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Unity3D开发技术研究构建实战小游戏项目之幻径(对象池模块应

Unity3D开发技术研究构建实战小游戏项目之幻径(对象池模块应

作者: TonyWan_AR | 来源:发表于2021-08-01 23:32 被阅读0次

一、框架视图

二、关键代码

CameraFollow

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraFollow : MonoBehaviour
{
    private Transform target;
    private Vector3 offset;
    private Vector2 velocity;

    private void Update()
    {
        if (target == null && GameObject.FindGameObjectWithTag("Player") != null)
        {
            target = GameObject.FindGameObjectWithTag("Player").transform;
            offset = target.position - transform.position;
        }
    }
    private void FixedUpdate()
    {
        if (target != null)
        {
            float posX = Mathf.SmoothDamp(transform.position.x,
                target.position.x - offset.x, ref velocity.x, 0.05f);
            float posY = Mathf.SmoothDamp(transform.position.y,
               target.position.y - offset.y, ref velocity.y, 0.05f);

            if (posY > transform.position.y)
                transform.position = new Vector3(posX, posY, transform.position.z);
        }
    }
}

GameData

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[System.Serializable]
public class GameData
{
    /// <summary>
    /// 是否再来一次游戏
    /// </summary>
    public static bool IsAgainGame = false;

    private bool isFirstGame;
    private bool isMusicOn;
    private int[] bestScoreArr;
    private int selectSkin;
    private bool[] skinUnlocked;
    private int diamondCount;

    public void SetIsFirstGame(bool isFirstGame)
    {
        this.isFirstGame = isFirstGame;
    }
    public void SetIsMusicOn(bool isMusicOn)
    {
        this.isMusicOn = isMusicOn;
    }
    public void SetBestScoreArr(int[] bestScoreArr)
    {
        this.bestScoreArr = bestScoreArr;
    }
    public void SetSelectSkin(int selectSkin)
    {
        this.selectSkin = selectSkin;
    }
    public void SetSkinUnlocked(bool[] skinUnlocked)
    {
        this.skinUnlocked = skinUnlocked;
    }
    public void SetDiamondCount(int diamondCount)
    {
        this.diamondCount = diamondCount;
    }


    public bool GetIsFirstGame()
    {
        return isFirstGame;
    }
    public bool GetIsMusicOn()
    {
        return isMusicOn;
    }
    public int[] GetBestScoreArr()
    {
        return bestScoreArr;
    }
    public int GetSelectSkin()
    {
        return selectSkin;
    }
    public bool[] GetSkinUnlocked()
    {
        return skinUnlocked;
    }
    public int GetDiamondCount()
    {
        return diamondCount;
    }
}

GameManager

using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization.Formatters.Binary;
using UnityEngine;
using System.IO;
using System.Linq;

public class GameManager : MonoBehaviour
{
    public static GameManager Instance;
    private GameData data;
    private ManagerVars vars;

    /// <summary>
    /// 游戏是否开始
    /// </summary>
    public bool IsGameStarted { get; set; }
    /// <summary>
    /// 游戏是否结束
    /// </summary>
    public bool IsGameOver { get; set; }
    public bool IsPause { get; set; }
    /// <summary>
    /// 玩家是否开始移动
    /// </summary>
    public bool PlayerIsMove { get; set; }
    /// <summary>
    /// 游戏成绩
    /// </summary>
    private int gameScore;
    private int gameDiamond;


    private bool isFirstGame;
    private bool isMusicOn;
    private int[] bestScoreArr;
    private int selectSkin;
    private bool[] skinUnlocked;
    private int diamondCount;

    private void Awake()
    {
        vars = ManagerVars.GetManagerVars();
        Instance = this;
        EventCenter.AddListener(EventDefine.AddScore, AddGameScore);
        EventCenter.AddListener(EventDefine.PlayerMove, PlayerMove);
        EventCenter.AddListener(EventDefine.AddDiamond, AddGameDiamond);

        if (GameData.IsAgainGame)
        {
            IsGameStarted = true;
        }
        InitGameData();
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener(EventDefine.AddScore, AddGameScore);
        EventCenter.RemoveListener(EventDefine.PlayerMove, PlayerMove);
        EventCenter.RemoveListener(EventDefine.AddDiamond, AddGameDiamond);
    }
    /// <summary>
    /// 保存成绩
    /// </summary>
    /// <param name="score"></param>
    public void SaveScore(int score)//60
    {
        List<int> list = bestScoreArr.ToList();
        //从大到小排序list
        list.Sort((x, y) => (-x.CompareTo(y)));
        bestScoreArr = list.ToArray();

        //50 20 10
        int index = -1;
        for (int i = 0; i < bestScoreArr.Length; i++)
        {
            if (score > bestScoreArr[i])
            {
                index = i;
            }
        }
        if (index == -1) return;

        for (int i = bestScoreArr.Length - 1; i > index; i--)
        {
            bestScoreArr[i] = bestScoreArr[i - 1];
        }
        bestScoreArr[index] = score;

        Save();
    }
    /// <summary>
    /// 获取最高分
    /// </summary>
    /// <returns></returns>
    public int GetBestScore()
    {
        return bestScoreArr.Max();
    }
    /// <summary>
    /// 获得最高分数组
    /// </summary>
    /// <returns></returns>
    public int[] GetScoreArr()
    {
        List<int> list = bestScoreArr.ToList();
        //从大到小排序list
        list.Sort((x, y) => (-x.CompareTo(y)));
        bestScoreArr = list.ToArray();

        return bestScoreArr;
    }
    /// <summary>
    /// 玩家移动会调用到此方法
    /// </summary>
    private void PlayerMove()
    {
        PlayerIsMove = true;
    }
    /// <summary>
    /// 增加游戏成绩
    /// </summary>
    private void AddGameScore()
    {
        if (IsGameStarted == false || IsGameOver || IsPause) return;

