该源代码转载自Unity游戏案例中的TANKS代码中
------------来自第二次使用Unity3D制作游戏的游戏制作新人小白
一、代码自我解析
二、油管学习地址
三、Unity3D源代码
一、源代码自我解析
using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public int m_NumRoundsToWin = 5; // 玩家打赢几回合才算胜利
public float m_StartDelay = 3f; // 游戏开始延迟时间
public float m_EndDelay = 3f; // 游戏结束延迟时间
public CameraControl m_CameraControl; // 摄像机控制
public Text m_MessageText; // 文本显示回合数
public GameObject m_TankPrefab; // 加载坦克
public TankManager[] m_Tanks; // 为加载的每一个坦克加载各自的坦克管理器
private int m_RoundNumber; // 回合数
private WaitForSeconds m_StartWait; // 回合开始的延迟时间
private WaitForSeconds m_EndWait; // 回合结束的延迟时间
private TankManager m_RoundWinner; // 指本回合的获胜者,用来宣布本回合谁赢了。
private TankManager m_GameWinner; // 指本游戏的获胜者,用来宣布本场比赛谁取胜了。
private void Start()
{
// 游戏开始,将等待和结束延迟时间的值都复制给相应的对象里
m_StartWait = new WaitForSeconds(m_StartDelay);
m_EndWait = new WaitForSeconds(m_EndDelay);
// 加载坦克的位置,加载相机的位置
SpawnAllTanks();
SetCameraTargets();
// 开始游戏
StartCoroutine(GameLoop());
}
private void SpawnAllTanks()
{
// 加载场景中的所有坦克
for (int i = 0; i < m_Tanks.Length; i++)
{
m_Tanks[i].m_Instance =
Instantiate(m_TankPrefab, m_Tanks[i].m_SpawnPoint.position, m_Tanks[i].m_SpawnPoint.rotation) as GameObject;
m_Tanks[i].m_PlayerNumber = i + 1;
m_Tanks[i].Setup();
}
}
private void SetCameraTargets()
{
// 计算俩坦克的位置从而使得摄像机变化得规律
Transform[] targets = new Transform[m_Tanks.Length];
for (int i = 0; i < targets.Length; i++)
{
targets[i] = m_Tanks[i].m_Instance.transform;
}
m_CameraControl.m_Targets = targets;
}
private IEnumerator GameLoop()
{
// 用到了IEnumerator协程,暂且理解为加载等待(回合开始,回合进行,回合结束)
yield return StartCoroutine(RoundStarting());
yield return StartCoroutine(RoundPlaying());
yield return StartCoroutine(RoundEnding());
// 没决出胜者就一直打下去吧
if (m_GameWinner != null)
{
SceneManager.LoadScene(0);
}
else
{
StartCoroutine(GameLoop());
}
}
private IEnumerator RoundStarting()
{
/* 回合开始(此时并没有开始打,你也不能够操作坦克,所以要禁用)
* 加载所有坦克,并禁用他们的控制
*/
ResetAllTanks();
DisableTankControl();
// 设置相机位置与朝向
m_CameraControl.SetStartPositionAndSize();
// 加载显示回合数的画布(回合数文本显示)
m_RoundNumber++;
m_MessageText.text = "ROUND" + m_RoundNumber;
// 等一会(具体值)
yield return m_StartWait;
}
private IEnumerator RoundPlaying()
{
// 回合开始了,你已经能玩了,玩家控制释放
EnableTankControl();
// 显示回合数的画布还在,不过内容以及清空了
m_MessageText.text = string.Empty;
// 查看坦克是否存活,检测是否有一方的血量为zero(不是你死就是我活)
while (!OneTankLeft())
{
yield return null;
}
}
private IEnumerator RoundEnding()
{
// 回合结束,禁用控制
DisableTankControl();
// 回合胜者清空
m_RoundWinner = null;
// 获取胜者信息
m_RoundWinner = GetRoundWinner();
// (赢了的那个就胜利+1)
if (m_RoundWinner != null)
m_RoundWinner.m_Wins++;
m_GameWinner = GetGameWinner();
// 屏幕各自取胜回合数信息
string message = EndMessage();
m_MessageText.text = message;
yield return m_EndWait;
}
private bool OneTankLeft()
{
// 从0开始计算剩余的坦克数量
int numTanksLeft = 0;
// 遍历一遍场景中的坦克数
for (int i = 0; i < m_Tanks.Length; i++)
{
if (m_Tanks[i].m_Instance.activeSelf)
numTanksLeft++;
}
//坦克小于等于一辆的时候就返回真,否则返回假
return numTanksLeft <= 1;
}
private TankManager GetRoundWinner()
{
// 获取回合胜利的坦克的信息
for (int i = 0; i < m_Tanks.Length; i++)
{
if (m_Tanks[i].m_Instance.activeSelf)
return m_Tanks[i];
}
return null;
}
private TankManager GetGameWinner()
{
// 获取比赛胜利的坦克的信息
for (int i = 0; i < m_Tanks.Length; i++)
{
if (m_Tanks[i].m_Wins == m_NumRoundsToWin)
return m_Tanks[i];
}
return null;
}
private string EndMessage()
{
// 打印回合结束时的胜利以及游戏结束时的胜利信息(以UI画布的形式显示出来)
string message = "DRAW!";
if (m_RoundWinner != null)
message = m_RoundWinner.m_ColoredPlayerText + " WINS THE ROUND!";
message += "\n\n\n\n";
for (int i = 0; i < m_Tanks.Length; i++)
{
message += m_Tanks[i].m_ColoredPlayerText + ": " + m_Tanks[i].m_Wins + " WINS\n";
}
if (m_GameWinner != null)
message = m_GameWinner.m_ColoredPlayerText + " WINS THE GAME!";
