给你整理一个「Sprite Editor 删边框 / 删精灵」的极简结论版,下次直接照着做就行:
- 选中你要处理的蓝色边框精灵
- 按 Delete 键(Mac 用command+
fn + Delete)直接删除它 - 点右下角 Apply 保存修改
给你整理一个「Sprite Editor 删边框 / 删精灵」的极简结论版,下次直接照着做就行:
fn + Delete)直接删除它创建2D场景
导入素材
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
public Bird[] birdList;
private int index = -1;
private void Awake()
{
Instance = this;
}
// Start is called before the first frame update
void Start()
{
birdList = FindObjectsByType<Bird>(FindObjectsSortMode.None);
LoadNextBird();
}
// Update is called once per frame
void Update()
{
}
public void LoadNextBird()
{
index++;
birdList[index].GoStage(Slingshot.Instance.getCenterPositon());
}
}
小鸟移动时相机要跟着移动
1.在相机上挂脚本FollowTarget:
(1)设置目标变量Transform类型target
(2)在Update():因为只要改x轴,所以先获取相机坐标放在变量position中,再修改position.x,不要直接等于target.x,用v3.Lerp();
(3)测试:发现初始视图右侧漏背景外了。所以要限制相机x的范围。用Mathf.Clamp,限定相机x阀内在0-20之间。
(4)为防止小猪滚出边界。在场景后面加一个BgDown,用其碰撞体。在树桩部分,用BgDown做个细长条,不显示,用其碰撞体。
using System.Collections; using System.Collections.Generic; using UnityEngine; public enum BirdStart { Waiting, BeforeShoot, AfterShoot } public class Bird : MonoBehaviour { public BirdStart state = BirdStart.BeforeShoot; //等待 发射前 发射后 public bool isMouseDown = false; public float maxDistance = 2.4f; public float flySpeed = 5; private Rigidbody2D rgd; // Start is called before the first frame update void Start() { rgd = GetComponent(); rgd.bodyType = RigidbodyType2D.Static; } // Update is called once per frame void Update() { switch (state) { case BirdStart.Waiting: break; case BirdStart.BeforeShoot: MoveControl(); break; case BirdStart.AfterShoot: break; } } //OnMouseDown OnMouseUp private void OnMouseDown() { if(state == BirdStart.BeforeShoot) { isMouseDown = true; Slingshot.Instance.StartDraw(transform); } } private void OnMouseUp() { if (state == BirdStart.BeforeShoot) { isMouseDown = false; Slingshot.Instance.EndDraw(); Fly(); } } private void MoveControl() { if(isMouseDown) { transform.position = GetMousePosition(); } } private Vector3 GetMousePosition() { Vector3 centerPosition = Slingshot.Instance.getCenterPositon(); Vector3 mp = Camera.main.ScreenToWorldPoint(Input.mousePosition); mp.z = 0; Vector3 mouseDir = mp - centerPosition; float distance = mouseDir.magnitude; if (distance > maxDistance) { mp = mouseDir.normalized * maxDistance + centerPosition; } return mp; } private void Fly() { rgd.bodyType = RigidbodyType2D.Dynamic; rgd.velocity = (Slingshot.Instance.getCenterPositon() - transform.position).normalized * flySpeed; state = BirdStart.AfterShoot; } }
OncollisionEnter2D 可以检测碰撞
collison.relativeVelocity.magnitude 碰撞力度
A B 物体相对移动速度
绘制线段
LineRenderer.SetPosition(0,V3)
LineRenderer.SetPosition(1,v3)
绘制一条线段 从0.v3到1.v3
获得鼠标所在位置的坐标
Vector3 v3= Camera.main.ScreenToWorldPoint(Input.mousePosition);