        gameScore++;
        EventCenter.Broadcast(EventDefine.UpdateScoreText, gameScore);
    }
    /// <summary>
    /// 获取游戏成绩
    /// </summary>
    public int GetGameScore()
    {
        return gameScore;
    }
    /// <summary>
    /// 更新游戏钻石数量
    /// </summary>
    private void AddGameDiamond()
    {
        gameDiamond++;
        EventCenter.Broadcast(EventDefine.UpdateDiamondText, gameDiamond);
    }
    /// <summary>
    /// 获得吃到的钻石数
    /// </summary>
    /// <returns></returns>
    public int GetGameDiamond()
    {
        return gameDiamond;
    }
    /// <summary>
    /// 获取当前皮肤是否解锁
    /// </summary>
    /// <param name="index"></param>
    /// <returns></returns>
    public bool GetSkinUnlocked(int index)
    {
        return skinUnlocked[index];
    }
    /// <summary>
    /// 设置当前皮肤解锁
    /// </summary>
    /// <param name="index"></param>
    public void SetSkinUnloacked(int index)
    {
        skinUnlocked[index] = true;
        Save();
    }
    /// <summary>
    /// 获取所有得钻石数量
    /// </summary>
    /// <returns></returns>
    public int GetAllDiamond()
    {
        return diamondCount;
    }
    /// <summary>
    /// 更新总钻石数量
    /// </summary>
    /// <param name="value"></param>
    public void UpdateAllDiamond(int value)
    {
        diamondCount += value;
        Save();
    }
    /// <summary>
    /// 设置当前选择的皮肤下标
    /// </summary>
    /// <param name="index"></param>
    public void SetSelectedSkin(int index)
    {
        selectSkin = index;
        Save();
    }
    /// <summary>
    /// 获得当前选择的皮肤
    /// </summary>
    /// <returns></returns>
    public int GetCurrentSelectedSkin()
    {
        return selectSkin;
    }
    /// <summary>
    /// 设置音效是否开启
    /// </summary>
    /// <param name="value"></param>
    public void SetIsMusicOn(bool value)
    {
        isMusicOn = value;
        Save();
    }
    /// <summary>
    /// 获取音效是否开启
    /// </summary>
    /// <returns></returns>
    public bool GetIsMusicOn()
    {
        return isMusicOn;
    }
    /// <summary>
    /// 初始化游戏数据
    /// </summary>
    private void InitGameData()
    {
        Read();
        if (data != null)
        {
            isFirstGame = data.GetIsFirstGame();
        }
        else
        {
            isFirstGame = true;
        }
        //如果第一次开始游戏
        if (isFirstGame)
        {
            isFirstGame = false;
            isMusicOn = true;
            bestScoreArr = new int[3];
            selectSkin = 0;
            skinUnlocked = new bool[vars.skinSpriteList.Count];
            skinUnlocked[0] = true;
            diamondCount = 10;

            data = new GameData();
            Save();
        }
        else
        {
            isMusicOn = data.GetIsMusicOn();
            bestScoreArr = data.GetBestScoreArr();
            selectSkin = data.GetSelectSkin();
            skinUnlocked = data.GetSkinUnlocked();
            diamondCount = data.GetDiamondCount();
        }
    }
    /// <summary>
    /// 储存数据
    /// </summary>
    private void Save()
    {
        try
        {
            BinaryFormatter bf = new BinaryFormatter();
            using (FileStream fs = File.Create(Application.persistentDataPath + "/GameData.data"))
            {
                data.SetBestScoreArr(bestScoreArr);
                data.SetDiamondCount(diamondCount);
                data.SetIsFirstGame(isFirstGame);
                data.SetIsMusicOn(isMusicOn);
                data.SetSelectSkin(selectSkin);
                data.SetSkinUnlocked(skinUnlocked);
                bf.Serialize(fs, data);
            }

        }
        catch (System.Exception e)
        {
            Debug.Log(e.Message);
        }
    }
    /// <summary>
    /// 读取
    /// </summary>
    private void Read()
    {
        try
        {
            BinaryFormatter bf = new BinaryFormatter();
            using (FileStream fs = File.Open(Application.persistentDataPath + "/GameData.data", FileMode.Open))
            {
                data = (GameData)bf.Deserialize(fs);
            }
        }
        catch (System.Exception e)
        {

            Debug.Log(e.Message);
        }
    }
    /// <summary>
    /// 重置数据
    /// </summary>
    public void ResetData()
    {
        isFirstGame = false;
        isMusicOn = true;
        bestScoreArr = new int[3];
        selectSkin = 0;
        skinUnlocked = new bool[vars.skinSpriteList.Count];
        skinUnlocked[0] = true;
        diamondCount = 10;

        Save();
    }
}

ObjectPool

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ObjectPool : MonoBehaviour
{
    public static ObjectPool Instance;

    public int initSpawnCount = 5;
    private List<GameObject> normalPlatformList = new List<GameObject>();
    private List<GameObject> commonPlatformList = new List<GameObject>();
    private List<GameObject> grassPlatformList = new List<GameObject>();
    private List<GameObject> winterPlatformList = new List<GameObject>();
    private List<GameObject> spikePlatformLeftList = new List<GameObject>();
    private List<GameObject> spikePlatformRightList = new List<GameObject>();
    private List<GameObject> deathEffectList = new List<GameObject>();
    private List<GameObject> diamondList = new List<GameObject>();
    private ManagerVars vars;

    private void Awake()
    {
        Instance = this;
        vars = ManagerVars.GetManagerVars();
        Init();
    }
    private void Init()
    {
        for (int i = 0; i < initSpawnCount; i++)
        {
            InstantiateObject(vars.normalPlatformPre, ref normalPlatformList);
        }
        for (int i = 0; i < initSpawnCount; i++)
        {
            for (int j = 0; j < vars.commonPlatformGroup.Count; j++)
            {
                InstantiateObject(vars.commonPlatformGroup[j], ref commonPlatformList);
            }
        }
        for (int i = 0; i < initSpawnCount; i++)
        {
            for (int j = 0; j < vars.grassPlatformGroup.Count; j++)
            {
                InstantiateObject(vars.grassPlatformGroup[j], ref grassPlatformList);
            }
        }
        for (int i = 0; i < initSpawnCount; i++)
        {
            for (int j = 0; j < vars.winterPlatformGroup.Count; j++)
            {
                InstantiateObject(vars.winterPlatformGroup[j], ref winterPlatformList);
            }
        }
        for (int i = 0; i < initSpawnCount; i++)
        {
            InstantiateObject(vars.spikePlatformLeft, ref spikePlatformLeftList);
        }
        for (int i = 0; i < initSpawnCount; i++)
        {
            InstantiateObject(vars.spikePlatformRight, ref spikePlatformRightList);
        }
        for (int i = 0; i < initSpawnCount; i++)
        {
            InstantiateObject(vars.deathEffect, ref deathEffectList);
        }
        for (int i = 0; i < initSpawnCount; i++)
        {
            InstantiateObject(vars.diamondPre, ref diamondList);
        }
    }
    private GameObject InstantiateObject(GameObject prefab, ref List<GameObject> addList)
    {
        GameObject go = Instantiate(prefab, transform);
        go.SetActive(false);
        addList.Add(go);
        return go;
    }

    /// <summary>
    /// 获取单个平台
    /// </summary>
    /// <returns></returns>
    public GameObject GetNormalPlatform()
    {
        for (int i = 0; i < normalPlatformList.Count; i++)
        {
            if (normalPlatformList[i].activeInHierarchy == false)
            {
                return normalPlatformList[i];
            }
        }
        return InstantiateObject(vars.normalPlatformPre, ref normalPlatformList);
    }
    /// <summary>
    /// 获取通用组合平台
    /// </summary>
    /// <returns></returns>
    public GameObject GetCommonPlatformGroup()
    {
        for (int i = 0; i < commonPlatformList.Count; i++)
        {
            if (commonPlatformList[i].activeInHierarchy == false)
            {
                return commonPlatformList[i];
            }
        }
        int ran = Random.Range(0, vars.commonPlatformGroup.Count);
        return InstantiateObject(vars.commonPlatformGroup[ran], ref commonPlatformList);
    }
    /// <summary>
    /// 获取草地组合平台
    /// </summary>
    /// <returns></returns>
    public GameObject GetGrassPlatformGroup()
    {
        for (int i = 0; i < grassPlatformList.Count; i++)
        {
            if (grassPlatformList[i].activeInHierarchy == false)
            {
                return grassPlatformList[i];
            }
        }
        int ran = Random.Range(0, vars.grassPlatformGroup.Count);
        return InstantiateObject(vars.grassPlatformGroup[ran], ref grassPlatformList);
    }
    /// <summary>
    /// 获取冬季组合平台
    /// </summary>
    /// <returns></returns>
    public GameObject GetWinterPlatformGroup()
    {
        for (int i = 0; i < winterPlatformList.Count; i++)
        {
            if (winterPlatformList[i].activeInHierarchy == false)
            {
                return winterPlatformList[i];
            }
        }
        int ran = Random.Range(0, vars.winterPlatformGroup.Count);
        return InstantiateObject(vars.winterPlatformGroup[ran], ref winterPlatformList);
    }

