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Unity【入门】小项目坦克大战

2024/12/23 2:58:26 来源:https://blog.csdn.net/AMrss/article/details/140882892  浏览:    关键词:Unity【入门】小项目坦克大战

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文章目录

  • 1、开始场景
    • 1、场景装饰
      • RotateObj
    • 2、开始界面
      • BasePanel
      • BeginPanel
    • 3、设置界面
      • GameDataMgr
      • SettingPanel
    • 4、音效数据逻辑
      • MusicData
    • 5、排行榜界面
      • RankPanel
    • 6、排行榜数据逻辑
      • RankInfo
    • 7、背景音乐
      • BKMusic
  • 2、游戏场景
    • 1、游戏界面
      • GamePanel
    • 2、基础场景搭建
      • CubeObj
      • QuitPanel
      • 奖励 PropReward
      • 武器奖励 WeaponReward
    • 3、坦克基类
      • TankBaseObj
      • 特效销毁 AutoDestroy
      • 子弹 BulletObj
      • 武器 WeaponObj
    • 4、主玩家相关
      • PlayerObj
      • 摄像机跟随 CameraMove
    • 5、敌人相关
      • MonsterObj
      • MonsterTower
    • 6、通关点
      • EndPoint
  • 3、结束界面
    • 1、游戏胜利界面
      • WinPanel
    • 2、游戏失败界面
      • LosePanel
    • 3、游戏打包

1、开始场景

1、场景装饰

RotateObj

using UnityEngine;public class RotateObj : MonoBehaviour
{public float rotateSpeed = 15;void Update(){transform.Rotate(Vector3.up, rotateSpeed * Time.deltaTime);}
}

2、开始界面

BasePanel

using UnityEngine;public class BasePanel<T> : MonoBehaviour where T:class
{//两个关键的静态成员//私有的静态成员变量(声明) 基础Mono不能newprivate static T instance;//公共的静态成员属性或方法(获取)//public static T Instance//{//    get//    {//        return instance;//    }//}public static T Instance => instance;//instance赋值,为确保挂载的唯一性,自己定义一个规范private void Awake(){instance = this as T;}public virtual void ShowMe(){this.gameObject.SetActive(true);}public virtual void HideMe(){this.gameObject.SetActive(false);}
}

BeginPanel

using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// 通过类名快速得到脚本
/// </summary>
public class BeginPanel : BasePanel<BeginPanel>
{// 声明公共的成员变量来关联各个控件public CustomGUIButton btnBegin;public CustomGUIButton btnSetting;public CustomGUIButton btnQuit;public CustomGUIButton btnRank;void Start(){//锁定鼠标在窗口内//Cursor.lockState = CursorLockMode.Confined;//监听一次按钮点击过后的内容btnBegin.clickEvent += () => {SceneManager.LoadScene("GameScene");};btnSetting.clickEvent += () =>{SettingPanel.Instance.ShowMe();HideMe();};btnQuit.clickEvent += () =>{Application.Quit();};btnRank.clickEvent += () =>{RankPanel.Instance.ShowMe();Instance.HideMe();};}
}

3、设置界面

GameDataMgr

/// <summary>
/// 游戏数据管理类,是一个单例模式对象
/// </summary>
public class GameDataMgr
{private static GameDataMgr instance = new GameDataMgr();public static GameDataMgr Instance { get => instance; }//设置信息对象public MusicData musicData;//排行榜数据对象public RankList rankData;private GameDataMgr(){//初始化游戏数据musicData = PlayerPrefsDataMgr.Instance.LoadData(typeof(MusicData), "Music_Key") as MusicData;//第一次进入游戏的默认值if (!musicData.notFirst){musicData.notFirst = true;musicData.isOpenBK = true;musicData.isOpenSound = true;musicData.bkValue = 1;musicData.soundValue = 1;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key");}//初始化读取排行榜数据rankData = PlayerPrefsDataMgr.Instance.LoadData(typeof(RankList),"Rank_key") as RankList;}//提供一个添加数据到排行榜中的方法public void AddRankInfo(string name,int score,float time){rankData.list.Add(new RankInfo(name,score,time));//排序rankData.list.Sort((a, b) => a.time < b.time ? -1 : 1);//移除第10条之后的数据for (int i = rankData.list.Count-1; i >= 10; i--){rankData.list.RemoveAt(i);}//存储PlayerPrefsDataMgr.Instance.SaveData(rankData, "Rank_key");}public void OpenOrCloseBKMusic(bool isOpen){musicData.isOpenBK = isOpen; //改变是否开启状态//控制开关BKMusic.Instance.ChangeOpen(isOpen);PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key"); //存储}public void OpenOrCloseSound(bool isOpen){musicData.isOpenSound = isOpen; //改变PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key"); //存储}public void ChangeBKValue(float value){musicData.bkValue = value;BKMusic.Instance.ChangeValue(value);PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key");}public void ChangeSoundValue(float value){musicData.soundValue = value;PlayerPrefsDataMgr.Instance.SaveData(musicData, "Music_Key");}
}

