}
Tool 青蛙Shooter的位置
GameMapConfig来控制,里面有个Vector3数组
modify 修改图片的名字(-1),方便对应
modify 制作Shooter位置的一个工具
/****************************************************文件:MakeShooterPos.cs作者:lenovo邮箱: 日期:2023/7/19 15:37:17功能:
*****************************************************/using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using Random = UnityEngine.Random;public class MakeShooterPos : MonoBehaviour
{
#if UNITY_EDITOR/// <summary>/// pathPointList写入"Assets/Map/map.asset"/// 但没有覆盖功能,删掉再创建就看得见效果了/// </summary> public void RecordeShooterPos(){MapConfig fromAsset= AssetDatabase.LoadAssetAtPath<MapConfig>("Assets/Map/shooter.asset");int idx = int.Parse( gameObject.name);Transform shooter = GameObject.Find("ShooterTrans").transform;fromAsset.pathPointList[idx] = shooter.localPosition;AssetDatabase.SaveAssets();AssetDatabase.Refresh();}
#endif}#if UNITY_EDITOR
[CustomEditor(typeof(MakeShooterPos))]
public class MakeShooterPosEditor : Editor
{public override void OnInspectorGUI(){base.OnInspectorGUI();if (GUILayout.Button("生成Shooter位置"))//详情面板下的按钮{(target as MakeShooterPos).RecordeShooterPos();}AssetDatabase.Refresh();}
}
#endif
效果
---------------------------------------------------------
总的效果
01 主要按 S(Success)键,快速通关,进行测试。
02 主要按F(Fail)键,快速失败,进行测试
地图数据只做了三关,所以最后报空错误了