    /// <summary>
    /// 获取左边钉子组合平台
    /// </summary>
    /// <returns></returns>
    public GameObject GetLeftSpikePlatform()
    {
        for (int i = 0; i < spikePlatformLeftList.Count; i++)
        {
            if (spikePlatformLeftList[i].activeInHierarchy == false)
            {
                return spikePlatformLeftList[i];
            }
        }
        return InstantiateObject(vars.spikePlatformLeft, ref spikePlatformLeftList);
    }
    /// <summary>
    /// 获取右边钉子组合平台
    /// </summary>
    /// <returns></returns>
    public GameObject GetRightSpikePlatform()
    {
        for (int i = 0; i < spikePlatformRightList.Count; i++)
        {
            if (spikePlatformRightList[i].activeInHierarchy == false)
            {
                return spikePlatformRightList[i];
            }
        }
        return InstantiateObject(vars.spikePlatformRight, ref spikePlatformRightList);
    }
    /// <summary>
    /// 获取死亡特效
    /// </summary>
    /// <returns></returns>
    public GameObject GetDeathEffect()
    {
        for (int i = 0; i < deathEffectList.Count; i++)
        {
            if (deathEffectList[i].activeInHierarchy == false)
            {
                return deathEffectList[i];
            }
        }
        return InstantiateObject(vars.deathEffect, ref deathEffectList);
    }
    /// <summary>
    /// 获取钻石
    /// </summary>
    /// <returns></returns>
    public GameObject GetDiamond()
    {
        for (int i = 0; i < diamondList.Count; i++)
        {
            if (diamondList[i].activeInHierarchy == false)
            {
                return diamondList[i];
            }
        }
        return InstantiateObject(vars.diamondPre, ref diamondList);
    }
}

PlatformScript

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlatformScript : MonoBehaviour
{
    public SpriteRenderer[] spriteRenderers;
    public GameObject obstacle;
    private bool startTimer;
    private float fallTime;
    private Rigidbody2D my_Body;

    private void Awake()
    {
        my_Body = GetComponent<Rigidbody2D>();
    }
    public void Init(Sprite sprite, float fallTime, int obstacleDir)
    {
        my_Body.bodyType = RigidbodyType2D.Static;
        this.fallTime = fallTime;
        startTimer = true;
        for (int i = 0; i < spriteRenderers.Length; i++)
        {
            spriteRenderers[i].sprite = sprite;
        }

        if (obstacleDir == 0)//朝右边
        {
            if (obstacle != null)
            {
                obstacle.transform.localPosition = new Vector3(-obstacle.transform.localPosition.x,
                    obstacle.transform.localPosition.y, 0);
            }
        }
    }
    private void Update()
    {
        if (GameManager.Instance.IsGameStarted == false || GameManager.Instance.PlayerIsMove == false) return;

        if (startTimer)
        {
            fallTime -= Time.deltaTime;
            if (fallTime < 0)//倒计时结束
            {
                //掉落
                startTimer = false;
                if (my_Body.bodyType != RigidbodyType2D.Dynamic)
                {
                    my_Body.bodyType = RigidbodyType2D.Dynamic;
                    StartCoroutine(DealyHide());
                }
            }
        }
        if (transform.position.y - Camera.main.transform.position.y < -6)
        {
            StartCoroutine(DealyHide());
        }
    }
    private IEnumerator DealyHide()
    {
        yield return new WaitForSeconds(1f);
        gameObject.SetActive(false);
    }
}

PlatformSpawner

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum PlatformGroupType
{
    Grass,
    Winter
}
public class PlatformSpawner : MonoBehaviour
{
    public Vector3 startSpawnPos;
    /// <summary>
    /// 里程碑数
    /// </summary>
    public int milestoneCount = 10;
    public float fallTime;
    public float minFallTime;
    public float multiple;
    /// <summary>
    /// 生成平台数量
    /// </summary>
    private int spawnPlatformCount;
    private ManagerVars vars;
    /// <summary>
    /// 平台的生成位置
    /// </summary>
    private Vector3 platformSpawnPosition;
    /// <summary>
    /// 是否超左边生成,反之朝右
    /// </summary>
    private bool isLeftSpawn = false;

    /// <summary>
    /// 选择的平台图
    /// </summary>
    private Sprite selectPlatformSprite;
    /// <summary>
    /// 组合平台的类型
    /// </summary>
    private PlatformGroupType groupType;
    /// <summary>
    /// 钉子组合平台是否生成在左边,反之右边
    /// </summary>
    private bool spikeSpawnLeft = false;
    /// <summary>
    /// 钉子方向平台的位置
    /// </summary>
    private Vector3 spikeDirPlatformPos;
    /// <summary>
    /// 生成钉子平台之后需要在钉子方向生成的平台数量
    /// </summary>
    private int afterSpawnSpikeSpawnCount;
    private bool isSpawnSpike;

    private void Awake()
    {
        EventCenter.AddListener(EventDefine.DecidePath, DecidePath);
        vars = ManagerVars.GetManagerVars();
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener(EventDefine.DecidePath, DecidePath);
    }
    private void Start()
    {
        RandomPlatformTheme();
        platformSpawnPosition = startSpawnPos;
        for (int i = 0; i < 5; i++)
        {
            spawnPlatformCount = 5;
            DecidePath();
        }