return message;
}
private void ResetAllTanks()
{
// 重置所有坦克
for (int i = 0; i < m_Tanks.Length; i++)
{
m_Tanks[i].Reset();
}
}
private void EnableTankControl()
{
// 释放所有坦克的控制
for (int i = 0; i < m_Tanks.Length; i++)
{
m_Tanks[i].EnableControl();
}
}
private void DisableTankControl()
{
// 禁用所有坦克的控制
for (int i = 0; i < m_Tanks.Length; i++)
{
m_Tanks[i].DisableControl();
}
}
}
// 以上只是自己对于该代码的理解,如有误还望指出让我及时改正。
二、油管学习Unity地址
https://www.youtube.com/watch?v=paLLfWd2k5A
三、Unity3D中该案例源代码:
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace Complete
{
public class GameManager : MonoBehaviour
{
public int m_NumRoundsToWin = 5; // The number of rounds a single player has to win to win the game.
public float m_StartDelay = 3f; // The delay between the start of RoundStarting and RoundPlaying phases.
public float m_EndDelay = 3f; // The delay between the end of RoundPlaying and RoundEnding phases.
public CameraControl m_CameraControl; // Reference to the CameraControl script for control during different phases.
public Text m_MessageText; // Reference to the overlay Text to display winning text, etc.
public GameObject m_TankPrefab; // Reference to the prefab the players will control.
public TankManager[] m_Tanks; // A collection of managers for enabling and disabling different aspects of the tanks.
private int m_RoundNumber; // Which round the game is currently on.
private WaitForSeconds m_StartWait; // Used to have a delay whilst the round starts.
private WaitForSeconds m_EndWait; // Used to have a delay whilst the round or game ends.
private TankManager m_RoundWinner; // Reference to the winner of the current round. Used to make an announcement of who won.
private TankManager m_GameWinner; // Reference to the winner of the game. Used to make an announcement of who won.
private void Start()
{
// Create the delays so they only have to be made once.
m_StartWait = new WaitForSeconds (m_StartDelay);
m_EndWait = new WaitForSeconds (m_EndDelay);
SpawnAllTanks();
SetCameraTargets();
// Once the tanks have been created and the camera is using them as targets, start the game.
StartCoroutine (GameLoop ());
}
private void SpawnAllTanks()
{
// For all the tanks...
for (int i = 0; i < m_Tanks.Length; i++)
{
// ... create them, set their player number and references needed for control.
m_Tanks[i].m_Instance =
Instantiate(m_TankPrefab, m_Tanks[i].m_SpawnPoint.position, m_Tanks[i].m_SpawnPoint.rotation) as GameObject;
m_Tanks[i].m_PlayerNumber = i + 1;
m_Tanks[i].Setup();
}
}
private void SetCameraTargets()
{
// Create a collection of transforms the same size as the number of tanks.
Transform[] targets = new Transform[m_Tanks.Length];
// For each of these transforms...
for (int i = 0; i < targets.Length; i++)
{
// ... set it to the appropriate tank transform.
targets[i] = m_Tanks[i].m_Instance.transform;
}
// These are the targets the camera should follow.
m_CameraControl.m_Targets = targets;
}
// This is called from start and will run each phase of the game one after another.
private IEnumerator GameLoop ()
{
// Start off by running the 'RoundStarting' coroutine but don't return until it's finished.
yield return StartCoroutine (RoundStarting ());
// Once the 'RoundStarting' coroutine is finished, run the 'RoundPlaying' coroutine but don't return until it's finished.
yield return StartCoroutine (RoundPlaying());
// Once execution has returned here, run the 'RoundEnding' coroutine, again don't return until it's finished.
yield return StartCoroutine (RoundEnding());
// This code is not run until 'RoundEnding' has finished. At which point, check if a game winner has been found.
if (m_GameWinner != null)
{
// If there is a game winner, restart the level.