SettingPanel

using UnityEngine;
using UnityEngine.SceneManagement;public class SettingPanel : BasePanel<SettingPanel>
{//声明成员变量 关联控件public CustomGUISlider sliderMusic;public CustomGUISlider sliderSound;public CustomGUIToggle togMusic;public CustomGUIToggle togSound;public CustomGUIButton btnClose;void Start(){//监听对应的事件,处理逻辑sliderMusic.changeValue += (value) => GameDataMgr.Instance.ChangeBKValue(value);sliderSound.changeValue += (value) => GameDataMgr.Instance.ChangeSoundValue(value);togMusic.changeValue += (value) => GameDataMgr.Instance.OpenOrCloseBKMusic(value);togSound.changeValue += (value) => GameDataMgr.Instance.OpenOrCloseSound(value);btnClose.clickEvent += () =>{HideMe();//判断当前所在场景if(SceneManager.GetActiveScene().name == "BeginScene")//把隐藏的开始界面重新显示BeginPanel.Instance.ShowMe();};HideMe();//this.gameObject.SetActive(false);}public void UpdatePanelInfo(){//更新设置信息MusicData data = GameDataMgr.Instance.musicData;sliderMusic.nowValue = data.bkValue;sliderSound.nowValue = data.soundValue;togMusic.isSel = data.isOpenBK;togSound.isSel = data.isOpenSound;}public override void ShowMe(){base.ShowMe();UpdatePanelInfo(); //更新设置信息}public override void HideMe(){base.HideMe();Time.timeScale = 1;}
}

4、音效数据逻辑

MusicData

/// <summary>
/// 音效数据类,用于存储音乐设置相关的信息
/// </summary>
public class MusicData
{//背景音乐public bool isOpenBK;//音效public bool isOpenSound;public float bkValue;public float soundValue;public bool notFirst;
}

5、排行榜界面

RankPanel

using System.Collections.Generic;public class RankPanel : BasePanel<RankPanel>
{//关联public的控件对象public CustomGUIButton btnClose;private List<CustomGUILable> labRank = new List<CustomGUILable>();private List<CustomGUILable> labPlayer = new List<CustomGUILable>();private List<CustomGUILable> labScore = new List<CustomGUILable>();private List<CustomGUILable> labTime = new List<CustomGUILable>();void Start(){for (int i = 1; i <= 10; i++){//通过路径/找到子对象的子对象//labRank.Add(transform.Find("labRank/labRank" + i).GetComponent<CustomGUILable>());labPlayer.Add(transform.Find("labPlayer/labPlayer" + i).GetComponent<CustomGUILable>());labScore.Add(transform.Find("labScore/labScore" + i).GetComponent<CustomGUILable>());labTime.Add(transform.Find("labTime/labTime" + i).GetComponent<CustomGUILable>());}//print("排名" + labRank.Count);print("玩家" + labPlayer.Count);print("分数" + labScore.Count);print("通关时间" + labTime.Count);//处理事件监听逻辑btnClose.clickEvent += () =>{HideMe();BeginPanel.Instance.ShowMe();};//GameDataMgr.Instance.AddRankInfo("测试", 100, 7232);HideMe();}public override void ShowMe(){base.ShowMe();UpdatePanelInfo();}public void UpdatePanelInfo(){//处理根据排行榜数据更新面板//获取GameDataMgr中的排行榜列表,用于更新List<RankInfo> list = GameDataMgr.Instance.rankData.list;//根据列表更新面板数据for (int i = 0; i < list.Count; i++){labPlayer[i].content.text = list[i].name;labScore[i].content.text = list[i].score.ToString();int time = (int)list[i].time;labTime[i].content.text = "";if (time / 3600 > 0){labTime[i].content.text += time / 3600 + "时";}if (time % 3600 / 60 > 0 || labTime[i].content.text != ""){labTime[i].content.text += time % 3600 / 60 + "分";}labTime[i].content.text += time % 60 + "秒";}}
}

