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‍ 本文由 秩沅 原创

‍ 收录于专栏:unity常用API

⭐女神节专题篇⭐

文章目录

⭐女神节专题篇⭐前言(==A==)触发宝箱吃东西(==火==)触发宝藏逻辑实现(==土==)宝箱特效逻辑实现(==木==)法球上下的移动效果(==金==)炮管的旋转和发射(==电==)人物的移动和法球的生成(==水==)运动状态的跟随移动(==霾==)人物的移动⭐相关文章⭐

前言

️ 让CSDN的浪漫弥漫女神节

(A)触发宝箱吃东西

(火)触发宝藏逻辑实现

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

//----------------------

//--作用: 宝箱触发宝藏

//----------------------

public class showApple : MonoBehaviour

{

public Animator Colltor;

private GameObject apple;

void Start()

{

Colltor = GetComponent();

}

void Update()

{

}

private void OnTriggerEnter2D(Collider2D collision) //设置触发器

{

if(collision.transform .tag =="Palyer")

{

Colltor.SetBool("swtch", true);

Invoke("CreatApple", 0.1f); //延时生成

}

}

private void CreatApple()

{

//实例化Apple

apple = Resources.Load(@"prefab1/apple");

Instantiate(apple, new Vector3(-5.59f, -1.36f, 0), Quaternion.identity);

}

}

(土)宝箱特效逻辑实现

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

//----------------------

//--作用: 宝箱特效

//----------------------

public class destory : MonoBehaviour

{

public SpriteRenderer SRender;

private bool Switch1;

private float i = 20;

private void Start()

{

SRender = GetComponent();

}

void Update()

{

if(Switch1 == true ) //进行恶魔果实的特效变换

{

Apple();

}

}

private void OnTriggerEnter2D(Collider2D collision)

{

if(collision .name =="Mango")

{

print("触发了");

Switch1 = true;

BallMove B_switch = collision.GetComponent(); //脚本调用获得打开法球冲散开关

B_switch.switchCrush = true;

print("恶魔果实效果开启");

}

/* }

private void OnTriggerExit2D(Collider2D collision)

{

if (collision.name == "Mango")

{

Destroy(gameObject);

} */

}

private void Apple()

{

SRender.sprite = Resources.Load(@"prefab1/wow1"); //特效替换

SRender.sortingOrder = 1;

SRender.transform.localScale += new Vector3(1, 1, 0) * Time.deltaTime;

i = i - 0.1f;

SRender.color = new Color(255 ,0, 0,i)*Time.deltaTime;

if (i == 0) //当透明度alpha为0时销毁

{

Destroy(gameObject);

}

}

}

(木)法球上下的移动效果

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

//----------------------

//--作用:法球的上下效果晃动

//----------------------

public class BallShape : MonoBehaviour

{

private float UpDown;//申明上下变化的数值

private float YPell;

private float endTime = 2;

private Vector2 Ball;

void Start()

{

YPell = transform.position.y; //将mango辅助点的位置作为初始值并固定

}

void FixedUpdate()

{

//运用了倒计时的作用

endTime = Mathf.MoveTowards(endTime, 0, 0.1f);

if (endTime == 0)

{

BallJump();

endTime = 2;

}

}

private void BallJump()

{

UpDown = Random.Range(-1, 1f) * 5;

Ball = new Vector2(transform.position.x, YPell +UpDown );

transform.position = Vector2.Lerp(transform.position, Ball, 0.05f);

}

}

(金)炮管的旋转和发射

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

//----------------------

//--作用: 炮管旋转和发射

//----------------------

public class ShootRotation : MonoBehaviour

{

private float Angle;

private bool swtich; //step1:设置使用开关(Bool)

void Start()

{

}

void Update()

{

if(swtich == true )

{

Angle = Input.mouseScrollDelta.y*5;

transform.localRotation = new Quaternion(0, 0, Angle, 0);

}

}

//step2:设置触发检测

private void OnTriggerEnter2D(Collider2D collision)

{

if(collision.transform.tag =="Player")

{

swtich = true;

}

}

}

(电)人物的移动和法球的生成

using System.Collections;

using System.Collections.Generic;

using Unity.VisualScripting;

using UnityEngine;

using UnityEngine.PlayerLoop;

using UnityEngine.UIElements;

