26. diel - Unity (C #) Android: Návrat do menu
V minulej lekcii, Unity (C #) Android: Vylepšenia pľuvanie ohňa , som sa zaoberal zmenou ovládanie pre pľuvanie ohňa.
Dnešná tutoriál sa bude na vyžiadanie jedného z divákov zaoberať vytvorením tlačidiel na začiatku hry, aby mal po spustení hry hráč možnosť návratu do menu.
Video
Nový PlayerMoveScript
Upravený PlayerMoveScript, ktorý prináša niekoľko metód pre ovládanie tohto skriptu cez tlačidlá zz Unity 4.6 UI.
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; // 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 (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); } }
Problémy?
Ak máte nejaké otázky, neváhajte sa opýtať v komentároch alebo mi napísať do správ.
V budúcej lekcii, Unity (C #) Android: Koniec hry , si ukážeme, ako hru nahrať na Google Play.