6、排行榜数据逻辑

RankInfo

using System.Collections.Generic;/// <summary>
/// 排行榜单条数据
/// </summary>
public class RankInfo
{public string name;public int score;public float time;public RankInfo() { }public RankInfo(string name, int score, float time){this.name = name;this.score = score;this.time = time;}
}
/// <summary>
/// 排行榜列表
/// </summary>
public class RankList
{public List<RankInfo> list;
}

7、背景音乐

BKMusic

using UnityEngine;public class BKMusic : MonoBehaviour
{private static BKMusic instance;public static BKMusic Instance => instance;public AudioSource audioSource;void Awake(){//初始化 赋值instance = this;//得到自己依附的游戏对象上挂载的音频源脚本audioSource = GetComponent<AudioSource>();//初始化已经设置好的信息ChangeValue(GameDataMgr.Instance.musicData.bkValue);ChangeOpen(GameDataMgr.Instance.musicData.isOpenBK);}/// <summary>/// 改变背景音乐大小/// </summary>/// <param name="value"></param>public void ChangeValue(float value){audioSource.volume = value;}/// <summary>/// 开启背景音乐/// </summary>/// <param name="isOpen"></param>public void ChangeOpen(bool isOpen){//关闭 mute(静音)audioSource.mute = !isOpen;}
}

2、游戏场景

1、游戏界面

GamePanel

using UnityEngine;public class GamePanel : BasePanel<GamePanel>
{//获取控件public CustomGUILable labScore;public CustomGUILable labTime;public CustomGUIButton btnQuit;public CustomGUIButton btnSetting;public CustomGUITexture texHP;public float hpW = 300;[HideInInspector]public int nowScore = 0; //分数记录[HideInInspector]public float nowTime = 0;private int time;void Start(){//锁定鼠标在窗口内Cursor.lockState = CursorLockMode.Confined;//监听界面上的一些控件操作btnQuit.clickEvent += () =>{QuitPanel.Instance.ShowMe();Time.timeScale = 0;};btnSetting.clickEvent += () =>{SettingPanel.Instance.ShowMe();Time.timeScale = 0;};//AddScore(100);//UpdataHP(300, 30);}void Update(){nowTime += Time.deltaTime;time = (int)nowTime;labTime.content.text = "";if (time / 3600 > 0){labTime.content.text += time / 3600 + "时";}if (time % 3600 / 60 > 0 || labTime.content.text != ""){labTime.content.text += time % 3600 / 60 + "分";}labTime.content.text += time % 60 + "秒";}/// <summary>/// 更新得分的方法/// </summary>/// <param name="score"></param>public void AddScore(int score){nowScore = score;//更新界面labScore.content.text = score.ToString();}/// <summary>/// 更新血条的方法/// </summary>/// <param name="maxHP"></param>/// <param name="HP"></param>public void UpdataHP(int maxHP,int HP){texHP.guiPos.width = (float)HP/maxHP * hpW;}
}

2、基础场景搭建

CubeObj

using UnityEngine;public class CubeObj : MonoBehaviour
{//奖励预设体关联public GameObject[] rewardObjects;//死亡特效关联public GameObject deadEff;private void OnTriggerEnter(Collider other){//50%几率创建奖励int rangeInt = Random.Range(0, 100);if(rangeInt < 70){//根据箱子位置随机创建一个奖励预设体rangeInt = Random.Range(0,rewardObjects.Length);Instantiate(rewardObjects[rangeInt],transform.position,transform.rotation);}//创建特效预设体GameObject effObj = Instantiate(deadEff, transform.position, transform.rotation);//控制音效AudioSource audioS = effObj.GetComponent<AudioSource>();audioS.volume = GameDataMgr.Instance.musicData.soundValue;audioS.mute = !GameDataMgr.Instance.musicData.isOpenSound;Destroy(gameObject);}
}

