SIKI学习——贪吃蛇案例07

01-对于用户设置的储存

补充:在main场景中给Home绑定方法。
SIKI学习——贪吃蛇案例07
在Start中将Go更名为Start
在start中新建空物体ScriptsHolder,并挂载StartUIController脚本,

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class StartUIController : MonoBehaviour
{
    public Text lastText;
    public Text bestText;
    public Toggle blue;
    public Toggle yellow;
    public Toggle border;
    public Toggle noBorder;
    void Awake()
    {
        lastText.text = "上次:长度" + PlayerPrefs.GetInt("lastl", 0) + ",分数" + PlayerPrefs.GetInt("lasts", 0);
        bestText.text = "最好:长度" + PlayerPrefs.GetInt("bestl", 0) + ",分数" + PlayerPrefs.GetInt("bests", 0);
    }
     void Start()
    {
        if (PlayerPrefs.GetString("sh", "sh01") == "sh01")
        {
            blue.isOn = true;
            PlayerPrefs.SetString("sh", "sh01");
            PlayerPrefs.SetString("sb01", "sb0101");
            PlayerPrefs.SetString("sb02", "sb0102");
        }
        else
        {
            yellow.isOn = true;
            PlayerPrefs.SetString("sh", "sh02");
            PlayerPrefs.SetString("sb01", "sb0201");
            PlayerPrefs.SetString("sb02", "sb0202");
        }
        if (PlayerPrefs.GetInt("border", 1) == 1)
        {
            border.isOn = true;
            PlayerPrefs.SetInt("border", 1);
        }
        else
        {
            noBorder.isOn = true;
            PlayerPrefs.SetInt("border", 0);
        }
    }
      public void BlueSelected(bool isOn)
    {
        if (isOn)
        {
            PlayerPrefs.SetString("sh", "sh01");
            PlayerPrefs.SetString("sb01", "sb0101");
            PlayerPrefs.SetString("sb02", "sb0102");
        }
    }
    public void YellowSelected(bool isOn)
    {
        if (isOn)
        {
            PlayerPrefs.SetString("sh", "sh02");
            PlayerPrefs.SetString("sb01", "sb0201");
            PlayerPrefs.SetString("sb02", "sb0202");
        }
    }
    public void BorderSelected(bool isOn)
    {
        if (isOn)
        {
            PlayerPrefs.SetInt("border",1);
        }
    }
    public void NoBorderSelected(bool isOn)
    {
        if (isOn)
        {
            PlayerPrefs.SetInt("border", 0);
        }
    }
    public void StartGame()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(1);
    }
}

02-完成换肤与其他配置读取

新建Resources文件夹,将原本的蛇的图片放置在Resources文件夹下。
SIKI学习——贪吃蛇案例07
将图片置空
SIKI学习——贪吃蛇案例07
SIKI学习——贪吃蛇案例07
在main场景中的main Camera上添加AudioSource
SIKI学习——贪吃蛇案例07

