Unity堆栈游戏c#

时间:2019-03-03 09:52:59

标签: c# unity3d

我正在尝试重新创建“堆叠”游戏,在该游戏中,您将正方形切片彼此堆叠,并使其越来越高。应该发生的事情是,当单击屏幕时,方形块应停在其当前位置,然后在其顶部产生一个新的方形块。像这样:

Optimal Output

但是,这就是游戏对我的影响。

Current Output

Current Output2

生成方块并放置它。但是,下一个正方形棋子在与前一个棋子相同的Y轴上生成,而不是在前一个棋子的顶部生成。从那里开始,它与之前的部分重叠。这是到目前为止已编写的脚本。有谁知道如何解决这个问题?具体来说,如何获得脚本以获取最佳输出,如上图所示?

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);
    }
}

GameManager.cs

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();
        }
    }
}

MovingCube.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
    }
}

1 个答案:

答案 0 :(得分:1)

我看不到任何代码更改停止后的最后一个多维数据集,因此您可以添加它。

internal void Stop()
{
    ...

    MovingCube.LastCube = MovingCube.CurrentCube;
}