QuitPanel

using UnityEngine;
using UnityEngine.SceneManagement;public class QuitPanel : BasePanel<QuitPanel>
{public CustomGUIButton btnQuit;public CustomGUIButton btnGoOn;public CustomGUIButton btnClose;void Start(){HideMe();btnQuit.clickEvent += () =>{SceneManager.LoadScene("BeginScene");};btnGoOn.clickEvent += () =>{HideMe();};btnClose.clickEvent += () =>{HideMe();};}public override void HideMe(){base.HideMe();Time.timeScale = 1.0f;}
}

奖励 PropReward

using UnityEngine;
public enum E_PropType
{Atk, Def, MaxHp, Hp,
}
public class PropReward : MonoBehaviour
{public E_PropType type = E_PropType.Atk;public int changeVaule = 2;public GameObject getEff;private void OnTriggerEnter(Collider other){//玩家才能获取属性奖励if (other.CompareTag("Player")){//得到玩家脚本PlayerObj player = other.GetComponent<PlayerObj>();switch (type){case E_PropType.Atk:player.atk += changeVaule;break;case E_PropType.Def:player.def += changeVaule;break;case E_PropType.MaxHp:player.maxHp += changeVaule;GamePanel.Instance.UpdataHP(player.maxHp, player.hp);break;case E_PropType.Hp:player.hp += changeVaule;if (player.hp > player.maxHp)player.hp = player.maxHp;GamePanel.Instance.UpdataHP(player.maxHp, player.hp);break;}//创建特效//获得武器的特效GameObject eff = Instantiate(getEff, transform.position, transform.rotation);AudioSource audioS = eff.GetComponent<AudioSource>();audioS.volume = GameDataMgr.Instance.musicData.soundValue;audioS.mute = !GameDataMgr.Instance.musicData.isOpenSound;Destroy(gameObject);}}
}

武器奖励 WeaponReward

using UnityEngine;public class WeaponReward : MonoBehaviour
{//随机武器public GameObject[] weaponObj;//武器特效public GameObject getEff;private void OnTriggerEnter(Collider other){if (other.CompareTag("Player")){//获取武器int index = Random.Range(0, weaponObj.Length);//得到PlayerObj脚本PlayerObj player = other.GetComponent<PlayerObj>();//切换武器player.ChangeWeapon(weaponObj[index]);//获得武器的特效GameObject eff = Instantiate(getEff, transform.position, transform.rotation);AudioSource audioS = eff.GetComponent<AudioSource>();audioS.volume = GameDataMgr.Instance.musicData.soundValue;audioS.mute = !GameDataMgr.Instance.musicData.isOpenSound;Destroy(gameObject);}}
}

3、坦克基类

TankBaseObj

using UnityEngine;public abstract class TankBaseObj : MonoBehaviour
{public int atk;public int def;public int maxHp;public int hp;public Transform tankHead;public float moveSpeed = 10;public float roundSpeed = 100;public float headRoundSpeed = 100;//死亡特效public GameObject deadEff;public abstract void Fire();public virtual void Wound(TankBaseObj other){//伤害计算int dmg = other.atk - this.def;if (dmg <= 0)return;this.hp -= dmg;if (this.hp <= 0){hp = 0;this.Dead();}}public virtual void Dead(){Destroy(gameObject);if (deadEff != null){//实例化对象(特效)的位置和角度GameObject effObj = Instantiate(deadEff, transform.position, transform.rotation);//获取该对象的音频AudioSource audioSource = effObj.GetComponent<AudioSource>();audioSource.volume = GameDataMgr.Instance.musicData.soundValue;audioSource.mute = !GameDataMgr.Instance.musicData.isOpenSound;audioSource.Play();}}
}

特效销毁 AutoDestroy

using UnityEngine;public class AutoDestroy : MonoBehaviour
{public float time = 2;void Start(){Destroy(gameObject, time);}
}

