Unity3D_(游戏)跳一跳超简单制作过程

  

跳一跳

  工程文件界面

  游戏界面

  

  脚本

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 4;
    public GameObject Stage;

    //获取相机位置
    public Transform Camera;

    private Rigidbody _rigidbody;
    private float _stateTime;

    public GameObject Particle;

    public Transform Head;
    public Transform Body;

    //当前盒子物体
    private GameObject _currentStage;
    private Collider _lastCollisionCollider;

    //相机的相对位置
    public Vector3 _camerRelativePosition;

    public Text ScoreText;
    private int _score;

    Vector3 _direction = new Vector3(1, 0, 0);

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        Particle = GameObject.Find("yellow");
        Particle.SetActive(false);
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        _lastCollisionCollider = _currentStage.GetComponent<Collider>();
        SpawnStage();

        _camerRelativePosition = Camera.position - transform.position;
        
    }
    
    // Update is called once per frame
    void Update () {
       
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
            Particle.SetActive(true);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
            Particle.SetActive(false);

            Body.transform.DOScale(0.1f,1);
            Head.transform.DOLocalMoveY(0.29f,0.5f);

            _currentStage.transform.DOLocalMoveY(0.25f,0.2f);
            _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f);
        }
        if (Input.GetKey(KeyCode.Space))
        {
            Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime;
            Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime;

            //盒子缩放沿着轴心缩放
            _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime;
            _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime;
        }

    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce((new Vector3(0,1,0)+_direction)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + _direction * Random.Range(1.1f,MaxDistance) ;


        var randomScale = Random.Range(0.5f,1);
        Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale);

        stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.01f, 1), Random.Range(0.01f, 1), Random.Range(0.01f, 1));

    }

    //如果有别的物体和本物体发生变化,会触发这函数
    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            RandomDirection();
            SpawnStage();
            MoveCamera();

            _score++;
            ScoreText.text = _score.ToString();
        }

       if(collision.gameObject.name=="Ground")
        {
            //本局游戏结束,重新开始
            SceneManager.LoadScene("Gary");
        }
    }

    void RandomDirection()
    {
        var seed = Random.Range(0,2);
        if(seed == 0)
        {
            _direction = new Vector3(1, 0, 0);
        }
        else
        {
            _direction = new Vector3(0,0,1);
        }
        
    }

    void MoveCamera()
    {
         Camera.DOMove(transform.position + _camerRelativePosition,1);
    }
}

Player.cs
Player.cs

  

  程序已放到Github上托管(里面有个32bit可执行文件):传送门

    小游戏没有用到素材、资源包(DOTween插件不算)

  一个脚本  

实现过程

  【脚本中public外部引用的控件需要自己拖拽到相应位置上!!!】

创建一个3D场景

  创建一个Cube,y轴缩放0.25当跳板,创建物体可以通过Transsform中Reset设置为3D场景正中心,在创建一个Plane当地面,跳一跳小人物碰到地面时游戏借宿,为了让跳板出现地面上方,设置y轴Postion为0.25(Reset设置居中是以组件正中心)

  创建一个材质球改变地面颜色(默认Pllane控件是不能设置材质颜色)

  创建玩家角色

  Cylinder(圆柱形)控件作为玩家身体

  Sphere(圆形)控件作为玩家头部

  添加材质球,将材质球绑定到Cylinder(圆柱形)控件和Sphere(圆形)控件上,改变材质球颜色

  保存场景

角色跳跃

  添加游戏脚本Player,并将降本绑定到Player控件上,并在Player控件上添加一个物理组件Rigidbody

  获得组件

    private Rigidbody _rigidbody;

    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
    }

  计算出按下空格(space)和松开空格之间的时间

   private float _stateTime;

    void Update () {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
        }
    }

  Player主键跳跃的距离

    public float Factoer=1;

    void OnJump(float elapse)
    {
        _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse);
    }

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour {

    public float Factoer=1;

    private Rigidbody _rigidbody;
    private float _stateTime;

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
    }
    
    // Update is called once per frame
    void Update () {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
        }
    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse);
    }
}
Player.cs

  发现人物跳跃落地时会出现跌倒,这是因为Body底部是圆的

  将Body下的Capsle Collider去掉,替换成Box Collider

  

