Extreme Drift赛车游戏C#源码详解(1)
接着上次的源码分析:
MainMenu场景的UGUI部分:
Canvas中的EnoughMoney:
作用:当买车后金币不足弹出的页面
内部一个Text和一个Button,让我有点疑惑的是,Button绑定的点击事件是BuyVehicle函数:
- public void BuyVehicle()
- {
- //金币足够或者车辆未买才会执行
- if ((gameScore >= vehicleSetting[currentVehicleNumber].price) && !vehicleSetting[currentVehicleNumber].Bought)
- {
- //数据持久化
- PlayerPrefs.SetInt("BoughtVehicle" + currentVehicleNumber.ToString(), 1);
- //减钱
- gameScore -= vehicleSetting[currentVehicleNumber].price;
- //防止负数
- if (gameScore <= 0) { gameScore = 1; }
- //保存金币数量
- PlayerPrefs.SetInt("GameScore", gameScore);
- //保存车辆购买状态
- vehicleSetting[currentVehicleNumber].Bought = true;
- }
- else
- {
- menuPanels.EnoughMoney.SetActive(true);
- }
- }
下一个对象LevelChooser:
内含三个对象,Top,Bottom,Levels:
Top:带有OutlineLogo的简单的Text
Bottom:内含Back和Start,返回上一个场景,原理是传入一个索引值,函数如下
- public void CurrentPanel(int current)
- {
- //这里为什么要传一个INT呢?因为开头有定义
- //public enum Panels { MainMenu = 0, SelectVehicle = 1, SelectLevel = 2, Settings = 3 }
- //activePanel默认为0,这里传入的是1,就是选车
- activePanel = (Panels)current;
- //PlayerPrefs是数据持久化,从存档取出数据验证
- if (currentVehicleNumber != PlayerPrefs.GetInt("CurrentVehicle"))
- {
- currentVehicleNumber = PlayerPrefs.GetInt("CurrentVehicle");
- //循环所有的车辆
- foreach (VehicleSetting VSetting in vehicleSetting)
- {
- //当前车激活状态,否则不激活
- if (VSetting == vehicleSetting[currentVehicleNumber])
- {
- VSetting.vehicle.SetActive(true);
- currentVehicle = VSetting;
- }
- else
- {
- VSetting.vehicle.SetActive(false);
- }
- }
- }
- //根据传入值做一些操作
- switch (activePanel)
- {
- case Panels.MainMenu:
- menuPanels.MainMenu.SetActive(true);
- menuPanels.SelectVehicle.SetActive(false);
- menuPanels.SelectLevel.SetActive(false);
- if (menuGUI.wheelColor) menuGUI.wheelColor.gameObject.SetActive(true);
- break;
- case Panels.SelectVehicle:
- menuPanels.MainMenu.gameObject.SetActive(false);
- menuPanels.SelectVehicle.SetActive(true);
- menuPanels.SelectLevel.SetActive(false);
- break;
- case Panels.SelectLevel:
- menuPanels.MainMenu.SetActive(false);
- menuPanels.SelectVehicle.SetActive(false);
- menuPanels.SelectLevel.SetActive(true);
- break;
- case Panels.Settings:
- menuPanels.MainMenu.SetActive(false);
- menuPanels.SelectVehicle.SetActive(false); menuPanels.EnoughMoney.SetActive(true);
- menuPanels.SelectLevel.SetActive(false);
- break;
- }
- }
Start对应的函数如下:调用StartGame,然后调用下面的两个函数
- public void StartGame()
- {
- //防止出错
- if (startingGame) return;
- //设置背景
- FadeBackGround.SetBool("FadeOut", true);
- //调用协程加载(由于不能直接调用C#的多线程,这个函数实现多线程)
- StartCoroutine(LoadLevelGame(1.5f));
- startingGame = true;
- }
- IEnumerator LoadLevelGame(float waitTime)
- {
- yield return new WaitForSeconds(waitTime);
- //激活加载页面
- menuGUI.loading.SetActive(true);
- //加载
- StartCoroutine(LoadLevelAsync());
- }
- IEnumerator LoadLevelAsync()
- {
- yield return new WaitForSeconds(0.4f);
- sceneLoadingOperation = Application.LoadLevelAsync(currentLevelNumber + 1);
- sceneLoadingOperation.allowSceneActivation = false;
- while (!sceneLoadingOperation.isDone || sceneLoadingOperation.progress < 0.9f)
- {
- menuLoadTime += Time.deltaTime;
- yield return 0;
- }
- }
Levels是一个带有Scroll Rect的Image,内含Group,下有五张地图对象
每一个地图下有star1,star2,star3,简单的Image表实获取到的成绩,以及一个locked表示是否解锁,本质是一个简单的Image
