Rigidbody2D rbody;//定义2d刚体
Animator anim;//定义动画
Vector2 lookDirection = new Vector2(1, 0);//初始向x看
GameObject robotObj;//定义一个机器人对象
//最大健康值
private int maxHealth=5;
//当前健康值
private int currentHealth;
//其他脚本可获取最大健康值
public int MyMaxHealth { get { return maxHealth; } }
//其他脚本可获取当前健康值
public int MyCurrentHealth { get { return currentHealth; } }
//敌人剩余数量
public static int enemyleft = 2;
//public int curEnemyleft { get { return enemyleft; } }
//无敌时间
private float wuditime = 2f;
//无敌计时器
private float wuditimer;
//无敌状态
private bool isWudi;
//子弹数量
[SerializeField]
private int curBulletCount=2;
private int maxBulletCount=99;
public int MyCurBulletCount { get { return curBulletCount; } }
public int MyMaxBulletCount { get { return maxBulletCount; } }
//子弹预制体
public GameObject bulletPrefab;
//游戏结束提示
public GameObject GameOver;
//指定为主角并销毁
public GameObject GameOverPlayer;
//任务完成提示
public GameObject MissionCompleted;
//无法实现在其他脚本中销毁提示,故在此脚本中限时销毁
public float showTime = 4;
private float showTimer;
//显示标志,一场游戏中只显示一次
private int showflag=0;
//玩家音效
public AudioClip hitClip;
public AudioClip launchClip;
// Start is called before the first frame update
void Start()
//隐藏任务完成提示
MissionCompleted.SetActive(false);
//提示计时器设置为负值
showTimer = -1;
//重新开始游戏后初始化敌人数量
enemyleft = 2;
rbody = GetComponent
();//获取2d刚体
anim = GetComponent();//获取动画组件
//初始化生命值
currentHealth = 2;
//初始化无敌时间
wuditimer = 0;
//更新生命条与子弹数量
UIManager.instance.UpdateHealthBar(currentHealth, maxHealth);
UIManager.instance.UpdateBulletCount(curBulletCount, maxBulletCount);
// Update is called once per frame
void Update()
//任务完成提示计时
showTimer -= Time.deltaTime;
//Debug.Log(showTimer);
//超过时间就取消显示任务完成提示
if (showTimer < 0)
MissionCompleted.SetActive(false);
//敌人数量为0,并且是第一次达到0,之前没有完成任务,任务完成
if (enemyleft==0 && showflag != 1)
//给倒计时器赋值,以此显示提示
showTimer = showTime;
//已经完成任务了,标记一下,之后不再显示
showflag = 1;
//显示任务完成提示
MissionCompleted.SetActive(true);
//如果生命值为0,显示游戏结束字样,并销毁主角
if (currentHealth==0)
GameOver.SetActive(true);
Destroy(GameOverPlayer);
//获取运动矢量
float moveX = Input.GetAxisRaw("Horizontal");
float moveY = Input.GetAxisRaw("Vertical");
Vector2 moveVector = new Vector2(moveX, moveY);
if(moveX!=0||moveY!=0)
lookDirection = moveVector;
Vector2 position = transform.position;
position.x += moveX * speed * Time.deltaTime;
position.y += moveY * speed * Time.deltaTime;
transform.position = new Vector2(position.x, position.y);
rbody.MovePosition(position);//用刚体移动可以消除画面抖动
anim.SetFloat("move X",lookDirection.x);//为动画集赋值
anim.SetFloat("move Y",lookDirection.y);
anim.SetFloat("runspeed", moveVector.magnitude);//状态集的切换由运动矢量决定
//赋值必须与状态集命名一样
//--------------------------------------------------
//如果处于无敌状态,就计时
if(isWudi)
wuditimer -= Time.deltaTime;
//计时器归0,就不处于无敌状态了
if(wuditimer<0)
isWudi = false;
//-------------------------------------
//当按下J,并且子弹大于0,开火
if(Input.GetKeyDown(KeyCode.J) && curBulletCount>0)
ChangeBulletCount(-1);
anim.SetTrigger("Launch");
AudioManager.instance.AudioPlay(launchClip);
GameObject bullet = Instantiate(bulletPrefab, rbody.position+Vector2.up*0.5f, Quaternion.identity);
BulletControl bc = bullet.GetComponent();
if(bc!=null)
bc.Shoot(lookDirection, 300);
//按E与npc交互
if(Input.GetKeyDown(KeyCode.E))
RaycastHit2D hit = Physics2D.Raycast(rbody.position, lookDirection, 2f, LayerMask.GetMask("NPC"));
if(hit.collider!=null)
Debug.Log("hit npc!");
NPCManager npc = hit.collider.GetComponent();
if(npc!=null)
npc.ShowDialog();
private void OnTriggerEnter2D(Collider2D collision)
//踩到雷区,自动生成僵尸
float robotX = Random.Range(-3, 5);
float robotY = Random.Range(-3, 5);
Vector2 position_robot = new Vector2(robotX, robotY);
if(collision.gameObject.tag=="bomb")//如果碰到雷区
print("other.tag=" + collision.gameObject.tag);//这句一定要有,不然出不来
robotObj = Instantiate(Resources.Load("Prefabs/Robot"),position_robot,Quaternion.identity)as GameObject;//加载资源,生成一个预制体,做成一个对象
private void OnTriggerExit2D(Collider2D collision)
//离开雷区,僵尸消失
if(collision.gameObject.tag=="bomb")
Destroy(robotObj);
public void chnageHealth(int amount)
//可能是受到伤害,也可能是加血
if(amount<0)
//如果是受伤,设置无敌状态,则2秒内不能受伤
if(isWudi==true)
return;
isWudi = true;
//播放受伤动画
anim.SetTrigger("Hit");
//播放受伤音效
AudioManager.instance.AudioPlay(hitClip);
//为无敌计时器赋值
wuditimer = wuditime;
//更改健康值
currentHealth = Mathf.Clamp(currentHealth+amount,0,maxHealth);
//更新血条
UIManager.instance.UpdateHealthBar(currentHealth, maxHealth);
Debug.Log(currentHealth + "/" + maxHealth);
public void ChangeBulletCount(int amount)
//改变子弹数
curBulletCount = Mathf.Clamp(curBulletCount + amount, 0, maxBulletCount);
//改变UI子弹数
UIManager.instance.UpdateBulletCount(curBulletCount, maxBulletCount);
减少剩余敌人数,是在子弹脚本中实现的
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BulletControl : MonoBehaviour
Rigidbody2D rbody;
//子弹命中声
public AudioClip hitClip;
// Start is called before the first frame update
void Awake()
rbody = GetComponent<Rigidbody2D>();
//2秒后不管打没打中,子弹销毁子弹
Destroy(this.gameObject, 2f);
// Update is called once per frame
void Update()
//子弹发射,射击
public void Shoot(Vector2 moveDirection,float moveForce)
rbody.AddForce(moveDirection * moveForce);
//子弹命中
private void OnCollisionEnter2D(Collision2D collision)
//调用机器人控制脚本的修复函数,修改机器人的状态
RobotControl ec = collision.gameObject.GetComponent<RobotControl>();
if (ec!=null)
Debug.Log("命中敌人了");
ec.Fixed();//杀敌
//更改玩家控制中的击杀数,以此判断任务是否完成,格式:脚本名.静态变量--;
PlayerControl.enemyleft--;
//播放命中声
AudioManager.instance.AudioPlay(hitClip);
//立即销毁子弹
Destroy(this.gameObject);
附完整教程:
Unity2d Rubys Adventure 课程设计报告
https://blog.csdn.net/weixin_43673589