如何重置井字游戏

时间:2019-12-13 11:09:25

标签: c# unity3d

我正在Unity中制作一个TicTacToe游戏,但是现在我需要在单击按钮时重新启动它。

public class GlobalCtrl : MonoBehaviour
{
    #region variables
    /// <summary>
    /// the prefab of playerMarkA
    /// </summary>
    public GameObject playerMarkA;
    /// <summary>
    /// the prefab of playerMarkB
    /// </summary>
    public GameObject playerMarkB;
    public Camera mainCamera;
    public List<GameObject> list = new List<GameObject>();
    private int[,] boardStatus = new int[3, 3];
    private Vector3[,] boardPos = new Vector3[3, 3];
    private Vector3 a;
    private Vector3 b;
    private Vector3 c;
    private Vector3 d;
    bool playerChange = true;
    bool playerA = false;
    bool playerB = false;
    bool gameOver = false;
    bool tie = false;
    public Button m_button;
    public Text m_text;
    #endregion

    /// <summary>
    /// Start is called before the first 
    /// </summary>
    void Start()
    {
        boardPos[0, 0] = new Vector3(-10 / 3, -10 / 3, 0);
        boardPos[0, 1] = new Vector3(0, -10 / 3, 0);
        boardPos[0, 2] = new Vector3(10 / 3, -10 / 3, 0);
        boardPos[1, 0] = new Vector3(-10 / 3, 0, 0);
        boardPos[1, 1] = new Vector3(0, 0, 0);
        boardPos[1, 2] = new Vector3(10 / 3, 0, 0);
        boardPos[2, 0] = new Vector3(-10 / 3, 10 / 3, 0);
        boardPos[2, 1] = new Vector3(0, 10 / 3, 0);
        boardPos[2, 2] = new Vector3(10 / 3, 10 / 3, 0);
        a = new Vector3(-10 / 6, 10 / 6, 0);
        b = new Vector3(10 / 6, 10 / 6, 0);
        c = new Vector3(-10 / 6, -10 / 6, 0);
        d = new Vector3(10 / 6, -10 / 6, 0);

        boardStatus[0, 0] = boardStatus[0, 1] = boardStatus[0, 2] =
            boardStatus[1, 0] = boardStatus[1, 1] = boardStatus[1, 2] =
            boardStatus[2, 0] = boardStatus[1, 0] = boardStatus[0, 0] = 0;
    }

    // Update is called once per frame
    void Update()
    {
        if(gameOver == false) {

            if (Input.GetMouseButtonDown(0))
            {

                Debug.Log(Input.mousePosition);

                Ray _ray = mainCamera.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit1;
                if (Physics.Raycast(_ray, out hit1))
                {

                    int m = 0;
                    int n = 0;
                    if (hit1.point.x < a.x)//left
                    {
                        m = 0;
                    }
                    else if (hit1.point.x > b.x)//right
                    {
                        m = 2;
                    }
                    else//middle
                    {
                        m = 1;
                    }
                    if (hit1.point.y > a.y)//top
                    {
                        n = 2;
                    }
                    else if (hit1.point.y < c.y)//bottom
                    {
                        n = 0;
                    }
                    else//middle
                    {
                        n = 1;
                    }
                    if (playerChange)
                    {
                        if (boardStatus[n, m] == 0)
                        {
                            list.Add(Instantiate(playerMarkA, transform.position = boardPos[n, m], Quaternion.identity));
                            boardStatus[n, m] = -1;
                            playerChange = false;
                            Debug.Log(boardStatus[n, m]);
                            winner();
                        }
                    }
                    else
                    {
                        if (boardStatus[n, m] == 0)
                        {
                            list.Add(Instantiate(playerMarkB, transform.position = boardPos[n, m], Quaternion.identity));
                            boardStatus[n, m] = 1;
                            playerChange = true;
                            Debug.Log(boardStatus[n, m]);
                            winner();
                        }

