Unity3D_(游戏)贪吃蛇

Unity制作贪吃蛇小游戏

  玩家通过“WASD”控制小蛇上下左右移动,蛇头撞倒食物,则食物被吃掉,蛇身体长一节,接着又出现食物,等待蛇来吃,如果蛇在移动中撞到墙或身体交叉蛇头撞倒自己身体游戏结束

  可通过游戏开始前对小蛇皮肤进行选择

  自由模式下蛇头可以穿过四周的墙

  使用本地持久化保存与读取的类——PlayerPrefs类对玩家游戏数据的存储

  PlayerPrefs类存储位置  传送门

  Unity圣典  传送门

  游戏项目已托管到Github上  传送门

游戏展示

对玩家的游戏数据记录

   游戏界面存储玩家最高分以及上一次游戏的分数

 

游戏换肤

   为玩家可以选择蓝色小蛇或黄色小蛇

 

游戏模式

  边界模式下蛇撞到边界判定游戏结束

  自由模式下蛇碰到边界时会从另一个边界线出来

 (文字最下边有游戏脚本源代码)

  

 实现过程

制作开始场景UI界面

 

  添加一个Canvas作为游戏开始场景并将Canvas下的Render Mode设置为Screen Space—Camera

    1:Screen Space-Overlay:这种模式层级视图中不需要任何的摄像机,且UI出现在所有摄像机的最前面。
    2:Screen Space-Camera:这种模式需要绑定一个UICamrea,它支持UI前面显示3D对象和粒子系统。
    3:World Space:这种模式,UI和3d对象完全一样。
Canvas 三种渲染模式如下

(2D游戏常用Screen Space-Camera模式,3D游戏常用Screen Space-Overlay模式)

  

  Canvas Scaler(Script)个人比较喜欢设置UI Scale Mode设置成Scale With Screen Si   根据屏幕尺寸来调整UI的缩放值 

  指定渲染摄像机

  添加游戏背景及控制面板

  使用UGUI制作游戏场景界面

  

  Bg(Image):制作游戏背景界面

       ControlPanel(Panel):制作游戏选项区域

  Title(Text):制作游戏标题

  Go(Image):制作游戏开始图标

      添加Button控件,制作成按钮

      添加Outline外边框和Shadow阴影组件(逼真图片按钮)

  Text:"开始"文本

  添加十张Image作为游戏背景图片

  食物作为游戏背景太鲜明时,可以把食物的透明度调为150

  制作Text文字背景

   Mode下添加一个Toggle提供玩家对模式的选择

(给文字添加Outline给玩家一种朦胧感)

  

  边界模式下,蛇撞墙后判断游戏结束

  复制边界模式Toggle,修改文字为自由模式(自由模式下蛇撞墙后不会判定结束游戏)

  边界模式和自由模式玩家只能选择一个

  给Mode添加Toggle Group组件

  

  将Toggle Group组件绑定给Border和NoBorder

     

  is on :当前标签是否勾选

  同理添加小蛇皮肤属性

  将选择小蛇皮肤也设置成Toggle Group

  "黄色小蛇"和"自由模式" is on 去掉勾选

游戏场景UI界面

  ControlPanel下的按钮、文本控件

    Msg(Text):玩家选择游戏模式

    Score(Text):玩家当前得分

    Length(Text):当前蛇自身长度

    Home(Image):返回主页面按钮

    Pause(Image):停止游戏按钮

给游戏场景添加边界

  Bg下创建两个GameObject,设置(锚点)GameObject范围,添加Box Collider 2D作为游戏碰撞器

  给小蛇添加活动范围,添加一个Box Collider 2D碰撞器

  为了将活动范围标记出来,可以给碰撞其添加一个Image红色图片作为围墙

  修改一下碰撞器范围

 

制作贪吃蛇舌头并让其移动

  添加Image制作舌头,设置好舌头大小

  创建SnakeHead.cs脚本并绑定到蛇头部

  控制小蛇头部移动脚本

 void Move()
    {
        headPos = gameObject.transform.localPosition;
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
    }

  添加键盘按钮事件

    private void Update()
    {
        if (Input.GetKey(KeyCode.W))
        {
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S))
        {
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A))
        {
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D))
        {
            x = step;y = 0;
        }
    }

  

  初始时及改变方向时不断让小蛇向着一个方向移动

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = step;y = 0;
    }

  

Invoke() 方法是 Unity3D 的一种委托机制

如: Invoke("Test", 5);   它的意思是:5 秒之后调用 Test() 方法;

使用 Invoke() 方法需要注意 3点:

1 :它应该在 脚本的生命周期里的(Start、Update、OnGUI、FixedUpdate、LateUpdate)中被调用;

2:Invoke(); 不能接受含有参数的方法;

3:在 Time.ScaleTime = 0; 时, Invoke() 无效,因为它不会被调用到

Invoke() 也支持重复调用:InvokeRepeating("Test", 2 , 3); 

这个方法的意思是指:2 秒后调用 Test() 方法,并且之后每隔 3 秒调用一次 Test() 方法

还有两个重要的方法:

IsInvoking:用来判断某方法是否被延时,即将执行
CancelInvoke:取消该脚本上的所有延时方法
Unity中Invoke 和 InvokeRepeating的区别

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

public class SnakeHead : MonoBehaviour {

    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = step;y = 0;
    }

    private void Update()
    {
        if (Input.GetKey(KeyCode.W))
        {
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S))
        {
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A))
        {
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D))
        {
            x = step;y = 0;
        }
    }

    void Move()
    {
        headPos = gameObject.transform.localPosition;
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
    }
}
SnakeHead.cs

  给小蛇头部添加转动时改变头部方向动画

 private void Update()
    {
        if (Input.GetKey(KeyCode.W))
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S))
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A))
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D))
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

  发现小球向左走时还能向右走,向下走时还能向上走

  判断按键方法时候可以对方向进行一个判断

    private void Update()
    {
        if (Input.GetKey(KeyCode.W) &&  y!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step  )
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

  添加按下空格加快贪吃蛇向前移动速度

        if (Input.GetKeyDown(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.2f);
        }

        if (Input.GetKeyUp(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

  Unity圣典  传送门

  MonoBehaviour.CancelInvoke 取消调用

     MonoBehaviour.InvokeRepeating 重复调用

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

public class SnakeHead : MonoBehaviour {

    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = 0;y = step;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.2f);
        }

        if (Input.GetKeyUp(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step  )
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

    void Move()
    {
        headPos = gameObject.transform.localPosition;
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
    }
}
SnakeHead.cs

第一个食物的随机生成

  对游戏边界范围的判定

  上边界与下边界

  经测试

  小蛇走11步碰到上边界,走10步碰到下边界

  小蛇走19步碰到右边界,走11步碰到左边界

  将食物和小蛇设置为预制体

  创建一个GameObject空物体对象挂在脚本和预制体

  游戏初始时获得游戏物体,并且生成食物

 private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood();
    }

  

  随机生成食物的位置

 public int xlimit = 18;
 public int ylimit = 10;
 //x轴活动空间不对称问题,对x轴的偏移值
 public int xoffset = 11;    

 void MakeFood()
 {
   //生成x和y的随机值
   int x = Random.Range(-xlimit + xoffset,xlimit);
   int y = Random.Range(-ylimit,ylimit);
   //通过小蛇自身的步数长度来计算食物的活动空间
   food.transform.localPosition = new Vector3(x * 20, y * 20, 0);
 }