还有一个CurrentLevel对象,简单的Image背景,里面有两个简单的Text表示曾经获取的成绩
每一张地图对象只是一个图片,并不实际含有地图,并且绑定一个函数,根据传参进行下一步:
- public void currentLevel(int current)
- {
- for (int i = 0; i < levelSetting.Length; i++)
- {
- if (i == current)
- {
- currentLevelNumber = current;
- levelSetting[i].panel.image.color = Color.white;
- levelSetting[i].panel.enabled = true;
- levelSetting[i].lockImage.gameObject.SetActive(false);
- PlayerPrefs.SetInt("CurrentLevelNumber", currentLevelNumber);
- }
- else if (levelSetting[i].locked == false)
- {
- levelSetting[i].panel.image.color = new Color(0.3f, 0.3f, 0.3f);
- levelSetting[i].panel.enabled = true;
- levelSetting[i].lockImage.gameObject.SetActive(false);
- }
- else
- {
- levelSetting[i].panel.image.color = new Color(1.0f, 0.5f, 0.5f);
- levelSetting[i].panel.enabled = false;
- levelSetting[i].lockImage.gameObject.SetActive(true);
- }
- //根据保存过的信息进行显示
- if (levelSetting[i].bestTime)
- {
- if (PlayerPrefs.GetFloat("BestTime" + (i + 1).ToString()) != 0.0f)
- {
- if (PlayerPrefs.GetInt("LevelStar" + (i + 1)) == 1)
- {
- levelSetting[i].stars.Star1.color = Color.white;
- }
- else if (PlayerPrefs.GetInt("LevelStar" + (i + 1)) == 2)
- {
- levelSetting[i].stars.Star1.color = Color.white;
- levelSetting[i].stars.Star2.color = Color.white;
- }
- else if (PlayerPrefs.GetInt("LevelStar" + (i + 1)) == 3)
- {
- levelSetting[i].stars.Star1.color = Color.white;
- levelSetting[i].stars.Star2.color = Color.white;
- levelSetting[i].stars.Star3.color = Color.white;
- }
- levelSetting[i].bestTime.text = "BEST : " + GetComponent<FormatSecondsScript>().FormatSeconds(PlayerPrefs.GetFloat("BestTime" + (i + 1))).ToString();
- }
- }
- }
- }
下一个选项,Settings:设置界面
一个深色的BackGround
SettingsPanel:下面有七个对象
close是一个简单的Button,绑定MainMenu的函数:
- public void SettingActive(bool activePanel)
- {
- menuPanels.Settings.gameObject.SetActive(activePanel);
- }
Quality下有四个Button,用于设置画质,一个line用来分割,绑定的函数如下:
直接调用系统画质API,然后持久化保存数据
- public void QualitySetting(int quality)
- {
- QualitySettings.SetQualityLevel(quality - 1, true);
- PlayerPrefs.SetInt("QualitySettings", quality);
- }
Sound音量设置下是两个Toggle:选项框绑定函数:设置后保存
- public void DisableAudioButton(Toggle toggle)
- {
- if (toggle.isOn)
- {
- AudioListener.volume = 1;
- PlayerPrefs.SetInt("AudioActive", 0);
- }
- else
- {
- AudioListener.volume = 0;
- PlayerPrefs.SetInt("AudioActive", 1);
- }
- }
- public void DisableMusicButton(Toggle toggle)
- {
- if (toggle.isOn)
- {
- menuMusic.GetComponent<AudioSource>().mute = false;
- PlayerPrefs.SetInt("MusicActive", 0);
- }
- else
- {
- menuMusic.GetComponent<AudioSource>().mute = true;
- PlayerPrefs.SetInt("MusicActive", 1);
- }
- }
Control下四个对象,用于设置操作相关
两个选项框用于设置操作模式
- public void ControlModeButtons(Toggle value)
- {
- if (value.isOn)
- PlayerPrefs.SetString("ControlMode", "Buttons");
- }
- public void ControlModeAccel(Toggle value)
- {
- if (value.isOn)
- PlayerPrefs.SetString("ControlMode", "Accel");
- }
下面是音量设置:都是一些简单的函数
- public void DisableAudioButton(Toggle toggle)
- {
- if (toggle.isOn)
- {
- AudioListener.volume = 1;
- PlayerPrefs.SetInt("AudioActive", 0);
- }
- else
- {
- AudioListener.volume = 0;
- PlayerPrefs.SetInt("AudioActive", 1);
- }
- }
