基於Unity的2d動畫遊戲-------------------c#開發

2020-10-19 16:00:12

基於unity的2d動畫製作----基於c#語言開發,類似於《DNF》的2d介面,目前只有一個遊戲場景。成果圖UI如下圖所示在這裡插入圖片描述

遊戲成果視訊已經上傳B站:

2dAnimation遊戲

遊戲開發主要步驟:

1.素材收集(來自Unity的Asset Store)

2.UI設計(隨心所欲)

3.剛體碰撞規則等(csharp程式碼)

Hierarchy的整體結構如下:每個物體的名稱和它的英文名大概一致。

在這裡插入圖片描述

指令碼構造如下:在這裡插入圖片描述

部分PlayerController的程式碼如下:

`//author:劉家誠:date:2020.10.16

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//author:劉家誠:date:2020.10.16
public class PlayerController : MonoBehaviour
{
    //控制角色的移動,生命,動畫等
    public float speed = 5f;//移動速度

    private int maxHealth = 5;//最大生命值

    private int currentHealth;//當前生命值

    private float invicibleTime = 2f;//無敵時間

    private float invincibleTimer;//無敵計時器

    private bool isInvincible;//是否無敵

    public GameObject bulletPrefab;//子彈

   


    //=====玩家的朝向=====
    private Vector2 lookDirection = new Vector2(1, 0);
    //不希望公開,但希望存取屬性值
    public int MyMaxHealth
    {
        get
        {
            return maxHealth;
        }
    }

    public int MyCurrentHealth
    {
        get
        {
            return currentHealth;
        }
    }

    Rigidbody2D rbody;
    Animator anim;
    // Start is called before the first frame update
    void Start()
    {
        //獲取剛體元件
        rbody = GetComponent<Rigidbody2D>();
        currentHealth = 2;//初始生命值
        invincibleTimer = 0;

        rbody = GetComponent<Rigidbody2D>();
        anim = GetComponent<Animator>();

        
    }

    // Update is called once per frame
    void Update()
    {
        
        //Time.deltaTime是計算機渲染一幀所需時間
        float moveX = Input.GetAxisRaw("Horizontal");//控制水平移動方向A:-1,D:1
        float moveY = Input.GetAxisRaw("Vertical");//控制水平移動方向w:1,s:-1

        Vector2 moveVector = new Vector2(moveX, moveY);
        //防止鬆手朝向改變
        if (moveVector.x != 0 || moveVector.y != 0)
        {
            lookDirection = moveVector;
        }
        anim.SetFloat("Look X", lookDirection.x);
        anim.SetFloat("Look Y",lookDirection.y);
        anim.SetFloat("Speed", moveVector.magnitude);//根據向量大小來判斷
       


        //=========移動==========
        Vector2 position = rbody.position;
        //position.x += moveX * speed * Time.deltaTime;
        // position.y += moveY * speed * Time.deltaTime;
        position += moveVector * speed * Time.deltaTime;
        rbody.MovePosition(position);//實現剛體的移動
        //==========無敵記時==========
        if (isInvincible)
        {
            invincibleTimer -= Time.deltaTime;
            if (invincibleTimer < 0)
            {
                isInvincible = false;//記錄時間,2s後無敵時間消失
            }
        }
        //========按下j鍵進行攻擊=========
        if (Input.GetKeyDown(KeyCode.J))
        {
            anim.SetTrigger("Launch"); 
            GameObject bullet = Instantiate(bulletPrefab, rbody.position+Vector2.up*0.5f, Quaternion.identity);
            BulletController bc = bullet.GetComponent<BulletController>();
            if (bc != null)
            {
                bc.Move(lookDirection, 300);
            }
        }
    }
    //改變玩家生命值
    public void ChangeHealth(int amount)
    {
        //收到傷害
        if (amount < 0)
        {
            if (isInvincible == true)//如果是無敵,則退出
            {
                return;
            }
            
            isInvincible = true;//變成無敵
            invincibleTimer = invicibleTime;
            