  随机生成食物的种类和位置

 void MakeFood()
    {
        int index = Random.Range(0,foodSprites.Length);
        GameObject food = Instantiate(foodPrefab);
        food.GetComponent<Image>().sprite = foodSprites[index];
        food.transform.SetParent(foodHolder,false);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        //通过小蛇自身的步数长度来计算食物的活动空间
        food.transform.localPosition = new Vector3(x * 25, y * 25, 0);
    }

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

public class FoodMaker : MonoBehaviour {

    public int xlimit = 18;
    public int ylimit = 10;
    //x轴活动空间不对称问题,对x轴的偏移值
    public int xoffset = 11;
    public GameObject foodPrefab;
    public Sprite[] foodSprites;
    private Transform foodHolder;

    private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood();
    }

    void MakeFood()
    {
        int index = Random.Range(0,foodSprites.Length);
        GameObject food = Instantiate(foodPrefab);
        food.GetComponent<Image>().sprite = foodSprites[index];
        food.transform.SetParent(foodHolder,false);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        //通过小蛇自身的步数长度来计算食物的活动空间
        food.transform.localPosition = new Vector3(x * 25, y * 25, 0);
    }
}
FoodMaker.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SnakeHead : MonoBehaviour {

    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = 0;y = step;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.2f);
        }

        if (Input.GetKeyUp(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step  )
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

    void Move()
    {
        headPos = gameObject.transform.localPosition;
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
    }
}
SnakeHead.cs

吃掉食物(销毁)以及食物的随机生成

  给蛇头添加Box Collider 2D碰撞器,为避免蛇头未碰撞食物时碰撞器就碰撞到食物,可以设置碰撞器范围比蛇头小一圈

  勾选Is Trigger,当物体碰到食物及边界时,可以进入边界再判定游戏结束

  给蛇头添加Rigidbody 2D碰撞器,设置重力 Gravity Scale为0  (不然蛇头在开始游戏时就会不断往下掉)

  同理,给食物预设体Food添加Box Collider 2D碰撞器

  新创建一个Food标签作为标记

  将Food预设体标签设置为Food

  SnakeHead.cs中添加食物碰撞生成新食物方法

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            FoodMaker.Instance.MakeFood();
        }
    }

  FoodMaker.cs

  添加一个单例模式

    //单例模式
    private static FoodMaker _instance;
    //可以通过外部去调用方法修改_instance的值
    public static FoodMaker Instance
    {
        get
        {
            return _instance;
        }
    }

    //初始化
    private void Awake()
    {
        _instance = this;
    }

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

public class FoodMaker : MonoBehaviour {

    //单例模式
    private static FoodMaker _instance;
    public static FoodMaker Instance
    {
        get
        {
            return _instance;
        }
    }
    public int xlimit = 17;
    public int ylimit = 8;
    //x轴活动空间不对称问题,对x轴的偏移值
    public int xoffset = 11;
    public GameObject foodPrefab;
    public Sprite[] foodSprites;
    private Transform foodHolder;

    private void Awake()
    {
        _instance = this;
    }

    private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood();
    }

    public void MakeFood()
    {
        int index = Random.Range(0,foodSprites.Length);
        GameObject food = Instantiate(foodPrefab);
        food.GetComponent<Image>().sprite = foodSprites[index];
        food.transform.SetParent(foodHolder,false);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        //通过小蛇自身的步数长度来计算食物的活动空间
        food.transform.localPosition = new Vector3(x * 25, y * 25, 0);
    }
}
FoodMaker.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SnakeHead : MonoBehaviour {

    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = 0;y = step;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.2f);
        }

        if (Input.GetKeyUp(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step  )
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

    void Move()
    {
        headPos = gameObject.transform.localPosition;
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            FoodMaker.Instance.MakeFood();
        }
    }

}
SnakeHead.cs

蛇身吃掉食物的变长

  添加一个Image放置蛇身图片,添加Box Collider 2D碰撞器(碰撞器的范围不用太大,以免对食物产生不可描述的误操作)

  SnakeHead.cs脚本中生成蛇身

  创建一个集合,用来保存蛇身部分(两张图片不断轮流交换)

 public List<RectTransform> bodyList = new List<RectTransform>();


 public GameObject bodyPrefab;
 public Sprite[] bodySprites = new Sprite[2];

  生成蛇身体方法

    void Grow()
    {
        int index = (bodyList.Count % 2 == 0) ? 0 : 1;
        GameObject body = Instantiate(bodyPrefab);
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas,false);
        bodyList.Add(body.transform);
    }

蛇生体移动的方法

   创建一个链表,当蛇吃了食物后,将蛇身放置到链表中

 public List<Transform> bodyList = new List<Transform>();

  将图片放置到bodySprites中(两张),存放的都是bodyPrefab

    public GameObject bodyPrefab;
    public Sprite[] bodySprites = new Sprite[2];

    private void Awake()
    {
        canvas = GameObject.Find("Canvas").transform;
    }

  Unity中将预制体与贪吃蛇头部绑定一下

 

   蛇碰到食物后开始生成蛇身

    void Grow()
    {
        int index = (bodyList.Count % 2 == 0) ? 0 : 1;
        GameObject body = Instantiate(bodyPrefab,new Vector3(200000,2000000,0),Quaternion.identity);
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas, false);
        bodyList.Add(body.transform);
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            Grow();
            FoodMaker.Instance.MakeFood();
        }
    }

  

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

public class FoodMaker : MonoBehaviour {

    //单例模式
    private static FoodMaker _instance;
    public static FoodMaker Instance
    {
        get
        {
            return _instance;
        }
    }
    public int xlimit = 18;
    public int ylimit = 9;
    //x轴活动空间不对称问题,对x轴的偏移值
    public int xoffset = 10;
    public GameObject foodPrefab;
    public Sprite[] foodSprites;
    private Transform foodHolder;

    private void Awake()
    {
        _instance = this;
    }

    private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood();
    }

    public void MakeFood()
    {
        int index = Random.Range(0,foodSprites.Length);
        GameObject food = Instantiate(foodPrefab);
        food.GetComponent<Image>().sprite = foodSprites[index];
        food.transform.SetParent(foodHolder,false);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        food.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        //food.transform.localPosition = new Vector3( x,  y, 0);
    }
}
FoodMaker.cs
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>();
    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;
    private Transform canvas;

    public GameObject bodyPrefab;
    public Sprite[] bodySprites = new Sprite[2];

    private void Awake()
    {
        canvas = GameObject.Find("Canvas").transform;
    }

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = 0;y = step;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.3f);
        }

        if (Input.GetKeyUp(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step  )
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

    void Move()
    {
        //保存下来蛇头移动前的位置
        headPos = gameObject.transform.localPosition;
        //蛇头向期望位置移动
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
        if (bodyList.Count > 0)
        {
            //由于是双色蛇身,此方法弃用
            //将蛇尾移动到蛇头移动前的位置
           // bodyList.Last().localPosition = headPos;
           //将蛇尾在List中的位置跟新到最前
           // bodyList.Insert(0, bodyList.Last());
           //溢出List最末尾的蛇尾引用
           // bodyList.RemoveAt(bodyList.Count - 1);