        //生成人物
        GameObject go = Instantiate(vars.characterPre);
        go.transform.position = new Vector3(0, -1.8f, 0);
    }
    private void Update()
    {
        if (GameManager.Instance.IsGameStarted && GameManager.Instance.IsGameOver == false)
        {
            UpdateFallTime();
        }
    }
    /// <summary>
    /// 更新平台掉落时间
    /// </summary>
    private void UpdateFallTime()
    {
        if (GameManager.Instance.GetGameScore() > milestoneCount)
        {
            milestoneCount *= 2;
            fallTime *= multiple;
            if (fallTime < minFallTime)
            {
                fallTime = minFallTime;
            }
        }
    }
    /// <summary>
    /// 随机平台主题
    /// </summary>
    private void RandomPlatformTheme()
    {
        int ran = Random.Range(0, vars.platformThemeSpriteList.Count);
        selectPlatformSprite = vars.platformThemeSpriteList[ran];

        if (ran == 2)
        {
            groupType = PlatformGroupType.Winter;
        }
        else
        {
            groupType = PlatformGroupType.Grass;
        }
    }
    /// <summary>
    /// 确定路径
    /// </summary>
    private void DecidePath()
    {
        if (isSpawnSpike)
        {
            AfterSpawnSpike();
            return;
        }
        if (spawnPlatformCount > 0)
        {
            spawnPlatformCount--;
            SpawnPlatform();
        }
        else
        {
            //反转生成方向
            isLeftSpawn = !isLeftSpawn;
            spawnPlatformCount = Random.Range(1, 4);
            SpawnPlatform();
        }
    }
    /// <summary>
    /// 生成平台
    /// </summary>
    private void SpawnPlatform()
    {
        int ranObstacleDir = Random.Range(0, 2);
        //生成单个平台
        if (spawnPlatformCount >= 1)
        {
            SpawnNormalPlatform(ranObstacleDir);
        }
        //生成组合平台
        else if (spawnPlatformCount == 0)
        {
            int ran = Random.Range(0, 3);
            //生成通用组合平台
            if (ran == 0)
            {
                SpawnCommonPlatformGroup(ranObstacleDir);
            }
            //生成主题组合平台
            else if (ran == 1)
            {
                switch (groupType)
                {
                    case PlatformGroupType.Grass:
                        SpawnGrassPlatformGroup(ranObstacleDir);
                        break;
                    case PlatformGroupType.Winter:
                        SpawnWinterPlatformGroup(ranObstacleDir);
                        break;
                    default:
                        break;
                }
            }
            //生成钉子组合平台
            else
            {
                int value = -1;
                if (isLeftSpawn)
                {
                    value = 0;//生成右边方向得钉子
                }
                else
                {
                    value = 1;//生成左边方向得钉子
                }
                SpawnSpikePlatform(value);

                isSpawnSpike = true;
                afterSpawnSpikeSpawnCount = 4;
                if (spikeSpawnLeft)//钉子在左边
                {
                    spikeDirPlatformPos = new Vector3(platformSpawnPosition.x - 1.65f,
                        platformSpawnPosition.y + vars.nextYPos, 0);
                }
                else
                {
                    spikeDirPlatformPos = new Vector3(platformSpawnPosition.x + 1.65f,
                        platformSpawnPosition.y + vars.nextYPos, 0);
                }
            }
        }

        int ranSpawnDiamond = Random.Range(0, 8);
        if (ranSpawnDiamond >= 6 && GameManager.Instance.PlayerIsMove)
        {
            GameObject go = ObjectPool.Instance.GetDiamond();
            go.transform.position = new Vector3(platformSpawnPosition.x,
                platformSpawnPosition.y + 0.5f, 0);
            go.SetActive(true);
        }
        if (isLeftSpawn)//向左生成
        {
            platformSpawnPosition = new Vector3(platformSpawnPosition.x - vars.nextXPos,
                platformSpawnPosition.y + vars.nextYPos, 0);
        }
        else//向右生成
        {
            platformSpawnPosition = new Vector3(platformSpawnPosition.x + vars.nextXPos,
                platformSpawnPosition.y + vars.nextYPos, 0);
        }
    }
    /// <summary>
    /// 生成普通平台(单个)
    /// </summary>
    private void SpawnNormalPlatform(int ranObstacleDir)
    {
        GameObject go = ObjectPool.Instance.GetNormalPlatform();
        go.transform.position = platformSpawnPosition;
        go.GetComponent<PlatformScript>().Init(selectPlatformSprite, fallTime, ranObstacleDir);
        go.SetActive(true);
    }
    /// <summary>
    /// 生成通用组合平台
    /// </summary>
    private void SpawnCommonPlatformGroup(int ranObstacleDir)
    {
        GameObject go = ObjectPool.Instance.GetCommonPlatformGroup();
        go.transform.position = platformSpawnPosition;
        go.GetComponent<PlatformScript>().Init(selectPlatformSprite, fallTime, ranObstacleDir);
        go.SetActive(true);
    }
    /// <summary>
    /// 生成草地组合平台
    /// </summary>
    private void SpawnGrassPlatformGroup(int ranObstacleDir)
    {
        GameObject go = ObjectPool.Instance.GetGrassPlatformGroup();
        go.transform.position = platformSpawnPosition;
        go.GetComponent<PlatformScript>().Init(selectPlatformSprite, fallTime, ranObstacleDir);
        go.SetActive(true);
    }
    /// <summary>
    /// 生成冬季组合平台
    /// </summary>
    private void SpawnWinterPlatformGroup(int ranObstacleDir)
    {
        GameObject go = ObjectPool.Instance.GetWinterPlatformGroup();
        go.transform.position = platformSpawnPosition;
        go.GetComponent<PlatformScript>().Init(selectPlatformSprite, fallTime, ranObstacleDir);
        go.SetActive(true);
    }
    /// <summary>
    /// 生成钉子组合平台
    /// </summary>
    /// <param name="dir"></param>
    private void SpawnSpikePlatform(int dir)
    {
        GameObject temp = null;
        if (dir == 0)
        {
            spikeSpawnLeft = false;
            temp = ObjectPool.Instance.GetRightSpikePlatform();
        }
        else
        {
            spikeSpawnLeft = true;
            temp = ObjectPool.Instance.GetLeftSpikePlatform();
        }
        temp.transform.position = platformSpawnPosition;
        temp.GetComponent<PlatformScript>().Init(selectPlatformSprite, fallTime, dir);
        temp.SetActive(true);
    }
    /// <summary>
    /// 生成钉子平台之后需要生成的平台
    /// 包括钉子方向,也包括原来的方向
    /// </summary>
    private void AfterSpawnSpike()
    {
        if (afterSpawnSpikeSpawnCount > 0)
        {
            afterSpawnSpikeSpawnCount--;
            for (int i = 0; i < 2; i++)
            {
                GameObject temp = ObjectPool.Instance.GetNormalPlatform();
                if (i == 0)//生成原来方向的平台
                {
                    temp.transform.position = platformSpawnPosition;
                    //如果钉子在左边,原先路径就是右边
                    if (spikeSpawnLeft)
                    {
                        platformSpawnPosition = new Vector3(platformSpawnPosition.x + vars.nextXPos,
                            platformSpawnPosition.y + vars.nextYPos, 0);
                    }
                    else
                    {
                        platformSpawnPosition = new Vector3(platformSpawnPosition.x - vars.nextXPos,
                            platformSpawnPosition.y + vars.nextYPos, 0);
                    }
                }
                else//生成钉子方向的平台
                {
                    temp.transform.position = spikeDirPlatformPos;
                    if (spikeSpawnLeft)
                    {
                        spikeDirPlatformPos = new Vector3(spikeDirPlatformPos.x - vars.nextXPos,
                            spikeDirPlatformPos.y + vars.nextYPos, 0);
                    }
                    else
                    {
                        spikeDirPlatformPos = new Vector3(spikeDirPlatformPos.x + vars.nextXPos,
                            spikeDirPlatformPos.y + vars.nextYPos, 0);
                    }
                }

                temp.GetComponent<PlatformScript>().Init(selectPlatformSprite, fallTime, 1);
                temp.SetActive(true);
            }
        }
        else
        {
            isSpawnSpike = false;
            DecidePath();
        }
    }
}