using System.Collections;
using System.Collections.Generic;
//using System.Linq;
using UnityEngine;
using UnityEngine.UI;
public class SnakeHead : MonoBehaviour
{
    public List<Transform> bodyList = new List<Transform>();//存储身体的位置
    public float velocity=0.35f;//每隔多久要调用,实际就相当于速度
    public int step;//小蛇每一步要走的路
    private int x;//x和Y都是移动的增量
    private int y;
    private Vector3 HeadPos;//记录头的位置
    private Transform canvas;
    public GameObject bodyPrefab;//蛇身预制体
    public Sprite[] bodySprites = new Sprite[2];
    private bool isDie = false;
    public GameObject dieEffect;
    public AudioClip eatClip;
    public AudioClip dieClip;
    private void Awake()
    {
        canvas = GameObject.Find("Canvas").transform;
        //通过Resources.Load(string path)方法加载资源,path的书写不需要加Resources/以及文件扩展名
        //Resources.Load("");
        gameObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(PlayerPrefs.GetString("sh", "sh02"));
        bodySprites[0] = Resources.Load<Sprite>(PlayerPrefs.GetString("sb01", "sb0201"));
        bodySprites[1] = Resources.Load<Sprite>(PlayerPrefs.GetString("sb02", "sb0202"));
    }
    void Start()
    {
        InvokeRepeating("Move",0,velocity);
        x = 0;//刚开始的时候,贪吃蛇就会往上走
        y =step;
    }
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space)&&MainUI.Instance.isPause==false&&isDie==false)//CancelInvoke()取消当前的Invoke
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity-0.2f);//跑快
        }
        if (Input.GetKeyUp(KeyCode.Space) && MainUI.Instance.isPause == false && isDie == false)
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);//减速就是回到正常速度
        }
        if (Input.GetKey(KeyCode.W)&&y!=-step && MainUI.Instance.isPause == false && isDie == false)//y!=-step加这句是蛇头向下的时候不是直接向下的
        {
            gameObject.transform.localRotation = Quaternion.Euler(0,0,0);//将Float值转换成四元数
            x = 0;
            y = step;
        }
        if (Input.GetKey(KeyCode.S)&&y != step && MainUI.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);//将Float值转换成四元数
            x = 0;
            y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x != step && MainUI.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);//将Float值转换成四元数
            x = -step;
            y = 0;
        }
        if (Input.GetKey(KeyCode.D) && x != -step && MainUI.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);//将Float值转换成四元数
            x = step;
            y = 0;
        }
    }
    /// <summary>
    /// 头部的移动
    /// </summary>
    void Move()
    {
        HeadPos = gameObject.transform.localPosition;//保存下来蛇头移动前的位置
        gameObject.transform.localPosition = new Vector3(HeadPos.x + x,HeadPos.y+y,HeadPos.z);//蛇头向期望位置移动
        //Grow();//如果放在这里还来不及显示,就被下面的代码排了位置,但是要列出标识位,管一下开关
        if (bodyList.Count > 0)
        {
            //由于我们是双色蛇身,此方法弃用
            //bodyList.Last().localPosition = HeadPos;//直接返回最后一个元素//将蛇尾移动到蛇头移动前的位置
            //bodyList.Insert(0, bodyList.Last());//将蛇尾在List中的位置更新到最前
            //bodyList.RemoveAt(bodyList.Count - 1);//移除List最末尾的蛇尾引用
            //由于我们是双色蛇身,使用此方法达到显示目的
            for (int i = bodyList.Count-2; i>=0; i--)//是从后往前开始移动的蛇身 i = bodyList.Count-2
            {
                bodyList[i + 1].localPosition = bodyList[i].localPosition;//每一个蛇身都移动到他前面一个节点的位置
            }
            bodyList[0].localPosition = HeadPos;//第一个蛇身移动到蛇头移动前的位置
        }
    }
    /// <summary>
    /// 生成蛇身
    /// </summary>
    void Grow()
    {
        AudioSource.PlayClipAtPoint(eatClip,Vector3.zero);
        int index=(bodyList.Count%2==0)?0:1;
        GameObject body = Instantiate(bodyPrefab,new Vector3(2000,2000,0),Quaternion.identity);//new Vector3(2000,2000,0)生成的时候放在看不到的位置,这样就不会显示在中间了
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas,false);
        bodyList.Add(body.transform);
    }
    void Die()
    {
        AudioSource.PlayClipAtPoint(dieClip, Vector3.zero);
        CancelInvoke();
        isDie = true;
        Instantiate(dieEffect);
        PlayerPrefs.SetInt("lastl",MainUI.Instance.length);
        PlayerPrefs.SetInt("lasts", MainUI.Instance.score);
        if (PlayerPrefs.GetInt("bests",0)<MainUI.Instance.score)
        {
            PlayerPrefs.SetInt("bestl", MainUI.Instance.length);
            PlayerPrefs.SetInt("bests", MainUI.Instance.score);
        }
        StartCoroutine(GameOver(1.5f));
    }
    IEnumerator GameOver(float t)
    {
        yield return new WaitForSeconds(t);
        UnityEngine.SceneManagement.SceneManager.LoadScene(1);
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //食物 
        if (collision.gameObject.CompareTag("Food"))//也可以写成collision.tag == "Food"
        {
            Destroy(collision.gameObject);
            MainUI.Instance.UpdateUI();
            Grow();//吃了食物之后立马调用
            FoodMaker.Instance.MakeFood((Random.Range(0, 100) < 20) ? true : false);
        }
        else if (collision.gameObject.CompareTag("Reward"))
        {
            Destroy(collision.gameObject);
            MainUI.Instance.UpdateUI(Random.Range(5,10)*50);
            Grow();
        }
        else if (collision.gameObject.CompareTag("Body"))
        {
            Die();
        }
        else
        {
            if (MainUI.Instance.hasBorder)
            {
                Die();
            }
            else
            {
            switch (collision.gameObject.name)
                {
                    case "Up":
                        transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y + 30, transform.localPosition.z);
                        break;
                    case "Down":
                        transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y - 30, transform.localPosition.z);
                        break;
                    case "Left":
                        transform.localPosition = new Vector3(-transform.localPosition.x + 180, transform.localPosition.y, transform.localPosition.z);//因为左右不对称,这样加180才能从右边边缘出来
                        break;
                    case "Right":
                        transform.localPosition = new Vector3(-transform.localPosition.x + 240, transform.localPosition.y, transform.localPosition.z);
                        break;
                }
            }