//----------------------

//--作用:mango的移动和法球的生成

//----------------------

public class Movetowords : MonoBehaviour

{

private GameObject point, profab;

private Animator mangoAni;

private Transform[] Allpoint = new Transform[8];

private GameObject[] AllIea = new GameObject[4];

private float time = 5;

void Start()

{

point = GameObject.Find("add");

profab = Resources.Load(@"prefab1/iea");

mangoAni = GetComponent();

for (int i = 0; i < Allpoint .Length ; i++)

{

Allpoint[i] = GameObject.Find("Allpoint").transform.GetChild(i);

}

Invoke("Creatball", 5);

}

private void Update()

{

//当位置到达后,动画转为吟唱动画

if (gameObject.transform.position.x == point.transform.position.x)

{

mangoAni.CrossFade("LookUp", 0f); //

}

}

void FixedUpdate()

{

time = Mathf.MoveTowards(time, 0, 0.1f);//倒计时,相当于起到一个延时调用的作用

if (time == 0)

{

gameObject.transform.position = Vector2.MoveTowards(gameObject.transform.position, point.transform.position, 0.1f);

}

}

private void Creatball() //创建法球

{

for (int i = 0; i < AllIea.Length ; i++)

{

//1.法球生成

AllIea[i] = Instantiate(profab, Allpoint[i].position, Quaternion.identity);

if (i == 3) //3.法球渲染层级设置

{

AllIea[i].GetComponent().sortingOrder = 3;

}

//2.实现法球移动效果

IeaMove mation = AllIea[i].GetComponent();//给实例化的物体添加上了脚本IeaMove

mation.Pball = Allpoint[i + 4] ;

}

}

}

(水)运动状态的跟随移动

using System.Collections;

using System.Collections.Generic;

using Unity.VisualScripting;

using UnityEngine;

using UnityEngine.PlayerLoop;

using UnityEngine.Rendering;

//-----------------------

//--作用:运动状态法球的跟随移动(以及Crush情况)

//-----------------------

public class BallMove : MonoBehaviour

{

// Start is called before the first frame update

private GameObject fab1,fab2; //首先声明两个不同层级的法球预制体

public Transform [] emptyP = new Transform[5]; //为储存四个辅助点的位置

private GameObject [] Fball = new GameObject[5]; //为生成四个实例化法球做载体

private IeaMove[] BALL = new IeaMove[5] ;

public Transform stopBall; //声明恶魔效果散落位置的母体

public bool switchCrush = false;

void Start()

{

//使用资源加载的API

fab1 = Resources.Load(@"prefab1/iea1");

fab2 = Resources.Load(@"prefab1/iea2");

for (int i = 1; i < emptyP.Length; i++)

{

emptyP[i] = transform.GetChild(i);

}

creatMove();

}

private void Update()

{

if (switchCrush == true )

{

print("碰到恶魔果实!");

CrushBall();

}

}

private void creatMove()

{

for (int i = 1; i < emptyP.Length; i++)

{

//使用判断语句的目的就是分两部分实例化法球,高层及和低层级

if (i < 3)

{

Fball[i] = Instantiate(fab1, emptyP[i].position, Quaternion.identity);

}

else if(i>=3)

{

Fball[i] = Instantiate(fab2, emptyP[i].position, Quaternion.identity);

}

BALL[i] = Fball[i].AddComponent(); //给物体添加脚本

BALL[i].Pball = emptyP[i];

}

}

private void CrushBall() // 更新法球停留的辅助点位置

{

for(int i = 1; i

{

//四散的效果

Fball[i]. transform.Translate(Fball[i].transform .position .x , -2, 0);

BALL[i].Pball = stopBall.GetChild(i-1);

BALL[i].speed = 0.1f;

print("法球失散!");

BALL[i].swtich = true;

BALL[i].M_sprite = Resources.Load(@"prefab1/wow"+(i+1));

}

switchCrush = false;

}

}

(霾)人物的移动

using System.Collections;

using System.Collections.Generic;

using System.Runtime.CompilerServices;

using UnityEditor.Rendering;

using UnityEngine;