            //从后面开始移动蛇身
            for(int i =bodyList.Count-2;i>=0 ;i--)
            {
                //每一个蛇身都移动到它前面一个
                bodyList[i + 1].localPosition = bodyList[i].localPosition;
            }
            //第一个蛇身移动到蛇头移动前的位置
            bodyList[0].localPosition = headPos;

        }
    }

    void Grow()
    {
        int index = (bodyList.Count % 2 == 0) ? 0 : 1;
        GameObject body = Instantiate(bodyPrefab,new Vector3(200000,2000000,0),Quaternion.identity);
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas, false);
        bodyList.Add(body.transform);
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            Grow();
            FoodMaker.Instance.MakeFood();
        }
    }

}
SnakeHead.cs

游戏的自由模式

  当小蛇撞到上边界时再往下走一步后从下边界出现

  当小蛇撞到下边界时再往上走一步后从上边界出现

  当小蛇撞到上边界时再往下走一步后从下边界出现

  当小蛇撞到上边界时再往下走一步后从下边界出现

     switch(collision.gameObject.name)
            {
                case "Up":
                    transform.localPosition = new Vector3(transform.localPosition.x,-transform.localPosition.y+20,transform.localPosition.z);
                    break;
                case "Down":
                    transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y-20, transform.localPosition.z);
                    break;
                case "Left":
                    transform.localPosition = new Vector3(-transform.localPosition.x+140,transform.localPosition.y , transform.localPosition.z);
                    break;
                case "Right":
                    transform.localPosition = new Vector3(-transform.localPosition.x+170, transform.localPosition.y, transform.localPosition.z);
                    break;
            }

奖励目标的生成

  添加一个Reward(Image)作为奖励目标背景图片

  调整奖励背景图片和食物大小保持一样,并添加Box Collider 2D组件

  

  将Resward作为预制体

  FoodMaker.cs上绑定rewardPrefabs预制体

    public GameObject rewardPrefab;

  

   判断是否生成道具

  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);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        food.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        //food.transform.localPosition = new Vector3( x,  y, 0);
        if(isReward==true)
        {
            GameObject reward = Instantiate(rewardPrefab);
            reward.transform.SetParent(foodHolder, false);
            x = Random.Range(-xlimit + xoffset, xlimit);
            y = Random.Range(-ylimit, ylimit);
            reward.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        }
    }

   当蛇吃到食物后,有百分之20的机率生成道具

 if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            Grow();
            if (Random.Range(0,100)<20)
            {
                FoodMaker.Instance.MakeFood(true);
            }
            else
            {
                FoodMaker.Instance.MakeFood(false);
            }
        }

  当蛇吃到道具时,道具销毁

 else if(collision.gameObject.CompareTag("Reward"))
        {
            Destroy(collision.gameObject);
            Grow();
        }

  

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>();
    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;
    private Transform canvas;

    public GameObject bodyPrefab;
    public Sprite[] bodySprites = new Sprite[2];



    private void Awake()
    {
        canvas = GameObject.Find("Canvas").transform;
    }

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = 0;y = step;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.3f);
        }

        if (Input.GetKeyUp(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step  )
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

    void Move()
    {
        //保存下来蛇头移动前的位置
        headPos = gameObject.transform.localPosition;
        //蛇头向期望位置移动
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
        if (bodyList.Count > 0)
        {
            //由于是双色蛇身,此方法弃用
            //将蛇尾移动到蛇头移动前的位置
           // bodyList.Last().localPosition = headPos;
           //将蛇尾在List中的位置跟新到最前
           // bodyList.Insert(0, bodyList.Last());
           //溢出List最末尾的蛇尾引用
           // bodyList.RemoveAt(bodyList.Count - 1);

            //从后面开始移动蛇身
            for(int i =bodyList.Count-2;i>=0 ;i--)
            {
                //每一个蛇身都移动到它前面一个
                bodyList[i + 1].localPosition = bodyList[i].localPosition;
            }
            //第一个蛇身移动到蛇头移动前的位置
            bodyList[0].localPosition = headPos;

        }
    }

    void Grow()
    {
        int index = (bodyList.Count % 2 == 0) ? 0 : 1;
        GameObject body = Instantiate(bodyPrefab,new Vector3(200000,2000000,0),Quaternion.identity);
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas, false);
        bodyList.Add(body.transform);
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            Grow();
            if (Random.Range(0,100)<20)
            {
                FoodMaker.Instance.MakeFood(true);
            }
            else
            {
                FoodMaker.Instance.MakeFood(false);
            }
        }
        else if(collision.gameObject.CompareTag("Reward"))
        {
            Destroy(collision.gameObject);
            Grow();
        }
        else if(collision.gameObject.CompareTag("Body"))
        {
            Debug.Log("Die");
        }
        else
        {
            switch(collision.gameObject.name)
            {
                case "Up":
                    transform.localPosition = new Vector3(transform.localPosition.x,-transform.localPosition.y+20,transform.localPosition.z);
                    break;
                case "Down":
                    transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y-20, transform.localPosition.z);
                    break;
                case "Left":
                    transform.localPosition = new Vector3(-transform.localPosition.x+140,transform.localPosition.y , transform.localPosition.z);
                    break;
                case "Right":
                    transform.localPosition = new Vector3(-transform.localPosition.x+170, transform.localPosition.y, transform.localPosition.z);
                    break;
            }
        }
    }

}
SnakeHead.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class FoodMaker : MonoBehaviour {

    //单例模式
    private static FoodMaker _instance;
    public static FoodMaker Instance
    {
        get
        {
            return _instance;
        }
    }
    public int xlimit = 18;
    public int ylimit = 9;
    //x轴活动空间不对称问题,对x轴的偏移值
    public int xoffset = 10;
    public GameObject foodPrefab;
    public GameObject rewardPrefab;
    public Sprite[] foodSprites;
    private Transform foodHolder;

    private void Awake()
    {
        _instance = this;
    }

    private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood(false);
    }

    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);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        food.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        //food.transform.localPosition = new Vector3( x,  y, 0);
        if(isReward==true)
        {
            GameObject reward = Instantiate(rewardPrefab);
            reward.transform.SetParent(foodHolder, false);
            x = Random.Range(-xlimit + xoffset, xlimit);
            y = Random.Range(-ylimit, ylimit);
            reward.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        }
    }
}
FoodMaker.cs

分数与长度与游戏背景切换

  新建一个脚本MainUIController.cs来存储蛇的分数与长度

  分数的单例模式

 //单例模式
    private static MainUIController _instance;
    public static MainUIController Instance
    {
        get
        {
            return _instance;
        }
    }

  

  游戏加分方法  默认吃到一个食物加5分1个长度  获得道具加分会更高

public void UpdateUI(int s = 5,int l = 1)
    {
        score += s;
        length += l;
        scoreText.text ="得分:
"+score;
        lengthText.text = "长度
" + length;
    }

  当蛇吃到食物或道具时调用UpdateUI()方法

 if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI();
            Grow();
            if (Random.Range(0,100)<20)
            {
                FoodMaker.Instance.MakeFood(true);
            }
            else
            {
                FoodMaker.Instance.MakeFood(false);
            }
        }
        else if(collision.gameObject.CompareTag("Reward"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI(Random.Range(5,15)*10);
            Grow();
        }