PlayerController

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.EventSystems;

public class PlayerController : MonoBehaviour
{
    public Transform rayDown, rayLeft, rayRight;
    public LayerMask platformLayer, obstacleLayer;
    /// <summary>
    /// 是否向左移动,反之向右
    /// </summary>
    private bool isMoveLeft = false;
    /// <summary>
    /// 是否正在跳跃
    /// </summary>
    private bool isJumping = false;
    private Vector3 nextPlatformLeft, nextPlatformRight;
    private ManagerVars vars;
    private Rigidbody2D my_Body;
    private SpriteRenderer spriteRenderer;
    private bool isMove = false;
    private AudioSource m_AudioSource;

    private void Awake()
    {
        EventCenter.AddListener<bool>(EventDefine.IsMusicOn, IsMusicOn);
        EventCenter.AddListener<int>(EventDefine.ChangeSkin, ChangeSkin);
        vars = ManagerVars.GetManagerVars();
        spriteRenderer = GetComponent<SpriteRenderer>();
        my_Body = GetComponent<Rigidbody2D>();
        m_AudioSource = GetComponent<AudioSource>();
    }
    private void Start()
    {
        ChangeSkin(GameManager.Instance.GetCurrentSelectedSkin());
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener<int>(EventDefine.ChangeSkin, ChangeSkin);
        EventCenter.RemoveListener<bool>(EventDefine.IsMusicOn, IsMusicOn);
    }
    /// <summary>
    /// 音效是否开启
    /// </summary>
    /// <param name="value"></param>
    private void IsMusicOn(bool value)
    {
        m_AudioSource.mute = !value;
    }
    /// <summary>
    /// 更换皮肤的调用
    /// </summary>
    /// <param name="skinIndex"></param>
    private void ChangeSkin(int skinIndex)
    {
        spriteRenderer.sprite = vars.characterSkinSpriteList[skinIndex];
    }
    private int count;
    private bool IsPointerOverGameObject(Vector2 mousePosition)
    {
        //创建一个点击事件
        PointerEventData eventData = new PointerEventData(EventSystem.current);
        eventData.position = mousePosition;
        List<RaycastResult> raycastResults = new List<RaycastResult>();
        //向点击位置发射一条射线,检测是否点击的UI
        EventSystem.current.RaycastAll(eventData, raycastResults);
        return raycastResults.Count > 0;
    }
    private void Update()
    {
        Debug.DrawRay(rayDown.position, Vector2.down * 1, Color.red);
        Debug.DrawRay(rayLeft.position, Vector2.left * 0.15f, Color.red);
        Debug.DrawRay(rayRight.position, Vector2.right * 0.15f, Color.red);

        //if (Application.platform == RuntimePlatform.Android ||
        //    Application.platform == RuntimePlatform.IPhonePlayer)
        //{
        //    int fingerId = Input.GetTouch(0).fingerId;
        //    if (EventSystem.current.IsPointerOverGameObject(fingerId)) return;
        //}
        //else
        //{
        //    if (EventSystem.current.IsPointerOverGameObject()) return;
        //}

        if (IsPointerOverGameObject(Input.mousePosition)) return;

        if (GameManager.Instance.IsGameStarted == false || GameManager.Instance.IsGameOver
            || GameManager.Instance.IsPause)
            return;

        if (Input.GetMouseButtonDown(0) && isJumping == false && nextPlatformLeft != Vector3.zero)
        {
            if (isMove == false)
            {
                EventCenter.Broadcast(EventDefine.PlayerMove);
                isMove = true;
            }
            m_AudioSource.PlayOneShot(vars.jumpClip);
            EventCenter.Broadcast(EventDefine.DecidePath);
            isJumping = true;
            Vector3 mousePos = Input.mousePosition;
            //点击的是左边屏幕
            if (mousePos.x <= Screen.width / 2)
            {
                isMoveLeft = true;
            }
            //点击的右边屏幕
            else if (mousePos.x > Screen.width / 2)
            {
                isMoveLeft = false;
            }
            Jump();
        }

        //游戏结束了
        if (my_Body.velocity.y < 0 && IsRayPlatform() == false && GameManager.Instance.IsGameOver == false)
        {
            m_AudioSource.PlayOneShot(vars.fallClip);
            spriteRenderer.sortingLayerName = "Default";
            GetComponent<BoxCollider2D>().enabled = false;
            GameManager.Instance.IsGameOver = true;
            StartCoroutine(DealyShowGameOverPanel());
        }
        if (isJumping && IsRayObstacle() && GameManager.Instance.IsGameOver == false)
        {
            m_AudioSource.PlayOneShot(vars.hitClip);
            GameObject go = ObjectPool.Instance.GetDeathEffect();
            go.SetActive(true);
            go.transform.position = transform.position;
            GameManager.Instance.IsGameOver = true;
            spriteRenderer.enabled = false;
            StartCoroutine(DealyShowGameOverPanel());
        }
        if (transform.position.y - Camera.main.transform.position.y < -5 && GameManager.Instance.IsGameOver == false)
        {
            m_AudioSource.PlayOneShot(vars.fallClip);
            GameManager.Instance.IsGameOver = true;
            StartCoroutine(DealyShowGameOverPanel());
        }
    }
    IEnumerator DealyShowGameOverPanel()
    {
        yield return new WaitForSeconds(1f);
        //调用结束面板
        EventCenter.Broadcast(EventDefine.ShowGameOverPanel);
    }
    private GameObject lastHitGo = null;
    /// <summary>
    /// 是否检测到平台
    /// </summary>
    /// <returns></returns>
    private bool IsRayPlatform()
    {
        RaycastHit2D hit = Physics2D.Raycast(rayDown.position, Vector2.down, 1f, platformLayer);
        if (hit.collider != null)
        {
            if (hit.collider.tag == "Platform")
            {
                if (lastHitGo != hit.collider.gameObject)
                {
                    if (lastHitGo == null)
                    {
                        lastHitGo = hit.collider.gameObject;
                        return true;
                    }
                    EventCenter.Broadcast(EventDefine.AddScore);
                    lastHitGo = hit.collider.gameObject;
                }
                return true;
            }
        }
        return false;
    }
    /// <summary>
    /// 是否检测到障碍物
    /// </summary>
    /// <returns></returns>
    private bool IsRayObstacle()
    {
        RaycastHit2D leftHit = Physics2D.Raycast(rayLeft.position, Vector2.left, 0.15f, obstacleLayer);
        RaycastHit2D rightHit = Physics2D.Raycast(rayRight.position, Vector2.right, 0.15f, obstacleLayer);

        if (leftHit.collider != null)
        {
            if (leftHit.collider.tag == "Obstacle")
            {
                return true;
            }
        }