//-----------------------

//--作用:mango的移动

//-----------------------

public class mangoMove : MonoBehaviour

{

// Start is called before the first frame update

private float x;

private float y;

private Rigidbody2D Rmango;

private Vector2 mangoMovex,mangoMovey;

private float SpeedVauel = 5;

public float JumpSpeed = 5000;

private Animator MGanimator;

private bool isGrounp,Switch1;

private GameObject bow;

void Start()

{

Rmango = GetComponent();

MGanimator = GetComponent();

}

private void Update()

{

x = Input.GetAxis("Horizontal"); // 按AD键获取类型为Float的数值作为系数范围为【-1,1】

AmationJump();

}

void FixedUpdate()

{

Move();

closeShoot();

}

private void Move() //Mango的移动

{

//实现转向

if (x > 0) //当按下A的时候 x是负数 ,按下D的时候x是正数

{

transform.localScale = new Vector3(0.75f, 0.75f, 1);

}

else if (x < 0)

{

transform.localScale = new Vector3(-0.75f, 0.75f, 1);

}

//通过刚体组件实现物体的移动,我们只需要将刚体速度的大小和方向进行赋值即可

//mangoMovex 和 mangoMoveY 都是vector2 类型的变量

mangoMovex = Vector2.right * x * SpeedVauel; //x轴的速度

mangoMovey = new Vector2(0, Rmango.velocity.y); //y轴的速度

//速度向量的合成,有大小并且有方向的

Rmango.velocity = mangoMovex + mangoMovey;

MGanimator.SetFloat("Run", Mathf.Abs(Rmango .velocity .x));

}

private void AmationJump() //跳跃动画切换功能

{

//当按下空格键和 符合 在地面的条件时

if (Input.GetKeyDown(KeyCode.Space) && isGrounp == true )

{

Rmango.AddForce (Vector2 .up *JumpSpeed);

}

}

private void closeShoot() //法炮发射功能

{

if (Input.GetKeyDown(KeyCode.K))

{

MGanimator.CrossFade("Attack", 0.2f);

bow = Instantiate(Resources.Load(@"prefab1/bow"), transform.GetChild(6).position, Quaternion.identity);

Rigidbody2D dd = new Rigidbody2D();

dd = bow.AddComponent();

dd.AddForce(new Vector2(transform.localScale.x * 5000, transform.position.y));

MGanimator.SetBool("Attack", false);

}

}

private void damage(bool swtich) //Mango受伤动画的切换

{

print("来切换动画了");

if(swtich == true)

{

MGanimator.SetBool("hurt", true);

}

else

{

MGanimator.SetBool("hurt", false);

}

}

//碰撞器方法

private void OnCollisionStay2D(Collision2D collision)

{

//接触的物体标签为Grounp的时候

if (collision.contactCount == 1&& collision.transform.tag == "grounp" )

{

isGrounp = collision.gameObject.CompareTag("grounp");

MGanimator.SetFloat("Jump", 0);

}

if (collision.transform.tag == "damage")

{

damage(true);

print("注意,正在接触陷阱");

}

}

private void OnCollisionExit2D(Collision2D collision) //也可以说是跳跃状态的时候

{

if (collision.transform.tag == "grounp" && collision.contactCount == 0)

{

MGanimator.SetFloat("Jump", 3);

}

isGrounp = false;

if (collision.transform.tag == "damage")

{

damage(false);

print("退出了");

}

}

}

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你们的点赞 收藏⭐ 留言 关注✅是我持续创作,输出优质内容的最大动力! using System; using System.Collections; using System.Configuration; using MySql.Data; using MySql.Data.MySqlClient; using System.Data;

/// ///MYSQLHelper 的摘要说明 /// public abstract class MySqlHelper { //数据库连接字符串 public static string Conn = “Database=‘roomrentsystem’;Data Source=‘localhost’;User Id=‘root’;Password=‘123456’;charset=‘utf8’;pooling=true”;

// 用于缓存参数的HASH表

private static Hashtable parmCache = Hashtable.Synchronized(new Hashtable());

///

/// 给定连接的数据库用假设参数执行一个sql命令(不返回数据集)

///

/// 一个有效的连接字符串

/// 命令类型(存储过程, 文本, 等等)