  当分数达到一定数值时能进行游戏背景变色

    private void Update()
    {
        switch (score / 100)
        {
            case 3:
                ColorUtility.TryParseHtmlString("#CCEEFFFF",out tempColor);
                bgImage.color=tempColor;
                msgText.text = "阶段" + 2;
                break;
            case 5:
                ColorUtility.TryParseHtmlString("#CCEEFFFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 3;
                break;
            case 7:
                ColorUtility.TryParseHtmlString("#CCFFDBFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 4;
                break;
            case 9:
                ColorUtility.TryParseHtmlString("#EBFFCCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 5;
                break;
            case 11:
                ColorUtility.TryParseHtmlString("#FFDACCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段 x";
                break;
        }
    }

  将脚本放在Script游戏物体上,并绑定分数版、背景等

 

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>();
    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;
    private Transform canvas;

    public GameObject bodyPrefab;
    public Sprite[] bodySprites = new Sprite[2];



    private void Awake()
    {
        canvas = GameObject.Find("Canvas").transform;
    }

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = 0;y = step;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.3f);
        }

        if (Input.GetKeyUp(KeyCode.Space))
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step  )
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

    void Move()
    {
        //保存下来蛇头移动前的位置
        headPos = gameObject.transform.localPosition;
        //蛇头向期望位置移动
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
        if (bodyList.Count > 0)
        {
            //由于是双色蛇身,此方法弃用
            //将蛇尾移动到蛇头移动前的位置
           // bodyList.Last().localPosition = headPos;
           //将蛇尾在List中的位置跟新到最前
           // bodyList.Insert(0, bodyList.Last());
           //溢出List最末尾的蛇尾引用
           // bodyList.RemoveAt(bodyList.Count - 1);

            //从后面开始移动蛇身
            for(int i =bodyList.Count-2;i>=0 ;i--)
            {
                //每一个蛇身都移动到它前面一个
                bodyList[i + 1].localPosition = bodyList[i].localPosition;
            }
            //第一个蛇身移动到蛇头移动前的位置
            bodyList[0].localPosition = headPos;

        }
    }

    void Grow()
    {
        int index = (bodyList.Count % 2 == 0) ? 0 : 1;
        GameObject body = Instantiate(bodyPrefab,new Vector3(200000,2000000,0),Quaternion.identity);
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas, false);
        bodyList.Add(body.transform);
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI();
            Grow();
            if (Random.Range(0,100)<20)
            {
                FoodMaker.Instance.MakeFood(true);
            }
            else
            {
                FoodMaker.Instance.MakeFood(false);
            }
        }
        else if(collision.gameObject.CompareTag("Reward"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI(Random.Range(5,15)*10);
            Grow();
        }
        else if(collision.gameObject.CompareTag("Body"))
        {
            Debug.Log("Die");
        }
        else
        {
            switch(collision.gameObject.name)
            {
                case "Up":
                    transform.localPosition = new Vector3(transform.localPosition.x,-transform.localPosition.y+20,transform.localPosition.z);
                    break;
                case "Down":
                    transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y-20, transform.localPosition.z);
                    break;
                case "Left":
                    transform.localPosition = new Vector3(-transform.localPosition.x+140,transform.localPosition.y , transform.localPosition.z);
                    break;
                case "Right":
                    transform.localPosition = new Vector3(-transform.localPosition.x+170, transform.localPosition.y, transform.localPosition.z);
                    break;
            }
        }
    }

}
SnakeHead.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class FoodMaker : MonoBehaviour {

    //单例模式
    private static FoodMaker _instance;
    public static FoodMaker Instance
    {
        get
        {
            return _instance;
        }
    }
    public int xlimit = 18;
    public int ylimit = 9;
    //x轴活动空间不对称问题,对x轴的偏移值
    public int xoffset = 10;
    public GameObject foodPrefab;
    public GameObject rewardPrefab;
    public Sprite[] foodSprites;
    private Transform foodHolder;

    private void Awake()
    {
        _instance = this;
    }

    private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood(false);
    }

    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);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        food.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        //food.transform.localPosition = new Vector3( x,  y, 0);
        if(isReward==true)
        {
            GameObject reward = Instantiate(rewardPrefab);
            reward.transform.SetParent(foodHolder, false);
            x = Random.Range(-xlimit + xoffset, xlimit);
            y = Random.Range(-ylimit, ylimit);
            reward.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        }
    }
}
FoodMaker.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class MainUIController : MonoBehaviour {

    //单例模式
    private static MainUIController _instance;
    public static MainUIController Instance
    {
        get
        {
            return _instance;
        }
    }

    public int score = 0;
    public int length = 0;
    public Text msgText;
    public Text scoreText;
    public Text lengthText;
    public Image bgImage;
    private Color tempColor;

    void Awake()
    {
        _instance = this;    
    }

    private void Update()
    {
        switch (score / 100)
        {
            case 3:
                ColorUtility.TryParseHtmlString("#CCEEFFFF",out tempColor);
                bgImage.color=tempColor;
                msgText.text = "阶段" + 2;
                break;
            case 5:
                ColorUtility.TryParseHtmlString("#CCEEFFFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 3;
                break;
            case 7:
                ColorUtility.TryParseHtmlString("#CCFFDBFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 4;
                break;
            case 9:
                ColorUtility.TryParseHtmlString("#EBFFCCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 5;
                break;
            case 11:
                ColorUtility.TryParseHtmlString("#FFDACCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段 x";
                break;
        }
    }

    public void UpdateUI(int s = 5,int l = 1)
    {
        score += s;
        length += l;
        scoreText.text ="得分:
"+score;
        lengthText.text = "长度
" + length;
    }

}
MainUIController.cs

暂停与返回按钮

  对按钮进行引用以及添加一个图片Sprite[]

    public Button pauseButton;
    public Sprite[] pauseSprites;

  设置一个变量记录游戏状态

    private bool isPause = false ;

  点击按钮时候对游戏状态取反

    public void Pause()
    {
        isPause = !isPause;
        if(isPause)
        {
            Time.timeScale = 0;
            pauseButton.GetComponent<Image>().sprite = pauseSprites[1];
        }
        else
        {
            Time.timeScale = 1;
            pauseButton.GetComponent<Image>().sprite = pauseSprites[0];
        }
    }

  Time.timeScale  传送门

  Script中对图片、按钮进行绑定

  

  

  在onclick()

  解决按键冲突

  按键控制器Edit->Project Settings-> Input 

    

  

 private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space)&&MainUIController.Instance.isPause==false)
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.3f);
        }

        if (Input.GetKeyUp(KeyCode.Space) && MainUIController.Instance.isPause == false)
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step && MainUIController.Instance.isPause == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step && MainUIController.Instance.isPause == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step && MainUIController.Instance.isPause == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step && MainUIController.Instance.isPause == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }
Update()中对键盘按下事件进行处理

 

   接下来实现返回按钮

    public void Home()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(0);
    }

  Home按钮上添加点击事件

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>();
    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;
    private Transform canvas;

    public GameObject bodyPrefab;
    public Sprite[] bodySprites = new Sprite[2];



    private void Awake()
    {
        canvas = GameObject.Find("Canvas").transform;
    }

