使用
重新加载关卡Application.LoadLevel(0);
FixedUpdate()和输入没有任何想法?
void Awake()
{
Debug.Log("Awake");
Load();
for (int i = 0; i < 5; i++)
{
for (int j = 0; j < 5; j++)
{
switch (i)
{
case 0:
Grid[i, j] = cuber1[j];
break;
case 1:
Grid[i, j] = cuber2[j];
break;
case 2:
Grid[i, j] = cuber3[j];
break;
case 3:
Grid[i, j] = cuber4[j];
break;
case 4:
Grid[i, j] = cuber5[j];
break;
}
Occupied[i, j] = false;
}
}
randomObjectSpawn();
randomObjectSpawn();
}
void Start()
{
Swiped = false;
paused = false;
GameOver = false;
count = 0;
}
void Update()
{
foreach (Touch t in Input.touches)
{
switch (t.phase)
{
case TouchPhase.Began:
Initial = t.position;
Swiped = false;
break;
case TouchPhase.Ended:
Direction = t.position - Initial;
if (Direction.magnitude > 100.0f)
{
Direction = Direction.normalized;
Swiped = true;
}
break;
}
if (Swiped && count == 0)
{
if (Vector2.Dot(Direction, Vector2.up) > Mathf.Sqrt(0.5f))
{
// Up
BroadcastMessage("swipedUp", SendMessageOptions.DontRequireReceiver);
}
else if (Vector2.Dot(Direction, -1 * Vector2.up) > Mathf.Sqrt(0.5f))
{
// Down
BroadcastMessage("swipedDown", SendMessageOptions.DontRequireReceiver);
}
else if (Vector2.Dot(Direction, Vector2.right) > Mathf.Sqrt(0.5f))
{
// Right
BroadcastMessage("swipedRight", SendMessageOptions.DontRequireReceiver);
}
else if (Vector2.Dot(Direction, -1 * Vector2.right) > Mathf.Sqrt(0.5f))
{
// Left
BroadcastMessage("swipedLeft", SendMessageOptions.DontRequireReceiver);
}
}
}
if (count == 0)
{
if (Input.GetKeyDown(KeyCode.UpArrow))
{
// Up
BroadcastMessage("swipedUp", SendMessageOptions.DontRequireReceiver);
}
else if (Input.GetKeyDown(KeyCode.DownArrow))
{
// Down
BroadcastMessage("swipedDown", SendMessageOptions.DontRequireReceiver);
}
else if (Input.GetKeyDown(KeyCode.RightArrow))
{
// Right
BroadcastMessage("swipedRight", SendMessageOptions.DontRequireReceiver);
}
else if (Input.GetKeyDown(KeyCode.LeftArrow))
{
// Left
BroadcastMessage("swipedLeft", SendMessageOptions.DontRequireReceiver);
}
}
}
void FixedUpdate()
{
byte tempCount = 0;
foreach (bool b in Occupied)
{
if (b)
{
tempCount++;
}
}
if (count == 2 * tempCount)
{
randomObjectSpawn();
count = 0;
}
}
这是场景中的主脚本,每个生成的随机对象也有一个单独的脚本来执行基于滑动的方法。 Count用于查明是否每个对象都已完成执行该方法