/// 存储过程名称或者sql命令语句

/// 执行命令所用参数的集合

/// 执行命令所影响的行数

public static int ExecuteNonQuery(string connectionString, CommandType cmdType, string cmdText, params MySqlParameter[] commandParameters)

{

MySqlCommand cmd = new MySqlCommand();

using (MySqlConnection conn = new MySqlConnection(connectionString))

{

PrepareCommand(cmd, conn, null, cmdType, cmdText, commandParameters);

int val = cmd.ExecuteNonQuery();

cmd.Parameters.Clear();

return val;

}

}

///

/// 用现有的数据库连接执行一个sql命令(不返回数据集)

///

/// 一个现有的数据库连接

/// 命令类型(存储过程, 文本, 等等)

/// 存储过程名称或者sql命令语句

/// 执行命令所用参数的集合

/// 执行命令所影响的行数

public static int ExecuteNonQuery(MySqlConnection connection, CommandType cmdType, string cmdText, params MySqlParameter[] commandParameters)

{

MySqlCommand cmd = new MySqlCommand();

PrepareCommand(cmd, connection, null, cmdType, cmdText, commandParameters);

int val = cmd.ExecuteNonQuery();

cmd.Parameters.Clear();

return val;

}

///

///使用现有的SQL事务执行一个sql命令(不返回数据集)

///

///

///举例:

/// int result = ExecuteNonQuery(connString, CommandType.StoredProcedure, "PublishOrders", new MySqlParameter("@prodid", 24));

///

/// 一个现有的事务

/// 命令类型(存储过程, 文本, 等等)

/// 存储过程名称或者sql命令语句

/// 执行命令所用参数的集合

/// 执行命令所影响的行数

public static int ExecuteNonQuery(MySqlTransaction trans, CommandType cmdType, string cmdText, params MySqlParameter[] commandParameters)

{

MySqlCommand cmd = new MySqlCommand();

PrepareCommand(cmd, trans.Connection, trans, cmdType, cmdText, commandParameters);

int val = cmd.ExecuteNonQuery();

cmd.Parameters.Clear();

return val;

}

///

/// 用执行的数据库连接执行一个返回数据集的sql命令

///

///

/// 举例:

/// MySqlDataReader r = ExecuteReader(connString, CommandType.StoredProcedure, "PublishOrders", new MySqlParameter("@prodid", 24));

///

/// 一个有效的连接字符串

/// 命令类型(存储过程, 文本, 等等)

/// 存储过程名称或者sql命令语句

/// 执行命令所用参数的集合

/// 包含结果的读取器

public static MySqlDataReader ExecuteReader(string connectionString, CommandType cmdType, string cmdText, params MySqlParameter[] commandParameters)

{

//创建一个MySqlCommand对象

MySqlCommand cmd = new MySqlCommand();

//创建一个MySqlConnection对象

MySqlConnection conn = new MySqlConnection(connectionString);

//在这里我们用一个try/catch结构执行sql文本命令/存储过程,因为如果这个方法产生一个异常我们要关闭连接,因为没有读取器存在,

//因此commandBehaviour.CloseConnection 就不会执行

try

{

//调用 PrepareCommand 方法,对 MySqlCommand 对象设置参数

PrepareCommand(cmd, conn, null, cmdType, cmdText, commandParameters);

//调用 MySqlCommand 的 ExecuteReader 方法

MySqlDataReader reader = cmd.ExecuteReader(CommandBehavior.CloseConnection);

//清除参数

cmd.Parameters.Clear();

return reader;

}

catch

{

//关闭连接,抛出异常

conn.Close();

throw;

}

}

///

/// 返回DataSet

///

/// 一个有效的连接字符串

/// 命令类型(存储过程, 文本, 等等)

/// 存储过程名称或者sql命令语句

/// 执行命令所用参数的集合

///

public static DataSet GetDataSet(string connectionString, CommandType cmdType, string cmdText, params MySqlParameter[] commandParameters)

{

//创建一个MySqlCommand对象

MySqlCommand cmd = new MySqlCommand();

//创建一个MySqlConnection对象

MySqlConnection conn = new MySqlConnection(connectionString);

