🌟期末專案_嗨!地鼠
🌠程式碼撰寫—除錯並撰寫第二關
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class NormalControl : MonoBehaviour {
public static float gametimer;
float roundTimer;
int max;
bool gameOver = false, round = false;
public GameObject s2MouseOne, s2MouseTwo;
public List<ControlMouse2> mouse = new List<ControlMouse2>();
public List<Transform> hole = new List<Transform>();
void Start()
{
gametimer = 45f;
roundTimer = 0f;
gameOver = false;
}
void Update()
{
if (!gameOver)
{
if (gametimer <= 0) gameOver = true;
gametimer -= Time.deltaTime;
roundTimer -= Time.deltaTime;
//Debug.Log(gametimer);
if (!gameOver && roundTimer <= 0.2f)
{
round = true;
roundTimer = 4f;
}
if (round)
{
max = Random.Range(3, 7);
while (max > 0)
{
max -= 1;
spawnS2Mouse();
}
round = false;
}
}
if (gameOver)
{
SceneManager.LoadScene("Easy");
}
}
void spawnS2Mouse() //產生第二關的地鼠
{
int index = Random.Range(0, 12);
while (mouse[index] != null) index = Random.Range(0, 12);
//Debug.Log(index);
if (index % 2 == 0)
{
GameObject s2One = Instantiate(s2MouseOne, new Vector3(hole[index].position.x,
hole[index].position.y - 5f, hole[index].position.z), hole[index].transform.rotation);
mouse[index] = s2One.GetComponent<ControlMouse2>();
Destroy(s2One, 3f);
}
else
{
GameObject s2Two = Instantiate(s2MouseTwo, new Vector3(hole[index].position.x,
hole[index].position.y - 30f, hole[index].position.z), hole[index].transform.rotation);
mouse[index] = s2Two.GetComponent<ControlMouse2>();
Destroy(s2Two, 3f);
}
}
}
執行結果如下
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public static float gametimer;
float roundTimer;
int max;
bool gameOver = false, round = false;
public GameObject s2MouseOne, s2MouseTwo;
public List<ControlMouse2> mouse = new List<ControlMouse2>();
public List<Transform> hole = new List<Transform>();
{
gametimer = 45f;
roundTimer = 0f;
gameOver = false;
}
{
if (!gameOver)
{
if (gametimer <= 0) gameOver = true;
roundTimer -= Time.deltaTime;
//Debug.Log(gametimer);
if (!gameOver && roundTimer <= 0.2f)
{
round = true;
roundTimer = 4f;
}
{
max = Random.Range(3, 7);
while (max > 0)
{
max -= 1;
spawnS2Mouse();
}
round = false;
}
}
{
SceneManager.LoadScene("Easy");
}
}
{
int index = Random.Range(0, 12);
while (mouse[index] != null) index = Random.Range(0, 12);
//Debug.Log(index);
if (index % 2 == 0)
{
GameObject s2One = Instantiate(s2MouseOne, new Vector3(hole[index].position.x,
hole[index].position.y - 5f, hole[index].position.z), hole[index].transform.rotation);
mouse[index] = s2One.GetComponent<ControlMouse2>();Destroy(s2One, 3f);
}
else
{
GameObject s2Two = Instantiate(s2MouseTwo, new Vector3(hole[index].position.x,
hole[index].position.y - 30f, hole[index].position.z), hole[index].transform.rotation);
mouse[index] = s2Two.GetComponent<ControlMouse2>();Destroy(s2Two, 3f);
}
}
}
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