  通过Player.cs修改Player

    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;
    }

  

  修改当前视角,选中Main Camera按下快捷键Ctrl+Alt+F  (GameObject->Align With->View)

  修改Factoer为3,测试(这个盒子是我自己复制Stage出来的)

盒子自动生成

   随机生成盒子位置

stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);
    private Rigidbody _rigidbody;
    private float _stateTime;
    //当前盒子物体
    private GameObject _currentStage;

    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        SpawnStage();
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);
    }

  

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 5;
    public GameObject Stage;

    private Rigidbody _rigidbody;
    private float _stateTime;
    //当前盒子物体
    private GameObject _currentStage;

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        SpawnStage();
    }
    
    // Update is called once per frame
    void Update () {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
        }
    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);
    }
}
Player.cs

  跳到一个盒子上再随机生成一个盒子

  如果有别的物体和本物体发生变化,会触发这函数OnCollisionEnter(Collision collision)

    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            SpawnStage();
        }
    }

  1、轻轻一跳在同一个盒子上时,不能在重新生成新的盒子

  2、没有跳到下一个盒子上,不能再生成新的盒子

相机跟随

  获得相机位置

    public Transform Camera;

  获得相机下一次的相对位置

public Vector3 _camerRelativePosition; 

  获得相机移动的距离

_camerRelativePosition = Camera.position - transform.position;

  使用DG.Tweening插件,添加移动相机的动画

    void MoveCamera()
    {
        Camera.DOMove(transform.position + _camerRelativePosition,1);
    }

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 5;
    public GameObject Stage;

    //获取相机位置
    public Transform Camera;

    private Rigidbody _rigidbody;
    private float _stateTime;
    //当前盒子物体
    private GameObject _currentStage;
    private Collider _lastCollisionCollider;

    //相机的相对位置
    public Vector3 _camerRelativePosition; 

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        _lastCollisionCollider = _currentStage.GetComponent<Collider>();
        SpawnStage();

        _camerRelativePosition = Camera.position - transform.position;
    }
    
    // Update is called once per frame
    void Update () {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
        }
    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);
    }

    //如果有别的物体和本物体发生变化,会触发这函数
    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            SpawnStage();
            MoveCamera();
        }
    }

    void MoveCamera()
    {
        Camera.DOMove(transform.position + _camerRelativePosition,1);
    }
}
View Code

死亡判定及重新开始

  小人落到地面上就可以判断游戏结束了 

  当Player碰到地面时,重新加载场景

       if(collision.gameObject.name=="Ground")
        {
            //本局游戏结束,重新开始
            SceneManager.LoadScene("Gary");
        }

(要注意光源问题,光源保存在缓存中,重新加载场景时不会加载光照)

    

  重新开始游戏效果

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 5;
    public GameObject Stage;

    //获取相机位置
    public Transform Camera;

    private Rigidbody _rigidbody;
    private float _stateTime;
    //当前盒子物体
    private GameObject _currentStage;
    private Collider _lastCollisionCollider;

    //相机的相对位置
    public Vector3 _camerRelativePosition; 

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        _lastCollisionCollider = _currentStage.GetComponent<Collider>();
        SpawnStage();

        _camerRelativePosition = Camera.position - transform.position;
    }
    
    // Update is called once per frame
    void Update () {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
        }
    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);
    }

    //如果有别的物体和本物体发生变化,会触发这函数
    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            SpawnStage();
            MoveCamera();
        }

       if(collision.gameObject.name=="Ground")
        {
            //本局游戏结束,重新开始
            SceneManager.LoadScene("Gary");
        }
    }

    void MoveCamera()
    {
        Camera.DOMove(transform.position + _camerRelativePosition,1);
    }
}
Player.cs

分数UI显示

  创建一个Text文本控件,并设置2D文本位置,右上角设置文字位置

  public Text ScoreText;
  private int _score;

  当跳到新的方块上时

       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            SpawnStage();
            MoveCamera();

            _score++;
            ScoreText.text = _score.ToString();
        }

角色蓄力粒子效果

  在Player上创建粒子系统Particle System

  将粒子系统Shape中的Shaper改为Hemisphere圆形发射,并修改Potation上的X值为-90并修改粒子系统的初始值

 修改脚本,当角色蓄力的时候才会显现出粒子效果

  public GameObject Particle;