- public void DisableMusicButton(Toggle toggle)
- {
- if (toggle.isOn)
- {
- menuMusic.GetComponent<AudioSource>().mute = false;
- PlayerPrefs.SetInt("MusicActive", 0);
- }
- else
- {
- menuMusic.GetComponent<AudioSource>().mute = true;
- PlayerPrefs.SetInt("MusicActive", 1);
- }
- }
保存敏感系数函数:
- public void EditSensitivity()
- {
- PlayerPrefs.SetFloat("Sensitivity", menuGUI.sensitivity.value);
- }
最后一个Erase All Data是激活下面的Reset Panel,进行数据清除
Reset Panel是一个红色背景和选择YES或者NO
- public void EraseSave()
- {
- //清除所有数据后重新加载
- PlayerPrefs.DeleteAll();
- currentVehicleNumber = 0;
- Application.LoadLevel(0);
- foreach (Material mat in allRestMaterials)
- mat.SetColor("_Color", new Color(0.7f, 0.7f, 0.7f));
- }
Fade Background是一个隐藏对象,如果激活后,会显示车轮样的加载图片,带有一个绑定了动画的Animator
到这里,UGUI的Canvas就分析完了
下一个,先看简单的Vehicle Root对象
里面装有12辆车和一个Shadow阴影
这12辆车就是汽车的3D模型,没什么好说的,Shadow是汽车的阴影
Shadow实现是利用Projector投影,用到一些阴影资源,这里就不深究了
下一个Garage对象,也很简单,就是一个车库3D模型
最后来看Main Camera:
Main Camera下有两个Audio Source,分别是背景音乐和点击音效
Main Camera首先绑定的是MainMenu:
这两篇文章都是围绕MainMenu讲的,现在从头来看:
先看一些全局变量:这里大部分的意思我都看懂了,不过有一部分我无法理解
- //金币
- private int gameScore { get; set; }
- //视角移动速度
- public float cameraRotateSpeed = 5;
- //加载背景
- public Animator FadeBackGround;
- //背景音乐
- public AudioSource menuMusic;
- //简单的GO
- public Transform vehicleRoot;
- //所有材质
- public Material[] allRestMaterials;
- //主界面:含有五个场景对象
- public MenuPanels menuPanels;
- //界面GUI,含有多个对象
- public MenuGUI menuGUI;
- //车辆数组,保存了汽车的各种信息
- public VehicleSetting[] vehicleSetting;
- //关卡数组,保存了关卡的信息
- public LevelSetting[] levelSetting;
- //默认以第一个界面开启
- private Panels activePanel = Panels.MainMenu;
- //含义暂定
- private bool vertical, horizontal;
- private Vector2 startPos;
- private Vector2 touchDeltaPosition;
- //鼠标按下位置记录
- private float x, y = 0;
- //当前车辆以及各种信息
- private VehicleSetting currentVehicle;
- private int currentVehicleNumber = 0;
- private int currentLevelNumber = 0;
- private Color mainColor;
- private bool randomColorActive = false;
- private bool startingGame = false;
- private float menuLoadTime = 0.0f;
- private AsyncOperation sceneLoadingOperation = null;
自定义的几个类:
- //游戏的GUI
- [System.Serializable]
- public class MenuGUI
- {
- public Text GameScore;
- public Text VehicleName;
- public Text VehiclePrice;
- public Slider VehicleSpeed;
- public Slider VehicleBraking;
- public Slider VehicleNitro;
- public Slider sensitivity;
- public Toggle audio;
- public Toggle music;
- public Toggle vibrateToggle;
- public Toggle ButtonMode, AccelMode;
- public Image wheelColor, smokeColor;
- public Image loadingBar;
- public GameObject loading;
- public GameObject customizeVehicle;
- public GameObject buyNewVehicle;
- }
- //五个场景的Panel
- [System.Serializable]
- public class MenuPanels
- {
- public GameObject MainMenu;
- public GameObject SelectVehicle;
- public GameObject SelectLevel;
- public GameObject EnoughMoney;
- public GameObject Settings;
- }
- //车辆信息
- [System.Serializable]
- public class VehicleSetting
- {
- public string name = "Vehicle 1";
- public int price = 20000;
- public GameObject vehicle;
- public GameObject wheelSmokes;
- public Material ringMat, smokeMat;
- public Transform rearWheels;
- public VehiclePower vehiclePower;
- //是否购买,隐藏
