[英]Unity stack game c#
我正在尝试重新创建堆栈游戏,您可以在其中将方形切片堆叠在一起并使其越来越高。 应该发生的是当点击屏幕时,方块应该停在它的当前位置,然后一个新的方块应该在它上面产生。 像这样:
然而,这就是游戏正在做的事情。
方块会生成并且是可放置的。 但是,下一个方块生成在与前一个方块相同的 Y 轴上,而不是生成在前一个方块的顶部。 从那里它与之前的部分重叠。 下面是到目前为止编写的脚本。 有谁知道如何解决这个问题? 具体如何让脚本获得如上图所示的最佳输出?
CubeSpawner.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CubeSpawner : MonoBehaviour
{
[SerializeField]
private MovingCube cubePrefab;
public void SpawnCube()
{
var cube = Instantiate(cubePrefab);
if (MovingCube.LastCube != null && MovingCube.LastCube.gameObject != GameObject.Find("Start"))
{
cube.transform.position = new Vector3(transform.position.x,
MovingCube.LastCube.transform.position.y + cubePrefab.transform.localScale.y,
transform.position.z);
}
else
{
cube.transform.position = transform.position;
}
}
private void OnDrawGizmos()
{
Gizmos.color = Color.green;
Gizmos.DrawWireCube(transform.position, cubePrefab.transform.localScale);
}
}
游戏管理器
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
private void Update()
{
if (Input.GetButtonDown("Fire1")) //if play presses left-click, control, tap a screen etc
{
if (MovingCube.CurrentCube != null)
MovingCube.CurrentCube.Stop();
FindObjectOfType<CubeSpawner>().SpawnCube();
}
}
}
移动立方体.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MovingCube : MonoBehaviour
{
public static MovingCube CurrentCube { get; private set; }
public static MovingCube LastCube { get; private set; }
[SerializeField] //allows variable to be adjustable during runtime
private float MoveSpeed = 1f;
private void OnEnable()
{
if (LastCube == null)
LastCube = GameObject.Find("Start").GetComponent<MovingCube>();
CurrentCube = this;
GetComponent<Renderer>().material.color = GetComponentRandomColor();
transform.localScale = new Vector3(LastCube.transform.localScale.x, transform.localScale.y, LastCube.transform.localScale.z);
}
private Color GetComponentRandomColor()
{
return new Color(UnityEngine.Random.Range(0, 1f), UnityEngine.Random.Range(0, 1f), UnityEngine.Random.Range(0, 1f));
}
internal void Stop()
{
MoveSpeed = 0;
float hangover = transform.position.z - LastCube.transform.position.z;
float direction = hangover > 0 ? 1f : -1f;
SplitCubeOnZ(hangover, direction);
}
private void SplitCubeOnZ(float hangover, float direction)
{
float newZSize = LastCube.transform.localScale.z - Mathf.Abs(hangover);
float fallingBlockSize = transform.localScale.z - newZSize;
float newZPosition = LastCube.transform.position.z + (hangover / 2);
transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, newZSize);
transform.position = new Vector3(transform.position.x, transform.position.y, newZPosition);
float cubeEdge = transform.position.z + (newZSize / 2f * direction);
float fallingBlockZPosition = cubeEdge + fallingBlockSize / 2f * direction;
SpawnDropCube(fallingBlockZPosition, fallingBlockSize);
}
private void SpawnDropCube(float fallingBlockZPosition, float fallingBlockSize)
{
var cube = GameObject.CreatePrimitive(PrimitiveType.Cube);
cube.transform.localScale = new Vector3(transform.localScale.x, transform.localScale.y, fallingBlockSize);
cube.transform.position = new Vector3(transform.position.x, transform.position.y, fallingBlockZPosition);
cube.AddComponent<Rigidbody>();
cube.GetComponent<Renderer>().material.color = GetComponent<Renderer>().material.color;
Destroy(cube.gameObject, 1f);
}
private void Update()
{
transform.position += transform.forward * Time.deltaTime * MoveSpeed; //moves the square piece
}
}
我没有看到任何代码在停止后更改最后一个多维数据集,因此您可以添加它。
internal void Stop()
{
...
MovingCube.LastCube = MovingCube.CurrentCube;
}
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