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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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