Unity类银河战士恶魔城学习总结(P150 End Screen结束重启按钮)
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
教程源地址:https://www.udemy.com/course/2d-rpg-alexdev/
本章节实现了死亡后重新启动游戏,并且加入了游戏管理器
加入了重新开始游戏的按钮
GameManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
//2024.11.28 17:04
public class GameManager : MonoBehaviour
{
public static GameManager instance;//单例模式,全局变量
private void Awake()
{
if (instance != null)
Destroy(instance.gameObject);
else
instance = this;
}
public void RestartScene()
{
Scene scene = SceneManager.GetActiveScene();
SceneManager.LoadScene(scene.name);
}
}
UI.cs
修改了结束动画之后的协程,加入了重启
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class UI : MonoBehaviour
{
[Header("End screens")]
[SerializeField] private UI_FadeScreen fadeScreen;
[SerializeField] private GameObject endText;
[SerializeField] private GameObject restartButton;
[Space]
[SerializeField] private GameObject characterUI;
[SerializeField] private GameObject skillTreeUI;
[SerializeField] private GameObject craftUI;
[SerializeField] private GameObject optionsUI;
[SerializeField] private GameObject inGameUI;
//物品提示框和状态提示框
public UI_SkillToolTip skillToolTip;
public UI_ItemTooltip itemToolTip;
public UI_StatToolTip statToolTip;
public UI_CraftWindow craftWindow;
private void Awake()
{
SwitchTo(skillTreeUI);//2024年11月22日,P138 Skill Tree Hot Fix,启动时默认显示技能树界面
}
void Start()
{
SwitchTo(inGameUI);
itemToolTip.gameObject.SetActive(false);//戏启动时隐藏物品提示框和状态提示框
statToolTip.gameObject.SetActive(false);
}
void Update()
{
if (Input.GetKeyDown(KeyCode.C))
SwitchWithKeyTo(characterUI);
if (Input.GetKeyDown(KeyCode.B))
SwitchWithKeyTo(craftUI);
if (Input.GetKeyDown(KeyCode.K))
SwitchWithKeyTo(skillTreeUI);
if (Input.GetKeyDown(KeyCode.O))
SwitchWithKeyTo(optionsUI);
}
public void SwitchTo(GameObject _menu)// 该方法用于切换到指定的UI界面
{
for (int i = 0; i < transform.childCount; i++)//遍历当前UI对象的所有子物体
{
bool fadeScreen = transform.GetChild(i).GetComponent<UI_FadeScreen>() != null;//检查UI界面是否有FadeScreens
if (fadeScreen==false)
transform.GetChild(i).gameObject.SetActive(false);//遍历并隐藏所有子元素,确保了在显示新的UI界面时,所有其他的UI界面都会被隐藏
}
if (_menu != null)//传入的菜单不为空
{
_menu.SetActive(true);//显示
}
}
public void SwitchWithKeyTo(GameObject _menu)//处理切换UI的逻辑
{
if (_menu != null && _menu.activeSelf)// UI界面已经显示,隐藏, 如果目标UI界面未显示,调用 SwitchTo 显示。
{
_menu.SetActive(false);
CheckForInGameUI();
return;
}
SwitchTo(_menu);
}
private void CheckForInGameUI()//关闭其他UI都会回到InGameUI
{
for (int i = 0; i < transform.childCount; i++)
{
if (transform.GetChild(i).gameObject.activeSelf)//检查当前 UI 对象的第 i 个子对象是否处于激活状态。
return;
}
SwitchTo(inGameUI);
}
public void SwitchOnEndScreen()
{
fadeScreen.FadeOut();
StartCoroutine(EndScreenCorutione());
}
IEnumerator EndScreenCorutione()
{
yield return new WaitForSeconds(1);
endText.SetActive(true);
yield return new WaitForSeconds(1.7f);
restartButton.SetActive(true);
}
public void RestartGameButton() => GameManager.instance.RestartScene();
}
原文地址:https://blog.csdn.net/suzh1qian/article/details/144116495
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