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = 0;y = step;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space)&&MainUIController.Instance.isPause==false)
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.3f);
        }

        if (Input.GetKeyUp(KeyCode.Space) && MainUIController.Instance.isPause == false)
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step && MainUIController.Instance.isPause == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step && MainUIController.Instance.isPause == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step && MainUIController.Instance.isPause == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step && MainUIController.Instance.isPause == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

    void Move()
    {
        //保存下来蛇头移动前的位置
        headPos = gameObject.transform.localPosition;
        //蛇头向期望位置移动
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
        if (bodyList.Count > 0)
        {
            //由于是双色蛇身,此方法弃用
            //将蛇尾移动到蛇头移动前的位置
           // bodyList.Last().localPosition = headPos;
           //将蛇尾在List中的位置跟新到最前
           // bodyList.Insert(0, bodyList.Last());
           //溢出List最末尾的蛇尾引用
           // bodyList.RemoveAt(bodyList.Count - 1);

            //从后面开始移动蛇身
            for(int i =bodyList.Count-2;i>=0 ;i--)
            {
                //每一个蛇身都移动到它前面一个
                bodyList[i + 1].localPosition = bodyList[i].localPosition;
            }
            //第一个蛇身移动到蛇头移动前的位置
            bodyList[0].localPosition = headPos;

        }
    }

    void Grow()
    {
        int index = (bodyList.Count % 2 == 0) ? 0 : 1;
        GameObject body = Instantiate(bodyPrefab,new Vector3(200000,2000000,0),Quaternion.identity);
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas, false);
        bodyList.Add(body.transform);
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI();
            Grow();
            if (Random.Range(0,100)<20)
            {
                FoodMaker.Instance.MakeFood(true);
            }
            else
            {
                FoodMaker.Instance.MakeFood(false);
            }
        }
        else if(collision.gameObject.CompareTag("Reward"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI(Random.Range(5,15)*10);
            Grow();
        }
        else if(collision.gameObject.CompareTag("Body"))
        {
            Debug.Log("Die");
        }
        else
        {
            switch(collision.gameObject.name)
            {
                case "Up":
                    transform.localPosition = new Vector3(transform.localPosition.x,-transform.localPosition.y+20,transform.localPosition.z);
                    break;
                case "Down":
                    transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y-20, transform.localPosition.z);
                    break;
                case "Left":
                    transform.localPosition = new Vector3(-transform.localPosition.x+140,transform.localPosition.y , transform.localPosition.z);
                    break;
                case "Right":
                    transform.localPosition = new Vector3(-transform.localPosition.x+170, transform.localPosition.y, transform.localPosition.z);
                    break;
            }
        }
    }

}
SnakeHead.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class FoodMaker : MonoBehaviour {

    //单例模式
    private static FoodMaker _instance;
    public static FoodMaker Instance
    {
        get
        {
            return _instance;
        }
    }
    public int xlimit = 18;
    public int ylimit = 9;
    //x轴活动空间不对称问题,对x轴的偏移值
    public int xoffset = 10;
    public GameObject foodPrefab;
    public GameObject rewardPrefab;
    public Sprite[] foodSprites;
    private Transform foodHolder;

    private void Awake()
    {
        _instance = this;
    }

    private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood(false);
    }

    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);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        food.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        //food.transform.localPosition = new Vector3( x,  y, 0);
        if(isReward==true)
        {
            GameObject reward = Instantiate(rewardPrefab);
            reward.transform.SetParent(foodHolder, false);
            x = Random.Range(-xlimit + xoffset, xlimit);
            y = Random.Range(-ylimit, ylimit);
            reward.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        }
    }

    public void Home()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(0);
    }
}
FoodMaker.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class MainUIController : MonoBehaviour {

    //单例模式
    private static MainUIController _instance;
    public static MainUIController Instance
    {
        get
        {
            return _instance;
        }
    }

    public int score = 0;
    public int length = 0;
    public Text msgText;
    public Text scoreText;
    public Text lengthText;
    public Image bgImage;
    private Color tempColor;

    public Image pauseImage;
    public Sprite[] pauseSprites;
    public bool isPause = false ;

    void Awake()
    {
        _instance = this;    
    }

    private void Update()
    {
        switch (score / 100)
        {
            case 0:
            case 1:
            case 2:
                break;
            case 3:
            case 4:
                ColorUtility.TryParseHtmlString("#CCEEFFFF",out tempColor);
                bgImage.color=tempColor;
                msgText.text = "阶段" + 2;
                break;
            case 5:
            case 6:
                ColorUtility.TryParseHtmlString("#CCEEFFFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 3;
                break;
            case 7:
            case 8:
                ColorUtility.TryParseHtmlString("#CCFFDBFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 4;
                break;
            case 9:
            case 10:
                ColorUtility.TryParseHtmlString("#EBFFCCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 5;
                break;
            case 11:
            case 12:
            case 13:
                ColorUtility.TryParseHtmlString("#FFDACCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段 x";
                break;
        }
    }

    public void UpdateUI(int s = 5,int l = 1)
    {
        score += s;
        length += l;
        scoreText.text ="得分:
"+score;
        lengthText.text = "长度
" + length;
    }

    public void Pause()
    {
        isPause = !isPause;
        if(isPause)
        {
            Time.timeScale = 0;
            pauseImage.sprite = pauseSprites[1];
        }
        else
        {
            Time.timeScale = 1;
            pauseImage.sprite = pauseSprites[0];
        }
    }
}
MainUIController.cs

游戏贪吃蛇死亡处理

  添加游戏死亡标记

    private bool isDie = false;

  判断游戏死亡时触发的粒子特效

    void Die()
    {
        CancelInvoke();
        isDie = true;
        Instantiate(dieEffect);
        StartCoroutine(GameOver(1.0f));
    }

  通过Unity协成进行游戏的重新开始

    IEnumerator GameOver(float t)
    {
        yield return new WaitForSeconds(t);
        UnityEngine.SceneManagement.SceneManager.LoadScene(1);
    }

  

  游戏结束时候记录最高得分

    void Die()
    {
        CancelInvoke();
        isDie = true;
        Instantiate(dieEffect);
        //记录游戏的最后长度
        PlayerPrefs.SetInt("last1",MainUIController.Instance.length);
        PlayerPrefs.SetInt("lasts", MainUIController.Instance.score);
        //当游戏长度大于最高得分时
        if (PlayerPrefs.GetInt("bests", 0)<MainUIController.Instance.score)
        {
            //将当前游戏长度和分数记录到best1和bests当中
            PlayerPrefs.SetInt("best1", MainUIController.Instance.length);
            PlayerPrefs.SetInt("bests", MainUIController.Instance.score);
        }
        StartCoroutine(GameOver(1.0f));
    }
1、存储值://本地化存储方式,一般用在保存玩家的偏好设置中,常见于玩家设置,游戏分数存取…………

  PlayerPrefs.SetFloat(string key,float value); //通过key 与value 存储,就像键值对一样。

  PlayerPrefs.SetInt(string key,Int value);

  PlayerPrefs.SetString(string key,string value);

2、读取值:

