嘿,我似乎无法弄清楚为什么我在坦克游戏中的游戏经理表现出色。我对其进行了修改,以容纳多个预制件,但是每次我运行它并且第一轮结束时,它都不会从两个预制件的坦克中再次产生,而只是继续向仍然站立的玩家移动。我认为这与重置又名回合有关,但我看不到我的出路。我只是认为,因为它不会在坦克中产生,但它会一直循环运行,因此不会正确地重新开始新的一轮。
`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
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_TankPrefabs;
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()
{
//Manually setup the player at index zero in the tanks array
m_Tanks[0].m_Instance =
Instantiate(m_TankPrefabs[0], m_Tanks[0].m_SpawnPoint.position, m_Tanks[0].m_SpawnPoint.rotation) as GameObject;
m_Tanks[0].m_PlayerNumber = 1;
// Setup the other prefab tank
for (int i = 1; i < m_Tanks.Length; i++)
{
// ... create them, set their player number and references needed for control.
m_Tanks[i].m_Instance =
Instantiate(m_TankPrefabs[i], m_Tanks[i].m_SpawnPoint.position, m_Tanks[i].m_SpawnPoint.rotation) as GameObject;
m_Tanks[i].m_PlayerNumber = i;
}
}
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();
}
}
}
`