//在这里我们用一个try/catch结构执行sql文本命令/存储过程,因为如果这个方法产生一个异常我们要关闭连接,因为没有读取器存在,

try

{

//调用 PrepareCommand 方法,对 MySqlCommand 对象设置参数

PrepareCommand(cmd, conn, null, cmdType, cmdText, commandParameters);

//调用 MySqlCommand 的 ExecuteReader 方法

MySqlDataAdapter adapter = new MySqlDataAdapter();

adapter.SelectCommand = cmd;

DataSet ds = new DataSet();

adapter.Fill(ds);

//清除参数

cmd.Parameters.Clear();

conn.Close();

return ds;

}

catch (Exception e)

{

throw e;

}

}

///

/// 用指定的数据库连接字符串执行一个命令并返回一个数据集的第一列

///

///

///例如:

/// Object obj = ExecuteScalar(connString, CommandType.StoredProcedure, "PublishOrders", new MySqlParameter("@prodid", 24));

///

///一个有效的连接字符串

/// 命令类型(存储过程, 文本, 等等)

/// 存储过程名称或者sql命令语句

/// 执行命令所用参数的集合

/// 用 Convert.To{Type}把类型转换为想要的

public static object ExecuteScalar(string connectionString, CommandType cmdType, string cmdText, params MySqlParameter[] commandParameters)

{

MySqlCommand cmd = new MySqlCommand();

using (MySqlConnection connection = new MySqlConnection(connectionString))

{

PrepareCommand(cmd, connection, null, cmdType, cmdText, commandParameters);

object val = cmd.ExecuteScalar();

cmd.Parameters.Clear();

return val;

}

}

///

/// 用指定的数据库连接执行一个命令并返回一个数据集的第一列

///

///

/// 例如:

/// Object obj = ExecuteScalar(connString, CommandType.StoredProcedure, "PublishOrders", new MySqlParameter("@prodid", 24));

///

/// 一个存在的数据库连接

/// 命令类型(存储过程, 文本, 等等)

/// 存储过程名称或者sql命令语句

/// 执行命令所用参数的集合

/// 用 Convert.To{Type}把类型转换为想要的

public static object ExecuteScalar(MySqlConnection connection, CommandType cmdType, string cmdText, params MySqlParameter[] commandParameters)

{

MySqlCommand cmd = new MySqlCommand();

PrepareCommand(cmd, connection, null, cmdType, cmdText, commandParameters);

object val = cmd.ExecuteScalar();

cmd.Parameters.Clear();

return val;

}

///

/// 将参数集合添加到缓存

///

/// 添加到缓存的变量

/// 一个将要添加到缓存的sql参数集合

public static void CacheParameters(string cacheKey, params MySqlParameter[] commandParameters)

{

parmCache[cacheKey] = commandParameters;

}

///

/// 找回缓存参数集合

///

/// 用于找回参数的关键字

/// 缓存的参数集合

public static MySqlParameter[] GetCachedParameters(string cacheKey)

{

MySqlParameter[] cachedParms = (MySqlParameter[])parmCache[cacheKey];

if (cachedParms == null)

return null;

MySqlParameter[] clonedParms = new MySqlParameter[cachedParms.Length];

for (int i = 0, j = cachedParms.Length; i < j; i++)

clonedParms[i] = (MySqlParameter)((ICloneable)cachedParms[i]).Clone();

return clonedParms;

}

///

/// 准备执行一个命令

///

/// sql命令

/// OleDb连接

/// OleDb事务

/// 命令类型例如 存储过程或者文本

/// 命令文本,例如:Select * from Products

/// 执行命令的参数

private static void PrepareCommand(MySqlCommand cmd, MySqlConnection conn, MySqlTransaction trans, CommandType cmdType, string cmdText, MySqlParameter[] cmdParms)

{

if (conn.State != ConnectionState.Open)

conn.Open();

cmd.Connection = conn;

cmd.CommandText = cmdText;

if (trans != null)

cmd.Transaction = trans;

cmd.CommandType = cmdType;

if (cmdParms != null)

{

foreach (MySqlParameter parm in cmdParms)

cmd.Parameters.Add(parm);

}

}

}

参考阅读

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