        if (rightHit.collider != null)
        {
            if (rightHit.collider.tag == "Obstacle")
            {
                return true;
            }
        }
        return false;
    }
    private void Jump()
    {
        if (isJumping)
        {
            if (isMoveLeft)
            {
                transform.localScale = new Vector3(-1, 1, 1);
                transform.DOMoveX(nextPlatformLeft.x, 0.2f);
                transform.DOMoveY(nextPlatformLeft.y + 0.8f, 0.15f);
            }
            else
            {
                transform.DOMoveX(nextPlatformRight.x, 0.2f);
                transform.DOMoveY(nextPlatformRight.y + 0.8f, 0.15f);
                transform.localScale = Vector3.one;
            }
        }
    }
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.tag == "Platform")
        {
            isJumping = false;
            Vector3 currentPlatformPos = collision.gameObject.transform.position;
            nextPlatformLeft = new Vector3(currentPlatformPos.x -
                vars.nextXPos, currentPlatformPos.y + vars.nextYPos, 0);
            nextPlatformRight = new Vector3(currentPlatformPos.x +
                vars.nextXPos, currentPlatformPos.y + vars.nextYPos, 0);
        }
    }
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.collider.tag == "Pickup")
        {
            m_AudioSource.PlayOneShot(vars.diamondClip);
            EventCenter.Broadcast(EventDefine.AddDiamond);
            //吃到钻石了
            collision.gameObject.SetActive(false);
        }
    }
}

BgTheme

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BgTheme : MonoBehaviour
{
    private SpriteRenderer m_SpriteRenderer;
    private ManagerVars vars;

    private void Awake()
    {
        vars = ManagerVars.GetManagerVars();
        m_SpriteRenderer = GetComponent<SpriteRenderer>();
        int ranValue = Random.Range(0, vars.bgThemeSpriteList.Count);
        m_SpriteRenderer.sprite = vars.bgThemeSpriteList[ranValue];
    }
}

ClickAudio

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ClickAudio : MonoBehaviour
{
    private AudioSource m_AudioSource;
    private ManagerVars vars;

    private void Awake()
    {
        m_AudioSource = GetComponent<AudioSource>();
        vars = ManagerVars.GetManagerVars();
        EventCenter.AddListener(EventDefine.PlayClikAudio, PlayAudio);
        EventCenter.AddListener<bool>(EventDefine.IsMusicOn, IsMusicOn);
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener(EventDefine.PlayClikAudio, PlayAudio);
        EventCenter.RemoveListener<bool>(EventDefine.IsMusicOn, IsMusicOn);
    }
    private void PlayAudio()
    {
        m_AudioSource.PlayOneShot(vars.buttonClip);
    }
    /// <summary>
    /// 音效是否开启
    /// </summary>
    /// <param name="value"></param>
    private void IsMusicOn(bool value)
    {
        m_AudioSource.mute = !value;
    }
}

GameOverPanel

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class GameOverPanel : MonoBehaviour
{
    public Text txt_Score, txt_BestScore, txt_AddDiamondCount;
    public Button btn_Restart, btn_Rank, btn_Home;
    public Image img_New;

    private void Awake()
    {
        btn_Restart.onClick.AddListener(OnRestartButtonclick);
        btn_Rank.onClick.AddListener(OnRankButtonClick);
        btn_Home.onClick.AddListener(OnHomeButtonClick);
        EventCenter.AddListener(EventDefine.ShowGameOverPanel, Show);
        gameObject.SetActive(false);
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener(EventDefine.ShowGameOverPanel, Show);
    }
    private void Show()
    {
        if (GameManager.Instance.GetGameScore() > GameManager.Instance.GetBestScore())
        {
            img_New.gameObject.SetActive(true);
            txt_BestScore.text = "最高分  " + GameManager.Instance.GetGameScore();
        }
        else
        {
            img_New.gameObject.SetActive(false);
            txt_BestScore.text = "最高分  " + GameManager.Instance.GetBestScore();
        }
        GameManager.Instance.SaveScore(GameManager.Instance.GetGameScore());
        txt_Score.text = GameManager.Instance.GetGameScore().ToString();
        txt_AddDiamondCount.text = "+" + GameManager.Instance.GetGameDiamond().ToString();
        //更新总的钻石数量
        GameManager.Instance.UpdateAllDiamond(GameManager.Instance.GetGameDiamond());
        gameObject.SetActive(true);
    }
    /// <summary>
    /// 再来一局按钮点击
    /// </summary>
    private void OnRestartButtonclick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        SceneManager.LoadScene(SceneManager.GetActiveScene().name);
        GameData.IsAgainGame = true;
    }
    /// <summary>
    /// 排行榜按钮点击
    /// </summary>
    private void OnRankButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        EventCenter.Broadcast(EventDefine.ShowRankPanel);
    }
    /// <summary>
    /// 主界面按钮点击
    /// </summary>
    private void OnHomeButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        SceneManager.LoadScene(SceneManager.GetActiveScene().name);
        GameData.IsAgainGame = false;
    }
}

GamePanel

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GamePanel : MonoBehaviour
{
    private Button btn_Pause;
    private Button btn_Play;
    private Text txt_Score;
    private Text txt_DiamondCount;

    private void Awake()
    {
        EventCenter.AddListener(EventDefine.ShowGamePanel, Show);
        EventCenter.AddListener<int>(EventDefine.UpdateScoreText, UpdateScoreText);
        EventCenter.AddListener<int>(EventDefine.UpdateDiamondText, UpdateDiamondText);
        Init();
    }
    private void Init()
    {
        btn_Pause = transform.Find("btn_Pause").GetComponent<Button>();
        btn_Pause.onClick.AddListener(OnPauseButtonClick);
        btn_Play = transform.Find("btn_Play").GetComponent<Button>();
        btn_Play.onClick.AddListener(OnPlayButtonClick);
        txt_Score = transform.Find("txt_Score").GetComponent<Text>();
        txt_DiamondCount = transform.Find("Diamond/txt_DiamondCount").GetComponent<Text>();
        btn_Play.gameObject.SetActive(false);
        gameObject.SetActive(false);
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener(EventDefine.ShowGamePanel, Show);
        EventCenter.RemoveListener<int>(EventDefine.UpdateScoreText, UpdateScoreText);
        EventCenter.RemoveListener<int>(EventDefine.UpdateDiamondText, UpdateDiamondText);
    }
    private void Show()
    {
        gameObject.SetActive(true);
    }
    /// <summary>
    /// 更新成绩显示
    /// </summary>
    /// <param name="score"></param>
    private void UpdateScoreText(int score)
    {
        txt_Score.text = score.ToString();
    }
    /// <summary>
    /// 更新钻石数量显示
    /// </summary>
    /// <param name="diamond"></param>
    private void UpdateDiamondText(int diamond)
    {
        txt_DiamondCount.text = diamond.ToString();
    }
    /// <summary>
    /// 暂停按钮点击
    /// </summary>
    private void OnPauseButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        btn_Play.gameObject.SetActive(true);
        btn_Pause.gameObject.SetActive(false);
        //游戏暂停
        Time.timeScale = 0;
        GameManager.Instance.IsPause = true;
    }
    /// <summary>
    /// 开始按钮点击
    /// </summary>
    private void OnPlayButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        btn_Play.gameObject.SetActive(false);
        btn_Pause.gameObject.SetActive(true);
        //继续游戏
        Time.timeScale = 1;
        GameManager.Instance.IsPause = false;
    }
}

