27. diel - Unity (C #) Android: Koniec hry
V minulej lekcii, Unity (C #) Android: Návrat do menu , som sa zaoberal možnosťou kedy sa môže hráč ešte pred začiatkom hry vrátiť do menu.
Dnešné tutoriál už naplní mnou dlho dávaný sľub, kedy som hovoril, že urobím koniec hry. Zároveň mi prišlo ako dobrý nápad vytvoriť tlačidlo, ktoré je voľne škálovateľné, teda bez deformácie alebo straty kvality.
Video
Nový PlayerMoveScript
Upravený PlayerMoveScript prináša detekciu smrti.
using UnityEngine.UI; using UnityEngine; using System.Collections; public class PlayerMoveScript : MonoBehaviour { public LayerMask touchControlLayerMask; public GameObject StartGameButtonPanel; public Text countOfFireText; float flapAmount = 10; public float speed = 150; bool android; bool started = false; private bool paused = false; private Quaternion pausedRotation; public GameObject pauseIndicator; Animator anim; private bool didFlap = false; private GameObject flame; private float fireLength = 2; private float currentFlameTime = 0; private bool currentlyFlaming = false; private int countOfFires = 5; private bool died = false; // Use this for initialization void Start() { anim = GetComponent<Animator>(); flame = transform.GetChild(0).gameObject; if (Application.platform == RuntimePlatform.Android) android = true; else android = false; } // Update is called once per frame void Update () { if (died) { Vector3 velDied = rigidbody2D.velocity; velDied.x = 0; rigidbody2D.velocity = velDied; return; } if (currentlyFlaming) { if (currentFlameTime <= 0) { currentFlameTime = 0; DeactivateFire(); } else { currentFlameTime -= Time.deltaTime; } } if (Input.GetKeyDown(KeyCode.Escape)) { paused = !paused; if (paused) { Time.timeScale = 0; //pauseIndicator.enabled = true; pauseIndicator.SetActive(true); pausedRotation = transform.rotation; } else { Time.timeScale = 1; //pauseIndicator.enabled = false; pauseIndicator.SetActive(false); } } if (paused) { if (!android) { if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)) { didFlap = true; } } else { if (Input.touches.Length > 0) { didFlap = true; } } transform.rotation = pausedRotation; return; } if (!started) { /* if (!android) { if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)) { StartGame(); } } else { if (Input.touches.Length > 0) { StartGame(); } }*/ return; } Vector3 vel = rigidbody2D.velocity; if (didFlap) { didFlap = false; vel = Flap(vel); } if (!android) { if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)) { if(RaycastingDragon(Input.mousePosition)) ActivateFire(); vel = Flap(vel); } } else { if (Input.touches.Length > 0) { vel = Flap(vel); } } vel.x = speed * Time.deltaTime; rigidbody2D.velocity = vel; RotateMe(vel.y); } private bool RaycastingDragon(Vector3 mousePos) { Ray r = Camera.main.ScreenPointToRay(mousePos); RaycastHit2D hit = Physics2D.Raycast(r.origin, r.direction, Mathf.Infinity, touchControlLayerMask); if (hit.collider == null) { return false; } return true; } public void StartGame() { started = true; rigidbody2D.gravityScale = 2.5f; Vector3 vel = rigidbody2D.velocity; vel = Flap(vel); rigidbody2D.velocity = vel; print("Called start game 1"); StartGameButtonPanel.SetActive(false); } public void StartGame2() { started = true; rigidbody2D.gravityScale = 2.5f; Vector3 vel = rigidbody2D.velocity; vel = Flap(vel); rigidbody2D.velocity = vel; print("Called start game 2"); StartGameButtonPanel.SetActive(false); } public void RestartGame() { Application.LoadLevel(Application.loadedLevel); } public void BackToMenu() { Application.LoadLevel("menu_4"); } void RotateMe(float y) { // -20, 10 // -70, 0 // 0 -70 if(y >= 0) { transform.rotation = Quaternion.Euler(0, 0, 0); } else { float angle = Mathf.Lerp(0, -70, -y); transform.rotation = Quaternion.Lerp(transform.rotation, Quaternion.Euler(0, 0, angle), 0.05f); } } Vector3 Flap(Vector3 v) { anim.SetTrigger("DoFlap"); v.y = flapAmount; return v; } void ActivateFire() { if (countOfFires <= 0) return; countOfFires--; countOfFireText.text = "Fire count avalible: " + countOfFires; currentlyFlaming = true; flame.SetActive(true); currentFlameTime = fireLength; } void DeactivateFire() { currentlyFlaming = false; flame.SetActive(false); } public void Died() { died = true; } }
Upravený HealthScript
using UnityEngine; using System.Collections; public class HealthScript : MonoBehaviour { int health = 100; float initSize; bool dead = false; public Animator PlayerAnimator; private PlayerMoveScript playerMoveScript; public GameObject buttonsPanel; // Use this for initialization void Start () { playerMoveScript = PlayerAnimator.GetComponent<PlayerMoveScript>(); initSize = transform.localScale.x; health = 100; RefreshScore(); } public int Hit(int damage) { if (dead) return 0; health -= damage; RefreshScore(); if (health <= 0) Die(); return health; } void Die() { PlayerAnimator.SetTrigger("DiedTrigger"); dead = true; playerMoveScript.Died(); buttonsPanel.SetActive(true); } void RefreshScore() { //transform.GetChild(0).guiText.text = "Health: " + health; Vector3 scale = transform.localScale; scale.x = initSize / 100 * health; transform.localScale = scale; } }
Ako hra vyzerá teraz?
Problémy?
Ak máte nejaké otázky, neváhajte sa opýtať v komentároch alebo mi napísať do správ.