子弹 BulletObj

using UnityEngine;public class BulletObj : MonoBehaviour
{//移动速度public float moveSpeed = 50;//子弹所有者public TankBaseObj fatherObj;//特效对象public GameObject effObj;void Update(){transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);}private void OnTriggerEnter(Collider other){//子弹打到Cubeif (other.CompareTag("Cube") ||//Monster发出的子弹打到玩家other.CompareTag("Player") && fatherObj.CompareTag("Monster") ||//Player发出的子弹打到Monsterother.CompareTag("Monster") && fatherObj.CompareTag("Player")){//伤害判断//通过里氏判断让父类获取脚本TankBaseObj obj = other.GetComponent<TankBaseObj>();if (obj != null)obj.Wound(fatherObj);//子弹爆炸特效if (effObj != null){//创建爆炸特效GameObject eff = Instantiate(effObj, transform.position, transform.rotation);//修改音效的音量//获取音效对象AudioSource audioSource = eff.GetComponent<AudioSource>();audioSource.volume = GameDataMgr.Instance.musicData.soundValue;audioSource.mute = !GameDataMgr.Instance.musicData.isOpenSound;Destroy(gameObject);}}}//设置子弹所有者public void SetFather(TankBaseObj obj){fatherObj = obj;}
}

武器 WeaponObj

using UnityEngine;public class WeaponObj : MonoBehaviour
{//实例化子弹对象public GameObject bullet;//发射位置public Transform[] shootPos;//武器的拥有者public TankBaseObj fatherObj;//设置子弹所有者public void SetFather(TankBaseObj obj){fatherObj = obj;}public void Fire(){//根据位置创建子弹for (int i = 0; i < shootPos.Length; i++){//创建子弹GameObject obj = Instantiate(bullet, shootPos[i].position, shootPos[i].rotation); ;//获取子弹所有者BulletObj bulletObj = obj.GetComponent<BulletObj>();bulletObj.SetFather(fatherObj);//补 刚体里的Constraints为轴向约束}}
}

4、主玩家相关

PlayerObj

using UnityEngine;public class PlayerObj : TankBaseObj
{//当前装备的武器public WeaponObj nowWeapon;//武器安装位置public Transform weaponPos;void Update(){//控制前进后退 1.Transform 位移 2.Input 轴向输入检测transform.Translate(Input.GetAxis("Vertical") * Vector3.forward * moveSpeed * Time.deltaTime);//控制旋转 1.Transform 旋转 2.Input 轴向输入检测transform.Rotate(Input.GetAxis("Horizontal") * Vector3.up * roundSpeed * Time.deltaTime);//鼠标左右移动 控制炮台旋转tankHead.transform.Rotate(Input.GetAxis("Mouse X") * Vector3.up * headRoundSpeed * Time.deltaTime);//开火if (Input.GetMouseButtonDown(0)){Fire();}}public override void Fire(){if (nowWeapon != null)nowWeapon.Fire();}public override void Dead(){//base.Dead();Time.timeScale = 0;LostPanel.Instance.ShowMe();}public override void Wound(TankBaseObj other){base.Wound(other);//更新血条GamePanel.Instance.UpdataHP(maxHp, hp);}/// <summary>/// 切换武器/// </summary>/// <param name="obj">Weapon</param>public void ChangeWeapon(GameObject weapon){if(nowWeapon != null){Destroy(nowWeapon.gameObject);nowWeapon = null;}//实例化随机到的武器       将weaponPos设置为weapon的父对象,false保持缩放大小GameObject weaponObj = Instantiate(weapon, weaponPos, false);//挂载武器脚本nowWeapon = weaponObj.GetComponent<WeaponObj>();//设置武器拥有者为PlayernowWeapon.SetFather(this);}
}

摄像机跟随 CameraMove

using UnityEngine;public class CameraMove : MonoBehaviour
{//摄像机目标位置public Transform targetPlayer;public float H = 17;private Vector3 pos;void LateUpdate(){if (targetPlayer == null)return;//x/z和玩家一样pos.x = targetPlayer.position.x;pos.z = targetPlayer.position.z;//通过外部调整摄像机高度pos.y = H;transform.position = pos;}
}