Hint

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;

public class Hint : MonoBehaviour
{
    private Image img_Bg;
    private Text txt_Hint;

    private void Awake()
    {
        img_Bg = GetComponent<Image>();
        txt_Hint = GetComponentInChildren<Text>();
        img_Bg.color = new Color(img_Bg.color.r, img_Bg.color.g, img_Bg.color.b, 0);
        txt_Hint.color = new Color(txt_Hint.color.r, txt_Hint.color.g, txt_Hint.color.b, 0);

        EventCenter.AddListener<string>(EventDefine.Hint, Show);
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener<string>(EventDefine.Hint, Show);
    }
    private void Show(string text)
    {
        StopCoroutine("Dealy");
        transform.localPosition = new Vector3(0, -70, 0);
        transform.DOLocalMoveY(0, 0.3f).OnComplete(() =>
        {
            StartCoroutine("Dealy");
        });
        img_Bg.DOColor(new Color(img_Bg.color.r, img_Bg.color.g, img_Bg.color.b, 0.4f), 0.1f);
        txt_Hint.DOColor(new Color(txt_Hint.color.r, txt_Hint.color.g, txt_Hint.color.b, 1), 0.1f);
    }
    private IEnumerator Dealy()
    {
        yield return new WaitForSeconds(1f);
        transform.DOLocalMoveY(70, 0.3f);
        img_Bg.DOColor(new Color(img_Bg.color.r, img_Bg.color.g, img_Bg.color.b, 0), 0.1f);
        txt_Hint.DOColor(new Color(txt_Hint.color.r, txt_Hint.color.g, txt_Hint.color.b, 0), 0.1f);
    }
}

MainPanel

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class MainPanel : MonoBehaviour
{
    private Button btn_Start;
    private Button btn_Shop;
    private Button btn_Rank;
    private Button btn_Sound;
    private Button btn_Reset;
    private ManagerVars vars;

    private void Awake()
    {
        vars = ManagerVars.GetManagerVars();
        EventCenter.AddListener(EventDefine.ShowMainPanel, Show);
        EventCenter.AddListener<int>(EventDefine.ChangeSkin, ChangeSkin);
        Init();
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener(EventDefine.ShowMainPanel, Show);
        EventCenter.RemoveListener<int>(EventDefine.ChangeSkin, ChangeSkin);
    }
    private void Show()
    {
        gameObject.SetActive(true);
    }
    /// <summary>
    /// 皮肤更换,这里更换UI皮肤图片
    /// </summary>
    /// <param name="skinIndex"></param>
    private void ChangeSkin(int skinIndex)
    {
        btn_Shop.transform.GetChild(0).GetComponent<Image>().sprite =
            vars.skinSpriteList[skinIndex];
    }
    private void Start()
    {
        if (GameData.IsAgainGame)
        {
            EventCenter.Broadcast(EventDefine.ShowGamePanel);
            gameObject.SetActive(false);
        }

        Sound();
        ChangeSkin(GameManager.Instance.GetCurrentSelectedSkin());
    }
    private void Init()
    {
        btn_Start = transform.Find("btn_Start").GetComponent<Button>();
        btn_Start.onClick.AddListener(OnStartButtonClick);
        btn_Shop = transform.Find("Btns/btn_Shop").GetComponent<Button>();
        btn_Shop.onClick.AddListener(OnShopButtonClick);
        btn_Rank = transform.Find("Btns/btn_Rank").GetComponent<Button>();
        btn_Rank.onClick.AddListener(OnRankButtonClick);
        btn_Sound = transform.Find("Btns/btn_Sound").GetComponent<Button>();
        btn_Sound.onClick.AddListener(OnSoundButtonClick);
        btn_Reset = transform.Find("Btns/btn_Reset").GetComponent<Button>();
        btn_Reset.onClick.AddListener(OnResetButtonClick);
    }
    /// <summary>
    /// 开始按钮点击后调用此方法
    /// </summary>
    private void OnStartButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        GameManager.Instance.IsGameStarted = true;
        EventCenter.Broadcast(EventDefine.ShowGamePanel);
        gameObject.SetActive(false);
    }
    /// <summary>
    /// 商店按钮点击
    /// </summary>
    private void OnShopButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        EventCenter.Broadcast(EventDefine.ShowShopPanel);
        gameObject.SetActive(false);
    }
    /// <summary>
    /// 排行榜按钮点击
    /// </summary>
    private void OnRankButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        EventCenter.Broadcast(EventDefine.ShowRankPanel);
    }
    /// <summary>
    /// 音效按钮点击
    /// </summary>
    private void OnSoundButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);

        GameManager.Instance.SetIsMusicOn(!GameManager.Instance.GetIsMusicOn());
        Sound();
    }
    private void Sound()
    {
        if (GameManager.Instance.GetIsMusicOn())
        {
            btn_Sound.transform.GetChild(0).GetComponent<Image>().sprite = vars.musicOn;
        }
        else
        {
            btn_Sound.transform.GetChild(0).GetComponent<Image>().sprite = vars.musicOff;
        }
        EventCenter.Broadcast(EventDefine.IsMusicOn, GameManager.Instance.GetIsMusicOn());
    }
    /// <summary>
    /// 重置按钮点击
    /// </summary>
    private void OnResetButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        EventCenter.Broadcast(EventDefine.ShowResetPanel);
    }
}

RankPanel

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;

public class RankPanel : MonoBehaviour
{
    private Button btn_Close;
    public Text[] txt_Scores;
    private GameObject go_ScoreList;

    private void Awake()
    {
        EventCenter.AddListener(EventDefine.ShowRankPanel, Show);
        btn_Close = transform.Find("btn_Close").GetComponent<Button>();
        btn_Close.onClick.AddListener(OnCloseButtonClick);
        go_ScoreList = transform.Find("ScoreList").gameObject;

        btn_Close.GetComponent<Image>().color = new Color(btn_Close.GetComponent<Image>().
            color.r, btn_Close.GetComponent<Image>().color.g, btn_Close.GetComponent<Image>().color.b, 0);
        go_ScoreList.transform.localScale = Vector3.zero;
        gameObject.SetActive(false);
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener(EventDefine.ShowRankPanel, Show);
    }
    private void Show()
    {
        gameObject.SetActive(true);
        btn_Close.GetComponent<Image>().DOColor(new Color(btn_Close.GetComponent<Image>().
            color.r, btn_Close.GetComponent<Image>().color.g,
            btn_Close.GetComponent<Image>().color.b, 0.3f), 0.3f);
        go_ScoreList.transform.DOScale(Vector3.one, 0.3f);

        int[] arr = GameManager.Instance.GetScoreArr();
        for (int i = 0; i < arr.Length; i++)
        {
            txt_Scores[i].text = arr[i].ToString();
        }
    }
    private void OnCloseButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        btn_Close.GetComponent<Image>().DOColor(new Color(btn_Close.GetComponent<Image>().
            color.r, btn_Close.GetComponent<Image>().color.g,
            btn_Close.GetComponent<Image>().color.b, 0), 0.3f);
        go_ScoreList.transform.DOScale(Vector3.zero, 0.3f).OnComplete(() =>
        {
            gameObject.SetActive(false);
        });
    }
}