        Particle = GameObject.Find("yellow");
        Particle.SetActive(false);

      if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
            Particle.SetActive(true);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
            Particle.SetActive(false);
        }

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 4;
    public GameObject Stage;

    //获取相机位置
    public Transform Camera;

    private Rigidbody _rigidbody;
    private float _stateTime;

    public GameObject Particle;

    //当前盒子物体
    private GameObject _currentStage;
    private Collider _lastCollisionCollider;

    //相机的相对位置
    public Vector3 _camerRelativePosition;

    public Text ScoreText;
    private int _score;

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        Particle = GameObject.Find("yellow");
        Particle.SetActive(false);
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        _lastCollisionCollider = _currentStage.GetComponent<Collider>();
        SpawnStage();

        _camerRelativePosition = Camera.position - transform.position;
        
    }
    
    // Update is called once per frame
    void Update () {
       
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
            Particle.SetActive(true);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
            Particle.SetActive(false);
        }
    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);
    }

    //如果有别的物体和本物体发生变化,会触发这函数
    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            SpawnStage();
            MoveCamera();

            _score++;
            ScoreText.text = _score.ToString();
        }

       if(collision.gameObject.name=="Ground")
        {
            //本局游戏结束,重新开始
            SceneManager.LoadScene("Gary");
        }
    }

    void MoveCamera()
    {
         Camera.DOMove(transform.position + _camerRelativePosition,1);
    }
}
Player.cs

角色蓄力动画

  当按下空格键时,小人物的身体进行缩放,我们可以通过脚本来设置

    public GameObject Particle;

    Particle = GameObject.Find("yellow");
    Particle.SetActive(false);
    void Update () {
       
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
            Particle.SetActive(true);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
            Particle.SetActive(false);

            Body.transform.DOScale(0.1f,1);
            Head.transform.DOLocalMoveY(0.29f,0.5f);
        }
        if (Input.GetKey(KeyCode.Space))
        {
            Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime;
            Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime;
        }

    }

  

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 4;
    public GameObject Stage;

    //获取相机位置
    public Transform Camera;

    private Rigidbody _rigidbody;
    private float _stateTime;

    public GameObject Particle;

    public Transform Head;
    public Transform Body;

    //当前盒子物体
    private GameObject _currentStage;
    private Collider _lastCollisionCollider;

    //相机的相对位置
    public Vector3 _camerRelativePosition;

    public Text ScoreText;
    private int _score;

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        Particle = GameObject.Find("yellow");
        Particle.SetActive(false);
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        _lastCollisionCollider = _currentStage.GetComponent<Collider>();
        SpawnStage();

        _camerRelativePosition = Camera.position - transform.position;
        
    }
    
    // Update is called once per frame
    void Update () {
       
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
            Particle.SetActive(true);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
            Particle.SetActive(false);

            Body.transform.DOScale(0.1f,1);
            Head.transform.DOLocalMoveY(0.29f,0.5f);
        }
        if (Input.GetKey(KeyCode.Space))
        {
            Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime;
            Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime;
        }

    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);
    }

    //如果有别的物体和本物体发生变化,会触发这函数
    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            SpawnStage();
            MoveCamera();

            _score++;
            ScoreText.text = _score.ToString();
        }

       if(collision.gameObject.name=="Ground")
        {
            //本局游戏结束,重新开始
            SceneManager.LoadScene("Gary");
        }
    }

    void MoveCamera()
    {
         Camera.DOMove(transform.position + _camerRelativePosition,1);
    }
}
Player.cs

盒子蓄力动画

  盒子缩放沿着轴心缩放

 _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime;
            _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime;

  盒子恢复形状

_currentStage.transform.DOLocalMoveY(0.25f,0.2f);
            _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f);

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 4;
    public GameObject Stage;

    //获取相机位置
    public Transform Camera;

    private Rigidbody _rigidbody;
    private float _stateTime;

    public GameObject Particle;

    public Transform Head;
    public Transform Body;

    //当前盒子物体
    private GameObject _currentStage;
    private Collider _lastCollisionCollider;

    //相机的相对位置
    public Vector3 _camerRelativePosition;

    public Text ScoreText;
    private int _score;