  PlayerPrefs.GetFloat(string key);  //通过key得到存储的value值

  PlayerPrefs.GetInt(string key);

  PlayerPrefs.GetString(string key);
Unity 中PlayerPrefs类实现数据本地化存储

用户设置的存储

  添加StartUIController.cs脚本控制Gary开始场景界面

  获得Gary开始场景界面Text文本控件

    public Text lastText;
    public Text bestText;

  对文本控件的值进行读取刷新

    private void Awake()
    {
        lastText.text = "上次:长度" + PlayerPrefs.GetInt("last1",0)  + ",分数" + PlayerPrefs.GetInt("lasts",0);
        lastText.text = "最好:长度" + PlayerPrefs.GetInt("best1", 0) + ",分数" + PlayerPrefs.GetInt("bests", 0);
    }

  Gary场景中创建一个空物体游戏对象ScriptHolder挂在游戏脚本

  

  实现点击开始进入场景功能

  切换场景方法

    public void StartGame()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(1);
    }

  Gary场景中Start添加onClick()点击事件

(可以看到此时已经实现上次分数以及最高分数的存储)

  动态绑定选择游戏皮肤、模式

  存储玩家的选择

 private 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)
        {
            //自由模式
            PlayerPrefs.SetInt("border", 0);
        }
    }

完成换肤与数据读取

  使用泛型加载游戏换肤方法

    private void Awake()
    {
        canvas = GameObject.Find("Canvas").transform;
        //通过Resources.Load(string path)方法加载资源;
        gameObject.GetComponent<Image>().sprite = Resources.Load<Sprite>(PlayerPrefs.GetString("sh", "sh02"));
        bodySprites[0]  = Resources.Load<Sprite>(PlayerPrefs.GetString("sh01", "sh0201"));
        bodySprites[1]  = Resources.Load<Sprite>(PlayerPrefs.GetString("sh02", "sh0202"));
    }

  判断游戏模式

  添加一个模式表示位

    public bool hasBorder = true;

  游戏初始时默认无边界

 void Start()
    {
        if (PlayerPrefs.GetInt("border", 1)==0)
        {
            hasBorder = false;
            //取消边界上的颜色
            foreach(Transform t in bgImage.gameObject.transform)
            {
                t.gameObject.GetComponent<Image>().enabled = false;
            }
        }
    }

  SnakeHead.cs脚本中对游戏碰到边界死亡进行判定

if (MainUIController.Instance.hasBorder)
            {
                Die();
            }
            else
            {
                switch (collision.gameObject.name)
                {
                    case "Up":
                        transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y + 20, transform.localPosition.z);
                        break;
                    case "Down":
                        transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y - 20, transform.localPosition.z);
                        break;
                    case "Left":
                        transform.localPosition = new Vector3(-transform.localPosition.x + 140, transform.localPosition.y, transform.localPosition.z);
                        break;
                    case "Right":
                        transform.localPosition = new Vector3(-transform.localPosition.x + 170, transform.localPosition.y, transform.localPosition.z);
                        break;
                }
            }

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;

    private void Awake()
    {
        lastText.text = "上次:长度" + PlayerPrefs.GetInt("last1",0)  + ",分数" + PlayerPrefs.GetInt("lasts",0);
        bestText.text = "最好:长度" + PlayerPrefs.GetInt("best1", 0) + ",分数" + PlayerPrefs.GetInt("bests",0);
    }

    private 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)
        {
            //自由模式
            PlayerPrefs.SetInt("border", 0);
        }
    }

    public void StartGame()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(1);
    }
}
StartUIController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class MainUIController : MonoBehaviour {

    //单例模式
    private static MainUIController _instance;
    public static MainUIController Instance
    {
        get
        {
            return _instance;
        }
    }

    public int score = 0;
    public int length = 0;
    public Text msgText;
    public Text scoreText;
    public Text lengthText;
    public Image bgImage;
    private Color tempColor;

    public Image pauseImage;
    public Sprite[] pauseSprites;
    public bool isPause = false ;
    public bool hasBorder = true;

    void Awake()
    {
        _instance = this;    
    }

    void Start()
    {
        if (PlayerPrefs.GetInt("border", 1)==0)
        {
            hasBorder = false;
            //取消边界上的颜色
            foreach(Transform t in bgImage.gameObject.transform)
            {
                t.gameObject.GetComponent<Image>().enabled = false;
            }
        }
    }

    private void Update()
    {
        switch (score / 100)
        {
            case 0:
            case 1:
            case 2:
                break;
            case 3:
            case 4:
                ColorUtility.TryParseHtmlString("#CCEEFFFF",out tempColor);
                bgImage.color=tempColor;
                msgText.text = "阶段" + 2;
                break;
            case 5:
            case 6:
                ColorUtility.TryParseHtmlString("#CCEEFFFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 3;
                break;
            case 7:
            case 8:
                ColorUtility.TryParseHtmlString("#CCFFDBFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 4;
                break;
            case 9:
            case 10:
                ColorUtility.TryParseHtmlString("#EBFFCCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 5;
                break;
            case 11:
            case 12:
            case 13:
                ColorUtility.TryParseHtmlString("#FFDACCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段 x";
                break;
        }
    }

    public void UpdateUI(int s = 5,int l = 1)
    {
        score += s;
        length += l;
        scoreText.text ="得分:
"+score;
        lengthText.text = "长度
" + length;
    }

    public void Pause()
    {
        isPause = !isPause;
        if(isPause)
        {
            Time.timeScale = 0;
            pauseImage.sprite = pauseSprites[1];
        }
        else
        {
            Time.timeScale = 1;
            pauseImage.sprite = pauseSprites[0];
        }
    }
}
MainUIController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class FoodMaker : MonoBehaviour {

    //单例模式
    private static FoodMaker _instance;
    public static FoodMaker Instance
    {
        get
        {
            return _instance;
        }
    }
    public int xlimit = 18;
    public int ylimit = 9;
    //x轴活动空间不对称问题,对x轴的偏移值
    public int xoffset = 10;
    public GameObject foodPrefab;
    public GameObject rewardPrefab;
    public Sprite[] foodSprites;
    private Transform foodHolder;

    private void Awake()
    {
        _instance = this;
    }

    private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood(false);
    }

    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);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        food.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        //food.transform.localPosition = new Vector3( x,  y, 0);
        if(isReward==true)
        {
            GameObject reward = Instantiate(rewardPrefab);
            reward.transform.SetParent(foodHolder, false);
            x = Random.Range(-xlimit + xoffset, xlimit);
            y = Random.Range(-ylimit, ylimit);
            reward.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        }
    }

    public void Home()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(0);
    }
}
FoodMaker.cs
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>();
    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;
    private Transform canvas;
    private bool isDie = false;

    public GameObject dieEffect;
    public GameObject bodyPrefab;
    public Sprite[] bodySprites = new Sprite[2];



    private void Awake()
    {
        canvas = GameObject.Find("Canvas").transform;
        //通过Resources.Load(string path)方法加载资源;
        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"));
    }

