基于Unity实现3D版2048游戏的示例代码
更新时间:2023年02月02日 08:33:15 作者:极客柒
这篇文章主要为大家详细介绍了如何利用Unity实现简易的3D版2048游戏,文中的示例代码讲解详细,具有一定的学习价值,需要的可以参考一下
分享三个无聊的时候用Unity写的小游戏
包含 2048 2D版本和3D版本 Voodoo的小游戏 Sticky block
开源仓库:
https://gitee.com/welcome2jcSpace/unity-30minute-mini-game
部分代码展示
public class Cube : MonoBehaviour { public int index = 1; public CubeLaunch mgr = null; private Lively livelyScript = null; private bool launched = false; private Rigidbody rig = null; private void Start() { livelyScript = GetComponent<Lively>(); rig = GetComponent<Rigidbody>(); } //拖拽 private Vector3 screenPoint; private Vector3 offset; void OnMouseDown() { if (launched) return; if (null != livelyScript) livelyScript.stop = true; //得到cube 相对屏幕的位置 screenPoint = Camera.main.WorldToScreenPoint(gameObject.transform.position); //得到相对偏移 offset = gameObject.transform.position - Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z)); } void OnMouseDrag() { if (launched) return; //获取当前屏幕坐标 Vector3 curScreenPoint = new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenPoint.z); //仅移动x轴 var src = transform.position; src.x = (Camera.main.ScreenToWorldPoint(curScreenPoint) + offset).x; transform.position = src; } void OnMouseUp() { if (launched) return; launched = true; //发射 DoLaunch(); } void DoLaunch() { // rig.velocity = Vector3.forward * 10; mgr.aim.target = null; } private void Update() { if (launched) { transform.Translate(Vector3.forward * 20 * Time.deltaTime); } } public void Upgrade() { if (null == mgr) return; ++index; CubeLaunch.maxIndex = Mathf.Max(CubeLaunch.maxIndex, index); this.tag = "preCube"; //设置纹理 var render = GetComponent<Renderer>(); render.material.mainTexture = mgr.textures[index]; //弹起 rig.AddForce(Vector3.up * 6.18f + Vector3.right * Random.Range(-2, 2) + Vector3.forward * Random.Range(-0.618f, 2) , ForceMode.Impulse); } private void OnCollisionEnter(Collision collision) { var tag = collision.gameObject.tag; if ("fixedCube" == tag || "end" == tag) { this.enabled = false; this.tag = "fixedCube"; //var cube = collision.gameObject.GetComponent<Cube>(); //撞击到cube Cube cube = null; collision.gameObject.TryGetComponent<Cube>(out cube); if (null != cube && cube.index == this.index) { Destroy(this.gameObject); cube.Upgrade(); } mgr.Spawn(); } } }
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