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        Particle = GameObject.Find("yellow");
        Particle.SetActive(false);
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        _lastCollisionCollider = _currentStage.GetComponent<Collider>();
        SpawnStage();

        _camerRelativePosition = Camera.position - transform.position;
        
    }
    
    // Update is called once per frame
    void Update () {
       
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
            Particle.SetActive(true);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
            Particle.SetActive(false);

            Body.transform.DOScale(0.1f,1);
            Head.transform.DOLocalMoveY(0.29f,0.5f);

            _currentStage.transform.DOLocalMoveY(0.25f,0.2f);
            _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f);
        }
        if (Input.GetKey(KeyCode.Space))
        {
            Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime;
            Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime;

            //盒子缩放沿着轴心缩放
            _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime;
            _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime;
        }

    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);
    }

    //如果有别的物体和本物体发生变化,会触发这函数
    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            SpawnStage();
            MoveCamera();

            _score++;
            ScoreText.text = _score.ToString();
        }

       if(collision.gameObject.name=="Ground")
        {
            //本局游戏结束,重新开始
            SceneManager.LoadScene("Gary");
        }
    }

    void MoveCamera()
    {
         Camera.DOMove(transform.position + _camerRelativePosition,1);
    }
}
Player.cs

盒子随机大小及颜色

  

  随机设置盒子的大小

        var randomScale = Random.Range(0.5f,1);
        Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale);

  随机设置盒子的颜色

stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.1f, 1), Random.Range(0.1f, 1), Random.Range(0.1f, 1));

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 4;
    public GameObject Stage;

    //获取相机位置
    public Transform Camera;

    private Rigidbody _rigidbody;
    private float _stateTime;

    public GameObject Particle;

    public Transform Head;
    public Transform Body;

    //当前盒子物体
    private GameObject _currentStage;
    private Collider _lastCollisionCollider;

    //相机的相对位置
    public Vector3 _camerRelativePosition;

    public Text ScoreText;
    private int _score;

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        Particle = GameObject.Find("yellow");
        Particle.SetActive(false);
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        _lastCollisionCollider = _currentStage.GetComponent<Collider>();
        SpawnStage();

        _camerRelativePosition = Camera.position - transform.position;
        
    }
    
    // Update is called once per frame
    void Update () {
       
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
            Particle.SetActive(true);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
            Particle.SetActive(false);

            Body.transform.DOScale(0.1f,1);
            Head.transform.DOLocalMoveY(0.29f,0.5f);

            _currentStage.transform.DOLocalMoveY(0.25f,0.2f);
            _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f);
        }
        if (Input.GetKey(KeyCode.Space))
        {
            Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime;
            Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime;

            //盒子缩放沿着轴心缩放
            _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime;
            _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime;
        }

    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce(new Vector3(1,1,0)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + new Vector3(Random.Range(1.1f,MaxDistance),0,0);


        var randomScale = Random.Range(0.5f,1);
        Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale);

        stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.1f, 1), Random.Range(0.1f, 1), Random.Range(0.1f, 1));

    }

    //如果有别的物体和本物体发生变化,会触发这函数
    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            SpawnStage();
            MoveCamera();

            _score++;
            ScoreText.text = _score.ToString();
        }

       if(collision.gameObject.name=="Ground")
        {
            //本局游戏结束,重新开始
            SceneManager.LoadScene("Gary");
        }
    }

    void MoveCamera()
    {
         Camera.DOMove(transform.position + _camerRelativePosition,1);
    }
}
Player.cs

盒子随机方向生成

  初始的时候设置生成的方向是沿X轴正方向

    Vector3 _direction = new Vector3(1, 0, 0);

  随机生成跳台

    void RandomDirection()
    {
        var seed = Random.Range(0,2);
        if(seed == 0)
        {
            _direction = new Vector3(1, 0, 0);
        }
        else
        {
            _direction = new Vector3(0,0,1);
        }
    }
   void MoveCamera()
    {
         Camera.DOMove(transform.position + _camerRelativePosition,1);
    }

  改变小人物跳跃方向

    void OnJump(float elapse)
    {
        _rigidbody.AddForce((new Vector3(0,1,0)+_direction)*elapse* Factoer,ForceMode.Impulse);
    }

using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 4;
    public GameObject Stage;