                    }

                }

            }
        }

    }

    void winner()
    {
        if(gameOver)
        {

        }
        if ((boardStatus[0, 0] == -1 && boardStatus[0, 1] == -1 && boardStatus[0, 2] == -1) ||
           (boardStatus[1, 0] == -1 && boardStatus[1, 1] == -1 && boardStatus[1, 2] == -1) ||
           (boardStatus[2, 0] == -1 && boardStatus[2, 1] == -1 && boardStatus[2, 2] == -1) ||
           (boardStatus[2, 0] == -1 && boardStatus[1, 0] == -1 && boardStatus[0, 0] == -1) ||
           (boardStatus[2, 1] == -1 && boardStatus[1, 1] == -1 && boardStatus[0, 1] == -1) ||
           (boardStatus[2, 2] == -1 && boardStatus[1, 2] == -1 && boardStatus[0, 2] == -1) ||
           (boardStatus[2, 0] == -1 && boardStatus[1, 1] == -1 && boardStatus[0, 2] == -1) ||
           (boardStatus[2, 2] == -1 && boardStatus[1, 1] == -1 && boardStatus[0, 0] == -1))
        {
            playerA = true;
        }
        else if ((boardStatus[0, 0] == 1 && boardStatus[0, 1] == 1 && boardStatus[0, 2] == 1) ||
             (boardStatus[1, 0] == 1 && boardStatus[1, 1] == 1 && boardStatus[1, 2] == 1) ||
             (boardStatus[2, 0] == 1 && boardStatus[2, 1] == 1 && boardStatus[2, 2] == 1) ||
             (boardStatus[2, 0] == 1 && boardStatus[1, 0] == 1 && boardStatus[0, 0] == 1) ||
             (boardStatus[2, 1] == 1 && boardStatus[1, 1] == 1 && boardStatus[0, 1] == 1) ||
             (boardStatus[2, 2] == 1 && boardStatus[1, 2] == 1 && boardStatus[0, 2] == 1) ||
             (boardStatus[2, 0] == 1 && boardStatus[1, 1] == 1 && boardStatus[0, 2] == 1) ||
             (boardStatus[2, 2] == 1 && boardStatus[1, 1] == 1 && boardStatus[0, 0] == 1))
        {
            playerB = true;
        }
        else
        {
            tie = true;
        }

        if (playerA)
        {
            m_text.text = "Player A wins!";
            gameOver = true;

        }
        else if (playerB)
        {
            m_text.text = "Player B wins!";
            gameOver = true;
        }
        else if (tie)
        {
            m_text.text = "Nobody won :(";
            //gameOver = true;
        }

    }

}

然后,我只需要添加功能即可删除游戏对象。我的意思是,当我重新启动游戏时,只应删除游戏对象,但游戏板应保持原样:

click to see the photo

所以我尝试了

public void button()
    {
        for(int i = 0; i < list.Count - 1; i++)
        {
            var last = list[list.Count - 1];
            list.Remove(last);
            Destroy(last);
        }
}

但是它似乎无法正常工作,因为当我单击以将对象添加到面板中时,该面板不再存在,但是在层次结构窗口中仍然存在添加的对象(在游戏/场景)。

非常感谢您阅读一些答案,谢谢!

1 个答案:

答案 0 :(得分:3)

for循环中执行此操作很不好,因为您从循环内更改了Count对象,这或早或晚会使您的迭代索引i无效。

您宁愿简单地做

// destroy all items
foreach(var item in list)
{
    Destroy(item);
}

// then in one call remove all elements from the list
list.Clear();

注意:您的列表为public。因此,为了确保没有任何因Inspector意外引用而在第一次重置时被删除的内容,您应该在一次清除该列表中

private void Awake()
{
    list.Clear();
}

但是,正如已经提到的,简单地重新加载整个场景通常也是一个很好的解决方案。这样,您就不必进行任何重置操作

SceneManager.LoadSceneAsync(SceneManager.GetActiveScene().buildIndex);

顺便说一句,您的示例行可能应该看起来像

Instantiate(playerMarkA, boardPos[n, m], Quaternion.identity);

Instantiate(playerMarkB, boardPos[n, m], Quaternion.identity);
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