版權申明:
- 博客園『優夢創客』的空間:https://www.cnblogs.com/raymondking123
- 優夢創客的官方博客:https://91make.top
- 優夢創客的遊戲講堂:https://91make.ke.qq.com
- 『優夢創客』的微信公衆號:umaketop
目標
- Tower的Cylinder的放大,防止先打到磚塊
- 場景的調色
- 命中後子彈消失
- Tank的調整
- 磚塊淡出禁用碰撞體
- Tower沒有上升完畢禁止射擊
Tower的Cylinder的放大
- 把咱們的Cylinder放大至合適的大小(比磚塊大一些)便可;
場景的調色
- 首先在咱們的場景上找到太陽光(Directional Light)並把顏色參數設置爲以下所示:

命中後子彈消失
- 打開咱們的Projectile腳本,找到碰撞發生函數,並添加以下代碼
private void OnCollisionEnter(Collision collision)
{
if(collision.gameObject.tag == "Tower")
{
Destroy(gameObject);
collision.transform.parent.GetComponent<Tower>().DropTower();
}
if(collision.gameObject.tag == "Arch")
{
lober.endPos = player.transform.position;
lober.enabled = true;
player.gameover = true;
Destroy(gameObject, 1.5f);
}
}
Tank的調整
- 打開咱們的Level1預製體找到咱們的Tank把Tank拖到Level1的子節點,也就是和平臺是同一節點便可

磚塊淡出禁用碰撞體
- 首先打開咱們的方塊預製體和圓柱預製體把裏面的碰撞體Collider都更改成MeshCollider。
- 打開咱們的Bricks腳本找到setFadeout函數添加以下代碼便可:
internal void setFadeout()
{
isFadeout = true;
GetComponent<MeshCollider>().enabled = false;
}
Tower沒有上升完畢禁止射擊
- 打開Tank腳本增長一個Bool變量名爲isMovingUp而後在Update函數裏編寫以下代碼
void Update()
{
if (gameover)
return;
if (Input.GetButtonDown("Fire1"))
{
pressTime = Time.time;
}
if (isMovingUp)
return;
if (Input.GetButton("Fire1")&&Time.time - lastFireTime>0.2f)
{
//每一幀計算當前時間-按下時間之差d
float d = Time.time - pressTime;
//實例化一個子彈;
var transProj = Instantiate(Bullet).transform;
float f = d / 2;//最大2秒內有變化,超過2秒使用最高音高係數(1)
if (f > 1)
{
f = 1;
}
transProj.GetComponent<AudioSource>().pitch = 1 + f * 2;
//設置子彈的父節點;
transProj.SetParent(transform, false);
//設置子彈的座標;
transProj.position = ShotPos.position;
//給子彈一個力,能夠讓子彈往前移動;
Vector3 v = ShotPos.forward * 20;
transProj.GetComponent<Rigidbody>().AddForce(v, ForceMode.Impulse);
lastFireTime = Time.time;
}
}
public class Tower : MonoBehaviour
{
public int Height;
public Color[] Colors = new Color[2];
public GameObject brickPrefab;
public List<GameObject> bricks = new List<GameObject>();
public bool isRisenUp = false;//磚塊是否是所有從地下鑽上來了
public Tank tank;
// Start is called before the first frame update
void Start()
{
tank = GameObject.Find("Player").GetComponent<Tank>();
for(int i = 0; i < Height; i++)
{
GameObject goBrick = Instantiate(brickPrefab);
goBrick.transform.SetParent(transform,false );
goBrick.transform.Translate(0, i, 0,Space.Self);
goBrick.GetComponent<MeshRenderer>().material.color = Colors[i % 2];
goBrick.transform.Rotate(0, i*10, 0,Space.Self);
bricks.Add(goBrick);
}
StartCoroutine(RiseUpFormUnderground());
}
IEnumerator RiseUpFormUnderground()
{
transform.Translate(0, -Height * transform.lossyScale.y, 0, Space.Self);
while (transform.position.y<0.8*transform.lossyScale.y)
{
transform.Translate(0, 5 * Time.deltaTime, 0, Space.Self);
yield return null;
}
isRisenUp = true;
tank.isMovingUp = false;
}
// Update is called once per frame
}