    //获取相机位置
    public Transform Camera;

    private Rigidbody _rigidbody;
    private float _stateTime;

    public GameObject Particle;

    public Transform Head;
    public Transform Body;

    //当前盒子物体
    private GameObject _currentStage;
    private Collider _lastCollisionCollider;

    //相机的相对位置
    public Vector3 _camerRelativePosition;

    public Text ScoreText;
    private int _score;

    Vector3 _direction = new Vector3(1, 0, 0);

    // Use this for initialization
    void Start () {
        _rigidbody = GetComponent<Rigidbody>();
        Particle = GameObject.Find("yellow");
        Particle.SetActive(false);
        //修改物理组件的重心到body的底部
        _rigidbody.centerOfMass = Vector3.zero;

        _currentStage = Stage;
        _lastCollisionCollider = _currentStage.GetComponent<Collider>();
        SpawnStage();

        _camerRelativePosition = Camera.position - transform.position;
        
    }
    
    // Update is called once per frame
    void Update () {
       
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
            Particle.SetActive(true);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
            Particle.SetActive(false);

            Body.transform.DOScale(0.1f,1);
            Head.transform.DOLocalMoveY(0.29f,0.5f);

            _currentStage.transform.DOLocalMoveY(0.25f,0.2f);
            _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f);
        }
        if (Input.GetKey(KeyCode.Space))
        {
            Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime;
            Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime;

            //盒子缩放沿着轴心缩放
            _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime;
            _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime;
        }

    }

    void OnJump(float elapse)
    {
        _rigidbody.AddForce((new Vector3(0,1,0)+_direction)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + _direction * Random.Range(1.1f,MaxDistance) ;


        var randomScale = Random.Range(0.5f,1);
        Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale);

        stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.01f, 1), Random.Range(0.01f, 1), Random.Range(0.01f, 1));

    }

    //如果有别的物体和本物体发生变化,会触发这函数
    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            RandomDirection();
            SpawnStage();
            MoveCamera();

            _score++;
            ScoreText.text = _score.ToString();
        }

       if(collision.gameObject.name=="Ground")
        {
            //本局游戏结束,重新开始
            SceneManager.LoadScene("Gary");
        }
    }

    void RandomDirection()
    {
        var seed = Random.Range(0,2);
        if(seed == 0)
        {
            _direction = new Vector3(1, 0, 0);
        }
        else
        {
            _direction = new Vector3(0,0,1);
        }
        
    }

    void MoveCamera()
    {
         Camera.DOMove(transform.position + _camerRelativePosition,1);
    }
}
Player.cs

  

========================萌萌的分割线(ノ`Д)ノ============================

想加个游戏联网排行榜:  

  LeanCloud官网  传送门

  下载LeanCloud-Unity-SDK-20180808.1.zip  传送门

 

using DG.Tweening;
using LeanCloud;
using System.Collections;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;

public class Player : MonoBehaviour {

    public float Factoer=1;

    public float MaxDistance = 4;
    public GameObject Stage;
 
    //获取相机的位置
      public Transform Camera;

     private Rigidbody _rigidbody;
    private float _stateTime;

    public GameObject Particle;

    public Transform Head;
    public Transform Body;

    //当前盒子物体
    private GameObject _currentStage;
    private Collider _lastCollisionCollider;

     public Button RestarButton;

    //相机的相对位置
     public Vector3  _camerRelativePosition;

    public Text ScoreText;
    private int _score;

    public GameObject SaveScorePanel;
    public InputField NameFiled;
    public Button SaveButton;

    public GameObject RankPanel;
     public GameObject RankItem;

      Vector3 _direction = new Vector3(1, 0, 0);

    // Use this for initialization
     void Start () {


         _rigidbody = GetComponent<Rigidbody>();
         Particle = GameObject.Find("yellow");
        Particle.SetActive(false);
        
         _rigidbody.centerOfMass = Vector3.zero ;

        _currentStage = Stage;
        _lastCollisionCollider = _currentStage.GetComponent<Collider>();
        SpawnStage();

         _camerRelativePosition = Camera.position - transform.position;
        
        SaveButton.onClick.AddListener(OnClickSaveButton);
        RestarButton.onClick.AddListener(()=> {
            SceneManager.LoadScene(0);
        });
        MainThreadDispatcher.Initialize();
    }
    