SceneManager.LoadScene (0);
}
else
{
// If there isn't a winner yet, restart this coroutine so the loop continues.
// Note that this coroutine doesn't yield. This means that the current version of the GameLoop will end.
StartCoroutine (GameLoop ());
}
}
private IEnumerator RoundStarting ()
{
// As soon as the round starts reset the tanks and make sure they can't move.
ResetAllTanks ();
DisableTankControl ();
// Snap the camera's zoom and position to something appropriate for the reset tanks.
m_CameraControl.SetStartPositionAndSize ();
// Increment the round number and display text showing the players what round it is.
m_RoundNumber++;
m_MessageText.text = "ROUND " + m_RoundNumber;
// Wait for the specified length of time until yielding control back to the game loop.
yield return m_StartWait;
}
private IEnumerator RoundPlaying ()
{
// As soon as the round begins playing let the players control the tanks.
EnableTankControl ();
// Clear the text from the screen.
m_MessageText.text = string.Empty;
// While there is not one tank left...
while (!OneTankLeft())
{
// ... return on the next frame.
yield return null;
}
}
private IEnumerator RoundEnding ()
{
// Stop tanks from moving.
DisableTankControl ();
// Clear the winner from the previous round.
m_RoundWinner = null;
// See if there is a winner now the round is over.
m_RoundWinner = GetRoundWinner ();
// If there is a winner, increment their score.
if (m_RoundWinner != null)
m_RoundWinner.m_Wins++;
// Now the winner's score has been incremented, see if someone has one the game.
m_GameWinner = GetGameWinner ();
// Get a message based on the scores and whether or not there is a game winner and display it.
string message = EndMessage ();
m_MessageText.text = message;
// Wait for the specified length of time until yielding control back to the game loop.
yield return m_EndWait;
}
// This is used to check if there is one or fewer tanks remaining and thus the round should end.
private bool OneTankLeft()
{
// Start the count of tanks left at zero.
int numTanksLeft = 0;
// Go through all the tanks...
for (int i = 0; i < m_Tanks.Length; i++)
{
// ... and if they are active, increment the counter.
if (m_Tanks[i].m_Instance.activeSelf)
numTanksLeft++;
}
// If there are one or fewer tanks remaining return true, otherwise return false.
return numTanksLeft <= 1;
}
// This function is to find out if there is a winner of the round.
// This function is called with the assumption that 1 or fewer tanks are currently active.
private TankManager GetRoundWinner()
{
// Go through all the tanks...
for (int i = 0; i < m_Tanks.Length; i++)
{
// ... and if one of them is active, it is the winner so return it.
if (m_Tanks[i].m_Instance.activeSelf)
return m_Tanks[i];
}
// If none of the tanks are active it is a draw so return null.
return null;
}
// This function is to find out if there is a winner of the game.
private TankManager GetGameWinner()
{
// Go through all the tanks...
for (int i = 0; i < m_Tanks.Length; i++)
{
// ... and if one of them has enough rounds to win the game, return it.
if (m_Tanks[i].m_Wins == m_NumRoundsToWin)
return m_Tanks[i];
}
// If no tanks have enough rounds to win, return null.
return null;
}
// Returns a string message to display at the end of each round.
private string EndMessage()
{
// By default when a round ends there are no winners so the default end message is a draw.
string message = "DRAW!";
// If there is a winner then change the message to reflect that.
if (m_RoundWinner != null)
message = m_RoundWinner.m_ColoredPlayerText + " WINS THE ROUND!";
// Add some line breaks after the initial message.
message += "\n\n\n\n";
// Go through all the tanks and add each of their scores to the message.
for (int i = 0; i < m_Tanks.Length; i++)
{
message += m_Tanks[i].m_ColoredPlayerText + ": " + m_Tanks[i].m_Wins + " WINS\n";
}
// If there is a game winner, change the entire message to reflect that.
if (m_GameWinner != null)
message = m_GameWinner.m_ColoredPlayerText + " WINS THE GAME!";
return message;
}
// This function is used to turn all the tanks back on and reset their positions and properties.
private void ResetAllTanks()
{
for (int i = 0; i < m_Tanks.Length; i++)
{
m_Tanks[i].Reset();
}
}
private void EnableTankControl()
{
for (int i = 0; i < m_Tanks.Length; i++)
{
m_Tanks[i].EnableControl();
}
}
private void DisableTankControl()
{
for (int i = 0; i < m_Tanks.Length; i++)
{
m_Tanks[i].DisableControl();
}
}
}
}