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = 0;y = step;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space)&&MainUIController.Instance.isPause==false&&isDie==false)
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.3f);
        }

        if (Input.GetKeyUp(KeyCode.Space) && MainUIController.Instance.isPause == false && isDie == false)
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step && MainUIController.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step && MainUIController.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step && MainUIController.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step && MainUIController.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

    void Move()
    {
        //保存下来蛇头移动前的位置
        headPos = gameObject.transform.localPosition;
        //蛇头向期望位置移动
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
        if (bodyList.Count > 0)
        {
            //由于是双色蛇身,此方法弃用
            //将蛇尾移动到蛇头移动前的位置
           // bodyList.Last().localPosition = headPos;
           //将蛇尾在List中的位置跟新到最前
           // bodyList.Insert(0, bodyList.Last());
           //溢出List最末尾的蛇尾引用
           // bodyList.RemoveAt(bodyList.Count - 1);

            //从后面开始移动蛇身
            for(int i =bodyList.Count-2;i>=0 ;i--)
            {
                //每一个蛇身都移动到它前面一个
                bodyList[i + 1].localPosition = bodyList[i].localPosition;
            }
            //第一个蛇身移动到蛇头移动前的位置
            bodyList[0].localPosition = headPos;

        }
    }

    void Grow()
    {
        int index = (bodyList.Count % 2 == 0) ? 0 : 1;
        GameObject body = Instantiate(bodyPrefab,new Vector3(200000,2000000,0),Quaternion.identity);
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas, false);
        bodyList.Add(body.transform);
    }

    void Die()
    {
        CancelInvoke();
        isDie = true;
        Instantiate(dieEffect);
        //记录游戏的最后长度
        PlayerPrefs.SetInt("last1",MainUIController.Instance.length);
        PlayerPrefs.SetInt("lasts", MainUIController.Instance.score);
        //当游戏长度大于最高得分时
        if (PlayerPrefs.GetInt("bests", 0)<MainUIController.Instance.score)
        {
            //将当前游戏长度和分数记录到best1和bests当中
            PlayerPrefs.SetInt("best1", MainUIController.Instance.length);
            PlayerPrefs.SetInt("bests", MainUIController.Instance.score);
        }
        StartCoroutine(GameOver(1.0f));
    }

    IEnumerator GameOver(float t)
    {
        yield return new WaitForSeconds(t);
        UnityEngine.SceneManagement.SceneManager.LoadScene(1);
    }


    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI();
            Grow();
            if (Random.Range(0,100)<20)
            {
                FoodMaker.Instance.MakeFood(true);
            }
            else
            {
                FoodMaker.Instance.MakeFood(false);
            }
        }
        else if(collision.gameObject.CompareTag("Reward"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI(Random.Range(5,15)*10);
            Grow();
        }
        else if(collision.gameObject.CompareTag("Body"))
        {
            Die();
        }
        else
        {
            if (MainUIController.Instance.hasBorder)
            {
                Die();
            }
            else
            {
                switch (collision.gameObject.name)
                {
                    case "Up":
                        transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y + 20, transform.localPosition.z);
                        break;
                    case "Down":
                        transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y - 20, transform.localPosition.z);
                        break;
                    case "Left":
                        transform.localPosition = new Vector3(-transform.localPosition.x + 140, transform.localPosition.y, transform.localPosition.z);
                        break;
                    case "Right":
                        transform.localPosition = new Vector3(-transform.localPosition.x + 170, transform.localPosition.y, transform.localPosition.z);
                        break;
                }
            }
        }
    }

}
SnakeHead.cs

添加游戏音乐

  Main场景摄像机上绑定一个Audio Source音乐播放器

  吃到东西和游戏结束时分别播放两个不同的音乐

    public AudioClip eatClip;
    public AudioClip dieClip;

  

void Grow()
    {
        //播放贪吃蛇变长音乐
        AudioSource.PlayClipAtPoint(eatClip,Vector3.zero);
        int index = (bodyList.Count % 2 == 0) ? 0 : 1;
        GameObject body = Instantiate(bodyPrefab,new Vector3(200000,2000000,0),Quaternion.identity);
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas, false);
        bodyList.Add(body.transform);
    }

    void Die()
    {
        //播放死亡音乐
        AudioSource.PlayClipAtPoint(dieClip, Vector3.zero);
        CancelInvoke();
        isDie = true;
        Instantiate(dieEffect);
        //记录游戏的最后长度
        PlayerPrefs.SetInt("last1",MainUIController.Instance.length);
        PlayerPrefs.SetInt("lasts", MainUIController.Instance.score);
        //当游戏长度大于最高得分时
        if (PlayerPrefs.GetInt("bests", 0)<MainUIController.Instance.score)
        {
            //将当前游戏长度和分数记录到best1和bests当中
            PlayerPrefs.SetInt("best1", MainUIController.Instance.length);
            PlayerPrefs.SetInt("bests", MainUIController.Instance.score);
        }
        StartCoroutine(GameOver(1.0f));
    }

  

游戏源代码

  控制蛇和食物脚本

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>();
    public float velocity=0.35f;
    public int step;
    private int x;
    private int y;
    private Vector3 headPos;
    private Transform canvas;
    private bool isDie = false;

    public AudioClip eatClip;
    public AudioClip dieClip;
    public GameObject dieEffect;
    public GameObject bodyPrefab;
    public Sprite[] bodySprites = new Sprite[2];



    private void Awake()
    {
        canvas = GameObject.Find("Canvas").transform;
        //通过Resources.Load(string path)方法加载资源;
        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"));
    }

    private void Start()
    {
        //重复调用
        InvokeRepeating("Move",0,velocity);
        x = 0;y = step;
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space)&&MainUIController.Instance.isPause==false&&isDie==false)
        {
            CancelInvoke();
            InvokeRepeating("Move",0,velocity - 0.3f);
        }

        if (Input.GetKeyUp(KeyCode.Space) && MainUIController.Instance.isPause == false && isDie == false)
        {
            CancelInvoke();
            InvokeRepeating("Move", 0, velocity);
        }

        if (Input.GetKey(KeyCode.W) &&  y!=-step && MainUIController.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 0);
            x = 0;y = step;
        }
        if (Input.GetKey(KeyCode.S) &&  y!=step && MainUIController.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 180);
            x = 0;y = -step;
        }
        if (Input.GetKey(KeyCode.A) && x!=step && MainUIController.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, 90);
            x = -step;y = 0;
        }
        if (Input.GetKey(KeyCode.D) &&  x!=-step && MainUIController.Instance.isPause == false && isDie == false)
        {
            gameObject.transform.localRotation = Quaternion.Euler(0, 0, -90);
            x = step;y = 0;
        }
    }

    void Move()
    {
        //保存下来蛇头移动前的位置
        headPos = gameObject.transform.localPosition;
        //蛇头向期望位置移动
        gameObject.transform.localPosition = new Vector3(headPos.x+x,headPos.y+y,headPos.z);
        if (bodyList.Count > 0)
        {
            //由于是双色蛇身,此方法弃用
            //将蛇尾移动到蛇头移动前的位置
           // bodyList.Last().localPosition = headPos;
           //将蛇尾在List中的位置跟新到最前
           // bodyList.Insert(0, bodyList.Last());
           //溢出List最末尾的蛇尾引用
           // bodyList.RemoveAt(bodyList.Count - 1);

