PHASE SEVEN
- 为Zombunny添加脚本EnemyHealth,为脚本中的Death Clip添加音效Zombunny death;
- 预设文件夹中,选择GunParticles,通过齿轮复制该组件,选中Player的子对象GunBarrelEnd,通过齿轮粘贴为新组件;
- 为GunBarrelEnd添加新组件Line Renderer,展开Matrials区域,选择材质LineRenderMaterial;展开Line Renderer的变量部分,设置Start Width和End Width为0.5,选择不开启组件Line Renderer;添加组件Light,设为黄色,选择不开启组件Light;添加组件Audio Sourece,设置Audio clip为Player Gunshot,不勾选Play On Awake;
- 为GunBarrelEnd添加脚本PlayerShooting。
PHASE EIGHT
- 右键点击HUDCanvas,添加Text重命名为ScoreText,设置位置为顶部中间,Position X为0、Position为-55、Width为300,Height为50,Text中输入文本“Score:0”,字体改为Luckiest Guy,字体大小为50,居中对齐,颜色改为白色;
- 为ScoreText添加组件Shadow,Effect Distance值设为(2,-2);
- 为ScoreText添加脚本ScoreManager;
- 保存Zombunny为预设。
脚本EnemyHealth解析
using UnityEngine;
public class EnemyHealth : MonoBehaviour
{
public int startingHealth = 100;//敌人初始血量
public int currentHealth;//敌人当前血量
public float sinkSpeed = 2.5f;//敌人死亡后下沉速度
public int scoreValue = 10;//消灭敌人的分数值
public AudioClip deathClip;//敌人死亡音效
Animator anim;//引用动画组件参数
AudioSource enemyAudio;//引用音效参数
ParticleSystem hitParticles;//引用粒子特效系统参数
CapsuleCollider capsuleCollider;//引用胶囊体参数
bool isDead;//敌人是否死亡布尔值
bool isSinking;//敌人是否在下沉布尔值
void Awake ()
{
anim = GetComponent <Animator> ();//获取动画组件
enemyAudio = GetComponent <AudioSource> ();//获取音效组件
hitParticles = GetComponentInChildren <ParticleSystem> ();//获取子对象粒子特效
capsuleCollider = GetComponent <CapsuleCollider> ();//获取组件胶囊体
currentHealth = startingHealth;//当前生命为初始生命
}
void Update ()
{
if(isSinking)
{
transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);//下沉为真值时,使敌人向下移动
}
}
public void TakeDamage (int amount, Vector3 hitPoint)
{
if(isDead)
return;//死亡时,不再受伤
enemyAudio.Play ();//播放受伤音效
currentHealth -= amount;//当前血量减去受到的伤害值
hitParticles.transform.position = hitPoint;//把射击点坐标赋值给粒子特效位置
hitParticles.Play();//播放粒子特效
if(currentHealth <= 0)
{
Death ();//敌人生命小于等于0时,敌人死亡
}
}
void Death ()
{
isDead = true;//死亡布尔值为真
capsuleCollider.isTrigger = true;//使胶囊体触发器为真
anim.SetTrigger ("Dead");//动画触发器“Dead”启动
enemyAudio.clip = deathClip;//将deathClip赋值给声音源
enemyAudio.Play ();//播放deathClip
}
public void StartSinking ()
{
GetComponent <NavMeshAgent> ().enabled = false;//寻路导航关闭
GetComponent <Rigidbody> ().isKinematic = true;//刚体受力影响为真
isSinking = true;//下沉状态为真
ScoreManager.score += scoreValue;//分数计数增加
Destroy (gameObject, 2f);//2秒后摧毁当前游戏对象
}
}
脚本PlayerShooting解析
using UnityEngine;
public class PlayerShooting : MonoBehaviour
{
public int damagePerShot = 20;//定义每次射击的伤害值
public float timeBetweenBullets = 0.15f;//射击间隔
public float range = 100f;//射击范围
float timer;//计时器,用于判定射击的时间间隔
Ray shootRay;//射击的射线
RaycastHit shootHit;//射击的点
int shootableMask;//可被射击层的遮罩
ParticleSystem gunParticles;//枪的粒子特效
LineRenderer gunLine;//枪的组件LineRenderer
AudioSource gunAudio;//射击音效
Light gunLight;//射击的光照效果
float effectsDisplayTime = 0.2f;//特效持续时间
void Awake ()
{
shootableMask = LayerMask.GetMask ("Shootable");//获取可射击层
gunParticles = GetComponent<ParticleSystem> ();//获取粒子特效组件
gunLine = GetComponent <LineRenderer> ();//获取线渲染器组件
gunAudio = GetComponent<AudioSource> ();//获取音效
gunLight = GetComponent<Light> ();
}//获取光特效组件
void Update ()
{
timer += Time.deltaTime;//tiemr计时器
if(Input.GetButton ("Fire1") && timer >= timeBetweenBullets && Time.timeScale != 0)
{
Shoot ();//输入开火键 且 计时器大于射击间隔时间 且 timeScale传递时间不为0时 进行射击
}
if(timer >= timeBetweenBullets * effectsDisplayTime) //计时器大于等于射击间隔时间*特效显示时间时
{
DisableEffects ();//关闭射击特效
}
}
public void DisableEffects ()
{
gunLine.enabled = false;//线渲染器关闭
gunLight.enabled = false;//光照组件关闭
}
void Shoot ()
{
timer = 0f;//射击时计时器重置
gunAudio.Play ();//播放设计音效
gunLight.enabled = true;//光照特效开启
gunParticles.Stop ();//粒子特效关闭
gunParticles.Play ();//粒子特效开启
gunLine.enabled = true;//线渲染器开启
gunLine.SetPosition (0, transform.position);//设置线段起始点为枪所在位置
shootRay.origin = transform.position;//射线起始点为枪的坐标
shootRay.direction = transform.forward;//射线的方向枪的正前方
if(Physics.Raycast (shootRay, out shootHit, range, shootableMask))//射线与射线层内的碰撞器有交集时为真
{
EnemyHealth enemyHealth = shootHit.collider.GetComponent <EnemyHealth> ();//获取射击点所在碰撞器物体的组件的血量脚本
if(enemyHealth != null)//脚本存在时
{
enemyHealth.TakeDamage (damagePerShot, shootHit.point);//射击点所在的敌人执行受伤的方法
}
gunLine.SetPosition (1, shootHit.point);//脚本不存在时,设置线段目标点为射击位置
}
else
{
gunLine.SetPosition (1, shootRay.origin + shootRay.direction * range);//射线与可射击层无交集时,设置线段目标点为为枪所在位置加上射线的长度范围
}
}
}
脚本ScoreManager解析
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
public class ScoreManager : MonoBehaviour
{
public static int score;//静态整型变量分数值
Text text;//定义引用文本参数
void Awake ()
{
text = GetComponent <Text> ();//获取当前对象的文本组件
score = 0;//初始化分数为0
}
void Update ()
{
text.text = "Score: " + score;显示文本值及分数的数值
}
}