5、敌人相关

MonsterObj

using UnityEngine;public class MonsterObj : TankBaseObj
{#region 变量//当前目标点private Transform targetPos;//随机用的点,外面关联public Transform[] randomPos;//敌方坦克盯着的目标public Transform lookAtTarget;//靠近一定范围自动开火public float fireDis = 5;//间隔时间public float fireOffsetTime = 2;private float nowTime = 0;//开火位置public Transform[] shootPos;//子弹预设体位置public GameObject bulletObj;//血条显示时间private float showTime;public Texture maxHpBK;public Texture hpBK;private Rect maxHpRect;private Rect hpRect;#endregionvoid Start(){RandomPos();}void Update(){//看向自己的目标点transform.LookAt(targetPos);//不停的往自己的面朝向移动transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);//判断距离if (Vector3.Distance(transform.position, targetPos.position) < 0.1f){RandomPos();}if (lookAtTarget != null){tankHead.LookAt(lookAtTarget);if (Vector3.Distance(transform.position, lookAtTarget.position) <= fireDis){nowTime += Time.deltaTime;if (nowTime >= fireOffsetTime){Fire();nowTime = 0;}}}}private void RandomPos(){if (randomPos == null)return;targetPos = randomPos[Random.Range(0, randomPos.Length)];}public override void Fire(){for (int i = 0; i < shootPos.Length; i++){GameObject obj = Instantiate(bulletObj, shootPos[i].position, shootPos[i].rotation);BulletObj bullet = obj.GetComponent<BulletObj>();bullet.SetFather(this);}}public override void Dead(){base.Dead();GamePanel.Instance.AddScore(10);}//血条UIprivate void OnGUI(){if (showTime > 0){showTime -= Time.deltaTime;//血条位置:先把世界位置转换成屏幕位置,再转换成GUI位置Vector3 screenPos = Camera.main.WorldToScreenPoint(transform.position);//screenPos.y -= Screen.height;//screenPos.y =screenPos.y - Screen.height;screenPos.y = Screen.height - screenPos.y;//绘制GUImaxHpRect.x = screenPos.x - 50;maxHpRect.y = screenPos.y - 70;maxHpRect.width = 100;maxHpRect.height = 15;GUI.DrawTexture(maxHpRect, maxHpBK);hpRect.x = screenPos.x - 50;hpRect.y = screenPos.y - 70;hpRect.width = (float)hp / maxHp * 100f;hpRect.height = 15;GUI.DrawTexture(hpRect, hpBK);}}public override void Wound(TankBaseObj other){base.Wound(other);showTime = 2;}
}

MonsterTower

using UnityEngine;public class MonsterTower : TankBaseObj
{//间隔开火//开火间隔时间public float fireOffsetTime = 1;private float nowtTime = 0;//子弹发射位置public Transform[] shootPos;//关联子弹预设体public GameObject bulletObj;void Update(){nowtTime += Time.deltaTime;if (nowtTime >= fireOffsetTime){Fire();nowtTime = 0;}}public override void Fire(){for (int i = 0; i < shootPos.Length; i++){//根据发射位置个数实例化子弹GameObject obj = Instantiate(bulletObj, shootPos[i].position, shootPos[i].rotation);//获取子弹脚本BulletObj bullet = obj.GetComponent<BulletObj>();//获取子弹所有者bullet.SetFather(this);}}public override void Wound(TankBaseObj other){//base.Wound(other); 不用父类的Wound伤害计算方法}
}

6、通关点

EndPoint

using UnityEngine;public class EndPoint : MonoBehaviour
{private void OnTriggerEnter(Collider other){if (other.CompareTag("Player")){//暂停游戏Time.timeScale = 0;//通过逻辑WinPanel.Instance.ShowMe();}}
}

3、结束界面

1、游戏胜利界面

WinPanel

using UnityEngine;
using UnityEngine.SceneManagement;public class WinPanel : BasePanel<WinPanel>
{public CustomGUIInput inputInfo;public CustomGUIButton btnSure;void Start(){//取消游戏暂停Time.timeScale = 1;//监听将数据记录到排行榜中btnSure.clickEvent += () =>{GameDataMgr.Instance.AddRankInfo(inputInfo.content.text, GamePanel.Instance.nowScore, GamePanel.Instance.nowTime);//返回开始界面SceneManager.LoadScene("BeginScene");};HideMe();}
}

2、游戏失败界面

LosePanel

using UnityEngine;
using UnityEngine.SceneManagement;public class LostPanel : BasePanel<LostPanel>
{public CustomGUIButton btnBack;public CustomGUIButton btnGoOn;void Start(){btnBack.clickEvent += () =>{Time.timeScale = 1;SceneManager.LoadScene("BeginScene");};btnGoOn.clickEvent += () =>{Time.timeScale = 1;SceneManager.LoadScene("GameScene");};HideMe();}
}

3、游戏打包

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