            //从后面开始移动蛇身
            for(int i =bodyList.Count-2;i>=0 ;i--)
            {
                //每一个蛇身都移动到它前面一个
                bodyList[i + 1].localPosition = bodyList[i].localPosition;
            }
            //第一个蛇身移动到蛇头移动前的位置
            bodyList[0].localPosition = headPos;

        }
    }

    void Grow()
    {
        //播放贪吃蛇变长音乐
        AudioSource.PlayClipAtPoint(eatClip,Vector3.zero);
        int index = (bodyList.Count % 2 == 0) ? 0 : 1;
        GameObject body = Instantiate(bodyPrefab,new Vector3(200000,2000000,0),Quaternion.identity);
        body.GetComponent<Image>().sprite = bodySprites[index];
        body.transform.SetParent(canvas, false);
        bodyList.Add(body.transform);
    }

    void Die()
    {
        //播放死亡音乐
        AudioSource.PlayClipAtPoint(dieClip, Vector3.zero);
        CancelInvoke();
        isDie = true;
        Instantiate(dieEffect);
        //记录游戏的最后长度
        PlayerPrefs.SetInt("last1",MainUIController.Instance.length);
        PlayerPrefs.SetInt("lasts", MainUIController.Instance.score);
        //当游戏长度大于最高得分时
        if (PlayerPrefs.GetInt("bests", 0)<MainUIController.Instance.score)
        {
            //将当前游戏长度和分数记录到best1和bests当中
            PlayerPrefs.SetInt("best1", MainUIController.Instance.length);
            PlayerPrefs.SetInt("bests", MainUIController.Instance.score);
        }
        StartCoroutine(GameOver(1.0f));
    }

    IEnumerator GameOver(float t)
    {
        yield return new WaitForSeconds(t);
        UnityEngine.SceneManagement.SceneManager.LoadScene(1);
    }


    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.CompareTag("Food"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI();
            Grow();
            if (Random.Range(0,100)<20)
            {
                FoodMaker.Instance.MakeFood(true);
            }
            else
            {
                FoodMaker.Instance.MakeFood(false);
            }
        }
        else if(collision.gameObject.CompareTag("Reward"))
        {
            Destroy(collision.gameObject);
            MainUIController.Instance.UpdateUI(Random.Range(5,15)*10);
            Grow();
        }
        else if(collision.gameObject.CompareTag("Body"))
        {
            Die();
        }
        else
        {
            if (MainUIController.Instance.hasBorder)
            {
                Die();
            }
            else
            {
                switch (collision.gameObject.name)
                {
                    case "Up":
                        transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y + 20, transform.localPosition.z);
                        break;
                    case "Down":
                        transform.localPosition = new Vector3(transform.localPosition.x, -transform.localPosition.y - 20, transform.localPosition.z);
                        break;
                    case "Left":
                        transform.localPosition = new Vector3(-transform.localPosition.x + 140, transform.localPosition.y, transform.localPosition.z);
                        break;
                    case "Right":
                        transform.localPosition = new Vector3(-transform.localPosition.x + 170, transform.localPosition.y, transform.localPosition.z);
                        break;
                }
            }
        }
    }

}
SnakeHead.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class FoodMaker : MonoBehaviour {

    //单例模式
    private static FoodMaker _instance;
    public static FoodMaker Instance
    {
        get
        {
            return _instance;
        }
    }
    public int xlimit = 18;
    public int ylimit = 9;
    //x轴活动空间不对称问题,对x轴的偏移值
    public int xoffset = 10;
    public GameObject foodPrefab;
    public GameObject rewardPrefab;
    public Sprite[] foodSprites;
    private Transform foodHolder;

    private void Awake()
    {
        _instance = this;
    }

    private void Start()
    {
        foodHolder = GameObject.Find("FoodHolder").transform;
        MakeFood(false);
    }

    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);
        int x = Random.Range(-xlimit + xoffset,xlimit);
        int y = Random.Range(-ylimit,ylimit);
        food.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        //food.transform.localPosition = new Vector3( x,  y, 0);
        if(isReward==true)
        {
            GameObject reward = Instantiate(rewardPrefab);
            reward.transform.SetParent(foodHolder, false);
            x = Random.Range(-xlimit + xoffset, xlimit);
            y = Random.Range(-ylimit, ylimit);
            reward.transform.localPosition = new Vector3(x * 20, y * 20, 0);
        }
    }

    public void Home()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(0);
    }
}
FoodMaker.cs

  场景UI控制脚本 

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

public class MainUIController : MonoBehaviour {

    //单例模式
    private static MainUIController _instance;
    public static MainUIController Instance
    {
        get
        {
            return _instance;
        }
    }

    public int score = 0;
    public int length = 0;
    public Text msgText;
    public Text scoreText;
    public Text lengthText;
    public Image bgImage;
    private Color tempColor;

    public Image pauseImage;
    public Sprite[] pauseSprites;
    public bool isPause = false ;
    public bool hasBorder = true;

    void Awake()
    {
        _instance = this;    
    }

    void Start()
    {
        if (PlayerPrefs.GetInt("border", 1)==0)
        {
            hasBorder = false;
            //取消边界上的颜色
            foreach(Transform t in bgImage.gameObject.transform)
            {
                t.gameObject.GetComponent<Image>().enabled = false;
            }
        }
    }

    private void Update()
    {
        switch (score / 100)
        {
            case 0:
            case 1:
            case 2:
                break;
            case 3:
            case 4:
                ColorUtility.TryParseHtmlString("#CCEEFFFF",out tempColor);
                bgImage.color=tempColor;
                msgText.text = "阶段" + 2;
                break;
            case 5:
            case 6:
                ColorUtility.TryParseHtmlString("#CCEEFFFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 3;
                break;
            case 7:
            case 8:
                ColorUtility.TryParseHtmlString("#CCFFDBFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 4;
                break;
            case 9:
            case 10:
                ColorUtility.TryParseHtmlString("#EBFFCCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段" + 5;
                break;
            case 11:
            case 12:
            case 13:
                ColorUtility.TryParseHtmlString("#FFDACCFF", out tempColor);
                bgImage.color = tempColor;
                msgText.text = "阶段 x";
                break;
        }
    }

    public void UpdateUI(int s = 5,int l = 1)
    {
        score += s;
        length += l;
        scoreText.text ="得分:
"+score;
        lengthText.text = "长度
" + length;
    }

    public void Pause()
    {
        isPause = !isPause;
        if(isPause)
        {
            Time.timeScale = 0;
            pauseImage.sprite = pauseSprites[1];
        }
        else
        {
            Time.timeScale = 1;
            pauseImage.sprite = pauseSprites[0];
        }
    }
}
MainUIController.cs
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;

    private void Awake()
    {
        lastText.text = "上次:长度" + PlayerPrefs.GetInt("last1",0)  + ",分数" + PlayerPrefs.GetInt("lasts",0);
        bestText.text = "最好:长度" + PlayerPrefs.GetInt("best1", 0) + ",分数" + PlayerPrefs.GetInt("bests",0);
    }

    private 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)
        {
            //自由模式
            PlayerPrefs.SetInt("border", 0);
        }
    }

    public void StartGame()
    {
        UnityEngine.SceneManagement.SceneManager.LoadScene(1);
    }
}
StartUIController.cs
(如需转载学习,请标明出处)
原文地址:https://www.cnblogs.com/1138720556Gary/p/9733959.html