        }
        Debug.Log(currentHealth + "/" + maxHealth);
        //用Mathf約束一下
        currentHealth = Mathf.Clamp(currentHealth + amount, 0, maxHealth);
        Debug.Log(currentHealth + "/" + maxHealth);
    }
    //與玩家的碰撞檢測
    
}

```csharp
在這裡插入程式碼片

EnemyController的部分程式碼如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//author:劉家誠:date:2020.10.16
//敵人控制相關
public class EnemyController : MonoBehaviour
{
    private float speed = 7;

    private Rigidbody2D rbody;
    //是否垂直
    public bool isVertical;

    public float changeDirectionTime = 2;

    private float changeTimer;//計時器

    private Vector2 moveDirection;//移動方向

    private Animator anim;

    private bool isFixed;//是否被修復


    // Start is called before the first frame update
    void Start()
    {
        rbody = GetComponent<Rigidbody2D>();//獲取剛體

        moveDirection = isVertical ? Vector2.up : Vector2.right;//判斷是否垂直

        changeTimer = changeDirectionTime;

        anim = GetComponent<Animator>();//獲取anim

        isFixed = false;
    }

    // Update is called once per frame
    void Update()
    {
        //被修復,不執行以下所有程式碼
        if (isFixed) return;
        changeTimer -= Time.deltaTime;
        if (changeTimer < 0)
        {
            moveDirection *= -1;
            changeTimer = changeDirectionTime;
        }

        Vector2 position = rbody.position;
        position.x += moveDirection.x * speed * Time.deltaTime;
        position.y += moveDirection.y * speed * Time.deltaTime;
        rbody.MovePosition(position);
        anim.SetFloat("movex", moveDirection. x);
        anim.SetFloat("movey", moveDirection.y);
    }
    private void OnCollisionEnter2D(Collision2D collision)
    {
        PlayerController pc = collision.gameObject.GetComponent<PlayerController>();
        if (pc != null)
        {
            pc.ChangeHealth(-1);
        }
    }
    public void Fixed()
    {
        isFixed = true;
        rbody.simulated = false;
        anim.SetTrigger("fix");//播放被修復的動畫
    }
}

BulletController的程式碼如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//author:劉家誠:date:2020.10.16
/// <summary>
/// 控制子彈的移動
/// </summary>
public class BulletController : MonoBehaviour
{
    Rigidbody2D rbody;
    // Start is called before the first frame update
    void Awake()
    {
        rbody = GetComponent<Rigidbody2D>();
        Destroy(this.gameObject, 2f);
    }

    // Update is called once per frame
    void Update()
    {
        
    }
    public void Move(Vector2 moveDirection,float moveForce)
    {
        rbody.AddForce(moveDirection * moveForce);
    }
    //=====碰撞檢測=====
    private void OnCollisionEnter2D(Collision2D collision)
    {
        EnemyController ec = collision.gameObject.GetComponent<EnemyController>();
        if (ec != null)
        {
            Debug.Log("碰到敵人了");
            ec.Fixed();//修復敵人

        }
        Destroy(this.gameObject);
    }

    
}

Dangerous的程式碼如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//author:劉家誠:date:2020.10.16
public class Dangerous : MonoBehaviour
{
    //傷害陷阱
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        
    }
    public void OnTriggerStay2D(Collider2D collision)
    {
        PlayerController pc = collision.GetComponent<PlayerController>();
        if (pc != null)
        {
            pc.ChangeHealth(-1);
        }
    }
}

Collectable的程式碼如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//author:劉家誠:date:2020.10.16
public class CollectAble : MonoBehaviour
{
    //草莓被玩家碰撞時檢測的相關類
    // Start is called before the first frame update
    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        //檢測到有PlayerController
        PlayerController pc = collision.GetComponent<PlayerController>();
        if (pc != null)
        {
            if (pc.MyCurrentHealth < pc.MyMaxHealth) {
                pc.ChangeHealth(1);
                Destroy(this.gameObject);
            }
            

        }
    }
}