基本信息
源码名称:C#+Unity3d休闲跳跃游戏
源码大小:230.86M
文件格式:.zip
开发语言:C#
更新时间:2019-07-19
   友情提示:(无需注册或充值,赞助后即可获取资源下载链接)

     嘿,亲!知识可是无价之宝呢,但咱这精心整理的资料也耗费了不少心血呀。小小地破费一下,绝对物超所值哦!如有下载和支付问题,请联系我们QQ(微信同号):78630559

本次赞助数额为: 2 元 
   源码介绍

基于unity3d引擎的创意休闲跳跃游戏

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
/// <summary>
/// 猫控制器
/// </summary>
public class CatControl : MonoBehaviour {

public Animator anim;
public Rigidbody2D rb;
public AudioSource au;
public AudioClip jump,die,lose;
public BoxCollider2D colli;
/// <summary>
/// 猫死亡特效
/// </summary>
public GameObject explore;
public Global.Condition state = Global.Condition.FALL;
/// <summary>
/// 起跳速度
/// </summary>
public float speed = 13;
/// <summary>
/// 跳起中间速度
/// </summary>
public float i_s = -1;
private bool oncetimedie = true;
// Use this for initialization
void Start () 
{
oncetimedie = true;
state = Global.Condition.FALL;
i_s = -1;
}

// Update is called once per frame
void Update () 
{
switch(state)
{
case Global.Condition.FALL : Fall(); break;
case Global.Condition.STAND : Stand(); break;
case Global.Condition.UP : Up(); break;
case Global.Condition.DIE : Die(); break;
}
}
/// <summary>
/// 下落状态执行
/// </summary>
void Fall()
{
//下降过程选用重力控制
rb.bodyType = RigidbodyType2D.Dynamic;
anim.SetBool("Jump",false);
anim.SetBool("Idle",false);
anim.SetBool("Fall",true);
}
/// <summary>
/// 站立状态执行
/// </summary>
void Stand()
{
anim.SetBool("Fall",false);
anim.SetBool("Idle",true);
Global.high = this.transform.position.y;
if(GetClick())
{
//选择在准备跳跃前一刻重设i_s值,这样在跳起前i_s值为负,可区分砖块倒塌情况和自主跳起情况
i_s = speed;
state = Global.Condition.UP;
//播放跳起音效
if(Global.sound)
au.PlayOneShot(jump);
}
}
/// <summary>
/// 上升状态执行
/// </summary>
void Up()
{
DoJump();
//逻辑上i_s<=0即为下落状态,刻意使之为负,以得到更明显的逻辑区分
if(i_s <= -0.1f)
{
state = Global.Condition.FALL;
}
}
/// <summary>
/// 死亡状态执行
/// </summary>
void Die()
{
if(oncetimedie)
{
oncetimedie = false;
au.PlayOneShot(lose);
anim.SetBool("Die",true);
Instantiate(explore,this.transform.position,this.transform.rotation);
colli.enabled = false;
rb.bodyType = RigidbodyType2D.Dynamic;
StartCoroutine(Wait(2));
}
}
/// <summary>
/// 场景切换协程
/// </summary>
/// <param name="t"></param>
/// <returns></returns>
IEnumerator Wait(float t)
{
yield return new WaitForSeconds(t);
SceneManager.LoadScene("OverScene");
}
void OnCollisionEnter2D(Collision2D other)
{
if(other.gameObject.tag == "Brick")
{
// if(state == Condition.STAND)
// {
// print("横撞而死");
// state = Condition.DIE;
// }
if(state == Global.Condition.FALL)
{
print("站稳");
state = Global.Condition.STAND;
}
if(state == Global.Condition.UP)
{
print("顶死");
state = Global.Condition.DIE;
}

}
}
void OnCollisionStay2D(Collision2D other)
{
if(state == Global.Condition.FALL)
{
state = Global.Condition.STAND;
}
}
void OnCollisionExit2D(Collision2D other)
{
//这里是砖块倒塌情况的判断
if(i_s <= 0)
{
state = Global.Condition.FALL;
}
}
/// <summary>
/// 返回单击事件
/// </summary>
/// <returns></returns>
bool GetClick()
{
return (Input.GetMouseButtonDown(0));
}
/// <summary>
/// 跳跃实现
/// </summary>
void DoJump()
{
//上升过程脚本控制
rb.bodyType = RigidbodyType2D.Kinematic;
anim.SetBool("Idle",false);
anim.SetBool("Jump",true);
transform.Translate(new Vector3(0, Time.deltaTime * i_s, 0));
i_s -= 0.5f;
}
}