Unity3D經典案例遊戲:TANKS! Unity Tutorial - Phase 7 of 8 - Game Managers——TankManagers相關源C#代碼解析

該源代碼轉載自Unity遊戲案例中的TANKS代碼中

------------來自第二次使用Unity3D製作遊戲的遊戲製作新人小白

一、代碼自我解析

二、油管學習地址

三、Unity3D源代碼

 

 

一、源代碼自我解析

 

using System;
using UnityEngine;

[Serializable]
public class TankManager
{
    public Color m_PlayerColor;                                // 設置玩家的顏色
    public Transform m_SpawnPoint;                             // 設置坦克的起始位置和朝向
    [HideInInspector] public int m_PlayerNumber;               // 玩家名
    [HideInInspector] public string m_ColoredPlayerText;       // 比賽裏玩家的名字對應的顏色
    [HideInInspector] public GameObject m_Instance;            // 加載坦克實例
    [HideInInspector] public int m_Wins;                       // 判斷誰贏了(玩家號)


    private TankMovement m_Movement;                           // 設置坦克移動
    private TankShooting m_Shooting;                           // 設置坦克炮彈發射
    private GameObject m_CanvasGameObject;                     // 設置畫布計分板以及判斷誰贏了


    public void Setup()
    {
        // 獲取你加載實例的各項數據
        m_Movement = m_Instance.GetComponent<TankMovement>();
        m_Shooting = m_Instance.GetComponent<TankShooting>();
        m_CanvasGameObject = m_Instance.GetComponentInChildren<Canvas>().gameObject;

        // 將玩家各自對應起來(綁定各自玩家的腳本)前面寫的腳本都是通用的,每個玩家都能夠copy一份
        m_Movement.m_PlayerNumber = m_PlayerNumber;
        m_Shooting.m_PlayerNumber = m_PlayerNumber;

        // 設置玩家的顏色
        m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>";

        // 遍歷渲染器中的坦克皮膚頂點(並對每個頂點都賦予新的顏色)(換皮膚)
        MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer>();

        for (int i = 0; i < renderers.Length; i++)
        {
            renderers[i].material.color = m_PlayerColor;
        }
    }


    public void DisableControl()
    {

        // 禁用玩家控制

        m_Movement.enabled = false;
        m_Shooting.enabled = false;

        m_CanvasGameObject.SetActive(false);
    }


    public void EnableControl()
    {
        // 啓用玩家控制
        m_Movement.enabled = true;
        m_Shooting.enabled = true;

        m_CanvasGameObject.SetActive(true);
    }


    public void Reset()
    {
        // 重置玩家,遊戲本身就是回合制的,好像是誰先贏五誰就勝利
        m_Instance.transform.position = m_SpawnPoint.position;
        m_Instance.transform.rotation = m_SpawnPoint.rotation;

        m_Instance.SetActive(false);
        m_Instance.SetActive(true);
    }
}

// 以上只是自己對於該代碼的理解,如有誤還望指出讓我及時改正。

 

二、油管學習Unity地址  

 

https://www.youtube.com/watch?v=paLLfWd2k5A

 

三、Unity3D中該案例源代碼:

using System;
using UnityEngine;

namespace Complete
{
    [Serializable]
    public class TankManager
    {
        // This class is to manage various settings on a tank.
        // It works with the GameManager class to control how the tanks behave
        // and whether or not players have control of their tank in the 
        // different phases of the game.

        public Color m_PlayerColor;                             // This is the color this tank will be tinted.
        public Transform m_SpawnPoint;                          // The position and direction the tank will have when it spawns.
        [HideInInspector] public int m_PlayerNumber;            // This specifies which player this the manager for.
        [HideInInspector] public string m_ColoredPlayerText;    // A string that represents the player with their number colored to match their tank.
        [HideInInspector] public GameObject m_Instance;         // A reference to the instance of the tank when it is created.
        [HideInInspector] public int m_Wins;                    // The number of wins this player has so far.
        

        private TankMovement m_Movement;                        // Reference to tank's movement script, used to disable and enable control.
        private TankShooting m_Shooting;                        // Reference to tank's shooting script, used to disable and enable control.
        private GameObject m_CanvasGameObject;                  // Used to disable the world space UI during the Starting and Ending phases of each round.


        public void Setup ()
        {
            // Get references to the components.
            m_Movement = m_Instance.GetComponent<TankMovement> ();
            m_Shooting = m_Instance.GetComponent<TankShooting> ();
            m_CanvasGameObject = m_Instance.GetComponentInChildren<Canvas> ().gameObject;

            // Set the player numbers to be consistent across the scripts.
            m_Movement.m_PlayerNumber = m_PlayerNumber;
            m_Shooting.m_PlayerNumber = m_PlayerNumber;

            // Create a string using the correct color that says 'PLAYER 1' etc based on the tank's color and the player's number.
            m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>";

            // Get all of the renderers of the tank.
            MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer> ();

            // Go through all the renderers...
            for (int i = 0; i < renderers.Length; i++)
            {
                // ... set their material color to the color specific to this tank.
                renderers[i].material.color = m_PlayerColor;
            }
        }


        // Used during the phases of the game where the player shouldn't be able to control their tank.
        public void DisableControl ()
        {
            m_Movement.enabled = false;
            m_Shooting.enabled = false;

            m_CanvasGameObject.SetActive (false);
        }


        // Used during the phases of the game where the player should be able to control their tank.
        public void EnableControl ()
        {
            m_Movement.enabled = true;
            m_Shooting.enabled = true;

            m_CanvasGameObject.SetActive (true);
        }


        // Used at the start of each round to put the tank into it's default state.
        public void Reset ()
        {
            m_Instance.transform.position = m_SpawnPoint.position;
            m_Instance.transform.rotation = m_SpawnPoint.rotation;

            m_Instance.SetActive (false);
            m_Instance.SetActive (true);
        }
    }
}
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