- [HideInInspector]
- public bool Bought = false;
- //车辆性能参数
- [System.Serializable]
- public class VehiclePower
- {
- public float speed = 80;
- public float braking = 1000;
- public float nitro = 10;
- }
- }
- //可以使用的几张地图信息
- [System.Serializable]
- public class LevelSetting
- {
- public bool locked = true;
- public Button panel;
- public Text bestTime;
- public Image lockImage;
- public StarClass stars;
- //该地图获得了几颗星
- [System.Serializable]
- public class StarClass
- {
- public Image Star1, Star2, Star3;
- }
- }
这个脚本其他所有的函数都有说过了,除了Awake和Update函数:
先来看看Awake函数:
- //初始化
- void Awake()
- {
- AudioListener.pause = false;
- Time.timeScale = 1.0f;
- //震动选项,这里没用
- menuGUI.vibrateToggle.isOn = (PlayerPrefs.GetInt("VibrationActive") == 0) ? true : false;
- //默认金币999999
- gameScore = 999999;
- //加载第一个场景
- CurrentPanel(0);
- //设置画质
- if (PlayerPrefs.GetInt("QualitySettings") == 0)
- {
- PlayerPrefs.SetInt("QualitySettings", 4);
- QualitySettings.SetQualityLevel(3, true);
- }
- else
- {
- QualitySettings.SetQualityLevel(PlayerPrefs.GetInt("QualitySettings") - 1, true);
- }
- //设置车辆敏感度
- if (PlayerPrefs.GetFloat("Sensitivity") == 0.0f)
- {
- menuGUI.sensitivity.value = 1.0f;
- PlayerPrefs.SetFloat("Sensitivity", 1.0f);
- }
- else
- {
- menuGUI.sensitivity.value = PlayerPrefs.GetFloat("Sensitivity");
- }
- //设置操作模式
- switch (PlayerPrefs.GetString("ControlMode"))
- {
- case "":
- menuGUI.ButtonMode.isOn = true;
- break;
- case "Buttons":
- menuGUI.ButtonMode.isOn = true;
- break;
- case "Accel":
- menuGUI.AccelMode.isOn = true;
- break;
- }
- //当前车辆
- currentLevelNumber = PlayerPrefs.GetInt("CurrentLevelNumber");
- //地图解锁情况处理
- for (int lvls = 0; lvls < levelSetting.Length; lvls++)
- {
- if (lvls <= PlayerPrefs.GetInt("CurrentLevelUnlocked"))
- levelSetting[lvls].locked = false;
- }
- //设置地图
- currentLevel(currentLevelNumber);
- //读取默认控制信息设置
- switch (PlayerPrefs.GetString("ControlMode"))
- {
- case "":
- PlayerPrefs.SetString("ControlMode", "Buttons");
- menuGUI.ButtonMode.isOn = true;
- break;
- case "Buttons":
- menuGUI.ButtonMode.isOn = true;
- break;
- case "Accel":
- menuGUI.AccelMode.isOn = true;
- break;
- }
- //默认只买了第一辆车
- PlayerPrefs.SetInt("BoughtVehicle0", 1);
- //背景音乐和音量设置
- menuGUI.audio.isOn = (PlayerPrefs.GetInt("AudioActive") == 0) ? true : false;
- AudioListener.volume = (PlayerPrefs.GetInt("AudioActive") == 0) ? 1.0f : 0.0f;
- menuGUI.music.isOn = (PlayerPrefs.GetInt("MusicActive") == 0) ? true : false;
- menuMusic.mute = (PlayerPrefs.GetInt("MusicActive") == 0) ? false : true;
- currentVehicleNumber = PlayerPrefs.GetInt("CurrentVehicle");
- currentVehicle = vehicleSetting[currentVehicleNumber];
- int i = 0;
- //遍历所有车辆,进行轮胎颜色烟雾设置
- foreach (VehicleSetting VSetting in vehicleSetting)
- {
- if (PlayerPrefsX.GetColor("VehicleWheelsColor" + i) == Color.clear)
- {
- vehicleSetting[i].ringMat.SetColor("_DiffuseColor", Color.white);
- }
- else
- {
- vehicleSetting[i].ringMat.SetColor("_DiffuseColor", PlayerPrefsX.GetColor("VehicleWheelsColor" + i));
- }
- if (PlayerPrefsX.GetColor("VehicleSmokeColor" + i) == Color.clear)
- {
- vehicleSetting[i].smokeMat.SetColor("_TintColor", new Color(0.8f, 0.8f, 0.8f, 0.2f));
- }
- else
- {