        }
    } 
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class MainUI : MonoBehaviour
{
    private static MainUI _instance;
    public static MainUI Instance
    {
        get
        {
            return _instance;
        }
    }
    public bool hasBorder = true;
    public int score = 0;
    public int length = 0;
    public Text scoreText;
    public Text msgText;
    public Text lengthText;
    public Image bgImage;
    private Color tempColor;
    public bool isPause = false;//默认为false就是没有暂停
    public Image pauseImage;
    public Sprite[] pauseSprites;
    private void Awake()
    {
        _instance = this;
    }
    void Start()
    {
        if (PlayerPrefs.GetInt("border",1)==0)
        {
            hasBorder = false;
            foreach (Transform t in bgImage.gameObject.transform)
            {
                t.gameObject.GetComponent<Image>().enabled = false;
            }
        }
    }
     void Update()
    {
        switch (score/100)
        {//标签设置之后就不会出现分数达不到但是加一部分之后,就跳过标签的情况
            case 0:
            case 1:
            case 2:
                break;
            case 3:
            case 4:
                ColorUtility.TryParseHtmlString("#CCEEFFFF",out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 2;
                Debug.Log("阶段2转换");
                break;
            case 5:
            case 6:
                ColorUtility.TryParseHtmlString("#CCFFDBFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 3;
                break;
            case 7:
            case 8:
                ColorUtility.TryParseHtmlString("#EBFFCCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 4;
                break;
            case 9:
            case 10:
                ColorUtility.TryParseHtmlString("#FFF3CCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 5;
                break;
            default:
                ColorUtility.TryParseHtmlString("#FFDACCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "无尽阶段";
                break;
        }
    }
     public void UpdateUI(int s=5, int l = 1)
    {
        score += s;
        length += l;
        scoreText.text = "得分:\n" + score;
        lengthText.text = "长度:\n" + length;
    }
    public void Pause()
    {
        isPause = !isPause;
        if (isPause)
        {
            Time.timeScale = 0;
            pauseImage.sprite = pauseSprites[1];
        }
        else
        {
            Time.timeScale = 1;
            pauseImage.sprite = pauseSprites[0];
        }
    }
    public void Home()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(0);
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class StartUIController : MonoBehaviour
{
    public Text lastText;
    public Text bestText;
    public Toggle blue;
    public Toggle yellow;
    public Toggle border;
    public Toggle noBorder;
    void Awake()
    {
        lastText.text = "上次:长度" + PlayerPrefs.GetInt("lastl", 0) + ",分数" + PlayerPrefs.GetInt("lasts", 0);
        bestText.text = "最好:长度" + PlayerPrefs.GetInt("bestl", 0) + ",分数" + PlayerPrefs.GetInt("bests", 0);
    }
    void Start()
    {
        if (PlayerPrefs.GetString("sh", "sh01") == "sh01")
        {
            blue.isOn = true;
            PlayerPrefs.SetString("sh", "sh01");
            PlayerPrefs.SetString("sb01", "sb0101");
            PlayerPrefs.SetString("sb02", "sb0102");
        }
         else
        {
            yellow.isOn = true;
            PlayerPrefs.SetString("sh", "sh02");
            PlayerPrefs.SetString("sb01", "sb0201");
            PlayerPrefs.SetString("sb02", "sb0202");
        }
        if (PlayerPrefs.GetInt("border", 1) == 1)
        {
            border.isOn = true;
            PlayerPrefs.SetInt("border", 1);
        }
        else
        {
            noBorder.isOn = true;
            PlayerPrefs.SetInt("border", 0);
        }
    }
    public void BlueSelected(bool isOn)
    {
        if (isOn)
        {
            PlayerPrefs.SetString("sh", "sh01");
            PlayerPrefs.SetString("sb01", "sb0101");
            PlayerPrefs.SetString("sb02", "sb0102");
        }
    }
    public void YellowSelected(bool isOn)
    {
        if (isOn)
        {
            PlayerPrefs.SetString("sh", "sh02");
            PlayerPrefs.SetString("sb01", "sb0201");
            PlayerPrefs.SetString("sb02", "sb0202");
        }
    }
    public void BorderSelected(bool isOn)
    {
        if (isOn)
        {
            PlayerPrefs.SetInt("border",1);
        }
    }
    public void NoBorderSelected(bool isOn)
    {
        if (isOn)
        {
            PlayerPrefs.SetInt("border", 0);
        }
    }
    public void StartGame()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(1);
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class FoodMaker : MonoBehaviour
{
    private static FoodMaker _instance;
    public static FoodMaker Instance
    {
        get
        {
            return _instance;
        }
    }
    public int xlimit=21;
    public int ylimit = 11;
    public int xoffset = 7;
    public GameObject foodPrefab;
    public Sprite[] foodSprites;
    private Transform foodHolder;
    public GameObject rewardPrefab;
    private void Awake()
    {
        _instance = this;
    }
    private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood(false);
    }
    /// <summary>
    /// 生成食物
    /// </summary>
    public void MakeFood(bool isReward)
    {
        int index = Random.Range(0,foodSprites.Length);
        GameObject food = Instantiate(foodPrefab);
        food.GetComponent<Image>().sprite = foodSprites[index];
        food.transform.SetParent(foodHolder,false);//false是否保持世界坐标,不转换坐标
        int x = Random.Range(-xlimit+xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        food.transform.localPosition = new Vector3(x*30,y*30,0);
        if (isReward)
        {
            GameObject reward = Instantiate(rewardPrefab);
            reward.transform.SetParent(foodHolder, false);//false是否保持世界坐标,不转换坐标
            x = Random.Range(-xlimit + xoffset, xlimit);
            y = Random.Range(-ylimit, ylimit);
            reward.transform.localPosition = new Vector3(x * 30, y * 30, 0);
        }
    }
}
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