ResetPanel

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;
using UnityEngine.SceneManagement;

public class ResetPanel : MonoBehaviour
{
    private Button btn_Yes;
    private Button btn_No;
    private Image img_Bg;
    private GameObject dialog;

    private void Awake()
    {
        EventCenter.AddListener(EventDefine.ShowResetPanel, Show);
        img_Bg = transform.Find("bg").GetComponent<Image>();
        btn_Yes = transform.Find("Dialog/btn_Yes").GetComponent<Button>();
        btn_Yes.onClick.AddListener(OnYesButtonClick);
        btn_No = transform.Find("Dialog/btn_No").GetComponent<Button>();
        btn_No.onClick.AddListener(OnNoButtonClick);
        dialog = transform.Find("Dialog").gameObject;

        img_Bg.color = new Color(img_Bg.color.r, img_Bg.color.g, img_Bg.color.b, 0);
        dialog.transform.localScale = Vector3.zero;
        gameObject.SetActive(false);
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener(EventDefine.ShowResetPanel, Show);
    }
    private void Show()
    {
        gameObject.SetActive(true);
        img_Bg.DOColor(new Color(img_Bg.color.r, img_Bg.color.g, img_Bg.color.b, 0.3f), 0.3f);
        dialog.transform.DOScale(Vector3.one, 0.3f);
    }
    /// <summary>
    /// 是按钮点击
    /// </summary>
    private void OnYesButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        GameManager.Instance.ResetData();
        SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
    }
    /// <summary>
    /// 否按钮点击
    /// </summary>
    private void OnNoButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        img_Bg.DOColor(new Color(img_Bg.color.r, img_Bg.color.g, img_Bg.color.b, 0), 0.3f);
        dialog.transform.DOScale(Vector3.zero, 0.3f).OnComplete(() =>
        {
            gameObject.SetActive(false);
        });
    }
}

ShopPanel

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using DG.Tweening;

public class ShopPanel : MonoBehaviour
{
    private ManagerVars vars;
    private Transform parent;
    private Text txt_Name;
    private Text txt_Diamond;
    private Button btn_Back;
    private Button btn_Select;
    private Button btn_Buy;
    private int selectIndex;

    private void Awake()
    {
        EventCenter.AddListener(EventDefine.ShowShopPanel, Show);
        parent = transform.Find("ScroolRect/Parent");
        txt_Name = transform.Find("txt_Name").GetComponent<Text>();
        txt_Diamond = transform.Find("Diamond/Text").GetComponent<Text>();
        btn_Back = transform.Find("btn_Back").GetComponent<Button>();
        btn_Back.onClick.AddListener(OnBackButtonClick);
        btn_Select = transform.Find("btn_Select").GetComponent<Button>();
        btn_Select.onClick.AddListener(OnSelectButtonClick);
        btn_Buy = transform.Find("btn_Buy").GetComponent<Button>();
        btn_Buy.onClick.AddListener(OnBuyButtonClick);
        vars = ManagerVars.GetManagerVars();
    }
    private void Start()
    {
        Init();
        gameObject.SetActive(false);
    }
    private void OnDestroy()
    {
        EventCenter.RemoveListener(EventDefine.ShowShopPanel, Show);
    }
    private void Show()
    {
        gameObject.SetActive(true);
    }
    /// <summary>
    /// 返回按钮点击
    /// </summary>
    private void OnBackButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        EventCenter.Broadcast(EventDefine.ShowMainPanel);
        gameObject.SetActive(false);
    }
    /// <summary>
    /// 购买按钮点击
    /// </summary>
    private void OnBuyButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        int price = int.Parse(btn_Buy.GetComponentInChildren<Text>().text);
        if (price > GameManager.Instance.GetAllDiamond())
        {
            EventCenter.Broadcast(EventDefine.Hint, "钻石不足");
            Debug.Log("钻石不足,不能购买");
            return;
        }
        GameManager.Instance.UpdateAllDiamond(-price);
        GameManager.Instance.SetSkinUnloacked(selectIndex);
        parent.GetChild(selectIndex).GetChild(0).GetComponent<Image>().color = Color.white;
    }
    /// <summary>
    /// 选择按钮点击
    /// </summary>
    private void OnSelectButtonClick()
    {
        EventCenter.Broadcast(EventDefine.PlayClikAudio);
        EventCenter.Broadcast(EventDefine.ChangeSkin, selectIndex);
        GameManager.Instance.SetSelectedSkin(selectIndex);
        EventCenter.Broadcast(EventDefine.ShowMainPanel);
        gameObject.SetActive(false);
    }
    private void Init()
    {
        parent.GetComponent<RectTransform>().sizeDelta = new Vector2((vars.skinSpriteList.Count + 2) * 160, 302);
        for (int i = 0; i < vars.skinSpriteList.Count; i++)
        {
            GameObject go = Instantiate(vars.skinChooseItemPre, parent);
            //未解锁
            if (GameManager.Instance.GetSkinUnlocked(i) == false)
            {
                go.GetComponentInChildren<Image>().color = Color.gray;
            }
            else//解锁了
            {
                go.GetComponentInChildren<Image>().color = Color.white;
            }
            go.GetComponentInChildren<Image>().sprite = vars.skinSpriteList[i];
            go.transform.localPosition = new Vector3((i + 1) * 160, 0, 0);
        }
        //打开页面直接定位到选中的皮肤
        parent.transform.localPosition =
            new Vector3(GameManager.Instance.GetCurrentSelectedSkin() * -160, 0);
    }
    private void Update()
    {
        selectIndex = (int)Mathf.Round(parent.transform.localPosition.x / -160.0f);
        if (Input.GetMouseButtonUp(0))
        {
            parent.transform.DOLocalMoveX(selectIndex * -160, 0.2f);
            //parent.transform.localPosition = new Vector3(currentIndex * -160, 0);
        }
        SetItemSize(selectIndex);
        RefreshUI(selectIndex);
    }
    private void SetItemSize(int selectIndex)
    {
        for (int i = 0; i < parent.childCount; i++)
        {
            if (selectIndex == i)
            {
                parent.GetChild(i).GetChild(0).GetComponent<RectTransform>().sizeDelta = new Vector2(160, 160);
            }
            else
            {
                parent.GetChild(i).GetChild(0).GetComponent<RectTransform>().sizeDelta = new Vector2(80, 80);
            }
        }
    }
    private void RefreshUI(int selectIndex)
    {
        txt_Name.text = vars.skinNameList[selectIndex];
        txt_Diamond.text = GameManager.Instance.GetAllDiamond().ToString();
        //未解锁
        if (GameManager.Instance.GetSkinUnlocked(selectIndex) == false)
        {
            btn_Select.gameObject.SetActive(false);
            btn_Buy.gameObject.SetActive(true);
            btn_Buy.GetComponentInChildren<Text>().text = vars.skinPrice[selectIndex].ToString();
        }
        else
        {
            btn_Select.gameObject.SetActive(true);
            btn_Buy.gameObject.SetActive(false);
        }
    }
}

三、效果展示

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