[英]Problems with C# script in Unity
如何使它更短? 我想我可能是一个数组,但是我不知道如何设置它。 这是代码,这是当您获得一定数量的硬币时需要执行的操作:将生命值提高10,并保存生命值,然后更改显示下次升级所需数量的文本。
void HpUpgradelvl()
{
if (PlayerControl.coins >= 30)
{
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 60)
{
txt.SetActive(false);
txt1.SetActive(true);
txt2_0.SetActive(false);
txt2_1.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 100)
{
txt1.SetActive(false);
txt2.SetActive(true);
txt2_1.SetActive(false);
txt2_2.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 150)
{
txt2.SetActive(false);
txt3.SetActive(true);
txt2_2.SetActive(false);
txt2_3.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 210)
{
txt3.SetActive(false);
txt4.SetActive(true);
txt2_3.SetActive(false);
txt2_4.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 280)
{
txt4.SetActive(false);
txt5.SetActive(true);
txt2_4.SetActive(false);
txt2_5.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 360)
{
txt5.SetActive(false);
txt6.SetActive(true);
txt2_5.SetActive(false);
txt2_6.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 450)
{
txt6.SetActive(false);
txt7.SetActive(true);
txt2_6.SetActive(false);
txt2_7.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 500)
{
txt7.SetActive(false);
txt8.SetActive(true);
txt2_7.SetActive(false);
txt2_8.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 610)
{
txt8.SetActive(false);
txt9.SetActive(true);
txt2_8.SetActive(false);
txt2_9.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 730)
{
txt9.SetActive(false);
txt10.SetActive(true);
txt2_9.SetActive(false);
txt2_10.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 860)
{
txt10.SetActive(false);
txt11.SetActive(true);
txt2_10.SetActive(false);
txt2_11.SetActive(true);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
if (PlayerControl.coins >= 1000)
{
txt11.SetActive(false);
txtmax.SetActive(true);
imgmax.SetActive(false);
txt2_11.SetActive(false);
txtmax2.SetActive(true);
imgmax2.SetActive(false);
healthPoints = healthPoints + 10;
PlayerPrefs.SetFloat("HealthUP", healthPoints);
}
}
}
}
}
}
}
}
}
}
}
}
}
else healthPoints = 100;
}
有几种不同的处理方法,但是最简单的方法可能是从一个带有阈值的数组开始(确保将数组从最小到最大排序):
var thresholds = new int[] { 30,60,100,150,210,...};
然后,您可以循环遍历数组,而不是可怕的嵌套if
集合:
int i = 0;
while (PlayerControl.coins < thresholds[i++])
{
healthpoints += 10;
}
我意识到您设置的级别要求(至少达到450)遵循某种模式。 每个级别的要求总是增加10。我认为这是管理XP要求的简单但有效的方法。
这种模式的优点之一是可以用二次函数表示。 因此,我写了一种方法来生成和求解这种二次函数。
您向它提供基本功能参数(基本,增长)和当前点(在本例中为黄金),并返回玩家已达到的等级。
举个例子,我在下面的常量中设置的值几乎与您首先列出的要求匹配。 他们是:
我还使用了一个属性,使HP与PlayerPrefs保持同步。 您可以在此处添加一个后备变量,以防止一直读取PlayerPrefs。
public class HpManager : MonoBehaviour
{
public int HealthPoints
{
get
{
PlayerPrefs.GetFloat("HealthUP")
}
set
{
PlayerPrefs.SetFloat("HealthUP", value);
}
}
private const uint BASE_HEALTH_POINTS = 100; // Your HP for level 0
private const uint HEALTH_POINTS_PER_LEVEL = 10; // The amount the HP increase with each level
private const uint BASE_LEVEL_REQUIREMENT = 30; // The gold required to reach level 1
private const uint PER_LEVEL_INCREASE = 10; // The amount the level up requirement increases with every level
private const uint MAX_LEVEL = 99;
private void Start()
{
HealthPoints = BASE_HEALTH_POINTS; // Set a base value for your HP
}
void HpUpgradelvl()
{
int level = GetLevel((uint)PlayerControl.coins, BASE_LEVEL_REQUIREMENT, PER_LEVEL_INCREASE);
level = Mathf.Clamp(0, MAX_LEVEL);
HealthPoints = BASE_HEALTH_POINTS + level * HEALTH_POINTS_PER_LEVEL;
}
private int GetLevel(uint points, uint baseRequirement, uint increaseRequirement)
{
float a = 0.5f * increaseRequirement;
float b = baseRequirement - a;
// Convert quadratic equation "l = ax² + bx" into normalized form "0 = x² + px + q"
float p = b / a;
float q = -points / a; // Bring across and normalize
float level = -p / 2f + Mathf.Sqrt((p * p) / 4f - q); // Solve for positive value
return Mathf.FloorToInt(level); // Return reached level
}
}
我需要更多信息来帮助您处理这些文本。
照原样,它似乎过于复杂。 我无法想象您实际上将需要所有这些单独的文本对象。
您在这里尝试这样做到底是什么?
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