- vehicleSetting[i].smokeMat.SetColor("_TintColor", PlayerPrefsX.GetColor("VehicleSmokeColor" + i));
- }
- //Bought=true说明车没有买
- if (PlayerPrefs.GetInt("BoughtVehicle" + i.ToString()) == 1)
- {
- VSetting.Bought = true;
- if (PlayerPrefs.GetInt("GameScore") == 0)
- {
- PlayerPrefs.SetInt("GameScore", gameScore);
- }
- else
- {
- gameScore = PlayerPrefs.GetInt("GameScore");
- }
- }
- //显示当前车辆
- if (VSetting == vehicleSetting[currentVehicleNumber])
- {
- VSetting.vehicle.SetActive(true);
- currentVehicle = VSetting;
- }
- else
- {
- VSetting.vehicle.SetActive(false);
- }
- i++;
- }
- }
再看看Update方法:
- void Update()
- {
- //如果加载了下一个Scene
- if (sceneLoadingOperation != null)
- {
- //根据时间显示加载轮胎动画(圆形逐渐圆满)
- /*public static Vector3 MoveTowards(Vector3 current, Vector3 target, float maxDistanceDelta);
- 作用是将当前值current移向目标target。(对Vector3是沿两点间直线)
- maxDistanceDelta就是每次移动的最大长度。
- 返回值是当current值加上maxDistanceDelta的值,如果这个值超过了target,返回的就是target的值*/
- menuGUI.loadingBar.fillAmount = Mathf.MoveTowards(menuGUI.loadingBar.fillAmount, sceneLoadingOperation.progress + 0.2f, Time.deltaTime * 0.5f);
- //加载完成
- if (menuGUI.loadingBar.fillAmount > sceneLoadingOperation.progress)
- sceneLoadingOperation.allowSceneActivation = true;
- }
- if (menuGUI.smokeColor.gameObject.activeSelf || randomColorActive)
- {
- //车辆的后轮旋转
- vehicleSetting[currentVehicleNumber].rearWheels.Rotate(1000 * Time.deltaTime, 0, 0);
- //开启车辆轮胎烟雾
- vehicleSetting[currentVehicleNumber].wheelSmokes.SetActive(true);
- }
- else
- {
- vehicleSetting[currentVehicleNumber].wheelSmokes.SetActive(false);
- }
- //车辆参数的显示
- menuGUI.VehicleSpeed.value = vehicleSetting[currentVehicleNumber].vehiclePower.speed / 100.0f;
- menuGUI.VehicleBraking.value = vehicleSetting[currentVehicleNumber].vehiclePower.braking / 100.0f;
- menuGUI.VehicleNitro.value = vehicleSetting[currentVehicleNumber].vehiclePower.nitro / 100.0f;
- menuGUI.GameScore.text = gameScore.ToString();
- //如果车已购买
- if (vehicleSetting[currentVehicleNumber].Bought)
- {
- //一些简单的设置
- menuGUI.customizeVehicle.SetActive(true);
- menuGUI.buyNewVehicle.SetActive(false);
- menuGUI.VehicleName.text = vehicleSetting[currentVehicleNumber].name;
- menuGUI.VehiclePrice.text = "BOUGHT";
- PlayerPrefs.SetInt("CurrentVehicle", currentVehicleNumber);
- }
- else
- {
- //车没买的话一些简单的设置
- menuGUI.customizeVehicle.SetActive(false);
- menuGUI.buyNewVehicle.SetActive(true);
- menuGUI.VehicleName.text = vehicleSetting[currentVehicleNumber].name;
- menuGUI.VehiclePrice.text = "COST: " + vehicleSetting[currentVehicleNumber].price.ToString();
- }
- //我改了下源码,因为暂时用不到安卓系统
- if (Input.GetMouseButton(0) && activePanel != Panels.SelectLevel)
- {
- //这些数学函数我看不懂,但明白意思,就是鼠标点击屏幕出现是视觉效果和旋转效果
- x = Mathf.Lerp(x, Mathf.Clamp(Input.GetAxis("Mouse X"), -2, 2) * cameraRotateSpeed, Time.deltaTime * 5.0f);
- Camera.main.fieldOfView = Mathf.Clamp(Camera.main.fieldOfView, 50, 60);
- Camera.main.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, 50, Time.deltaTime);
- }
- else {
- x = Mathf.Lerp(x, cameraRotateSpeed * 0.01f, Time.deltaTime * 5.0f);
- Camera.main.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, 60, Time.deltaTime);
- }
- //慢慢旋转视角
- transform.RotateAround(vehicleRoot.position, Vector3.up, x);
- }