    // Update is called once per frame
    void Update () {
       
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _stateTime = Time.time;
            Particle.SetActive(true);
        }
        if (Input.GetKeyUp(KeyCode.Space))
        {
            var elapse = Time.time - _stateTime;
            OnJump(elapse);
            Particle.SetActive(false);

            Body.transform.DOScale(0.1f,1);
            Head.transform.DOLocalMoveY(0.29f,0.5f);

            _currentStage.transform.DOLocalMoveY(0.25f,0.2f);
            _currentStage.transform.DOScale(new Vector3(1,0.5f,1),0.2f);
        }
        if (Input.GetKey(KeyCode.Space))
        {
            Body.transform.localScale += new Vector3(1, -1, 1) * 0.05f * Time.deltaTime;
            Head.transform.localPosition += new Vector3(0,-1,0)*0.1f*Time.deltaTime;

            //盒子缩放沿着轴心缩放
            _currentStage.transform.localScale += new Vector3(0, -1, 0)*0.15f*Time.deltaTime;
            _currentStage.transform.localPosition += new Vector3(0, -1, 0) * 0.15f * Time.deltaTime;
        }

    }



    void OnJump(float elapse)
    {
        _rigidbody.AddForce((new Vector3(0,1,0)+_direction)*elapse* Factoer,ForceMode.Impulse);
    }

    void SpawnStage()
    {
        var stage = Instantiate(Stage);
        stage.transform.position = _currentStage.transform.position + _direction * Random.Range(1.1f,MaxDistance) ;


        var randomScale = Random.Range(0.5f,1);
        Stage.transform.localScale = new Vector3(randomScale, 0.5f, randomScale);

        stage.GetComponent<Renderer>().material.color = new Color(Random.Range(0.01f, 1), Random.Range(0.01f, 1), Random.Range(0.01f, 1));

    }

    //如果有别的物体和本物体发生变化,会触发这函数
    void OnCollisionEnter(Collision collision)
    {
       if(collision.gameObject.name.Contains("Stage") && collision.collider!=_lastCollisionCollider)
        {
            _lastCollisionCollider = collision.collider;
            _currentStage = collision.gameObject;
            RandomDirection();
            SpawnStage();
             MoveCamera();

            _score++;
             ScoreText.text = _score.ToString();
        }

       if(collision.gameObject.name=="Ground")
        {
             //本局游戏结束,重新开始
            //SceneManager.LoadScene("Gary");
            //游戏结束,显示上传分数panel
            SaveScorePanel.SetActive(true);
             RankPanel.SetActive(true);
        }
    }

    void RandomDirection()
    {
        var seed = Random.Range(0,2);
        if(seed == 0)
        {
            _direction = new Vector3(1, 0, 0);
        }
        else
        {
            _direction = new Vector3(0,0,1);
        }
        
    }

    void MoveCamera()
    {
         Camera.DOMove(transform.position + _camerRelativePosition,1);
    }

    void OnClickSaveButton()
    {
        var nickname = NameFiled.text;

        AVObject gameScore = new AVObject("GameScore");
        gameScore["score"] = _score;
        gameScore["playerName"] = nickname;
        gameScore.SaveAsync().ContinueWith(_=> {

            showRankPanel();
        });
        SaveScorePanel.SetActive(true);
        
    }

    void showRankPanel()
    {
        AVQuery<AVObject> query = new AVQuery<AVObject>("GameScore").OrderByDescending("score").Limit(10);
        query.FindAsync().ContinueWith(t=>
        {
            var results = t.Result;
            var scores = new List<string>();

            foreach(var result in results)
            {
                var score = result["playerName"]+"  :   "+result["score"];
                scores.Add(score);
            }

             MainThreadDispatcher.Send(_ =>
            {
                foreach (var score in scores)
                {
                    var item = Instantiate(RankItem);
                    item.SetActive(true);
                    item.GetComponent<Text>().text = score;
                    item.transform.SetParent(RankItem.transform.parent);
                }
                RankPanel.SetActive(true);

            },null);
        });
    }
}
Player.cs

 工程游戏中测试成功~

  可导出时运行却失败了!!

(如需转载学习,请标明出处)
原文地址:https://www.cnblogs.com/1138720556Gary/p/9488495.html