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Unity3D如何实现甜品消消乐游戏

2023-06-22 05:43

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这篇文章主要介绍Unity3D如何实现甜品消消乐游戏,文中介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们一定要看完!

前言

解释:

之前用的ScreenToGif录屏,因为上传的.gif最大不超过5MB,所以做了不少删帧和色彩弱化等处理,这才导致色彩看上去不是很舒服,不要盯着它看太久,不然会有点难受...

由于使用的素材是现成的,没有花时间精力去扒,所以细节方面可能不是做的很好。

说明:

这次的甜品消消乐虽然看上去好像挺简单普通的,但是相对于之前的坦克大战,某种程度上已然提升难度了,归类到了算法类层的游戏。

拉到最后看代码你就能理解我的意思了,坦克大战的所有代码加起来还不如消消乐两个类的代码多,其他各种细节,坦克也只能望其项背...

如果坦克大战是低阶的,那么甜品消消乐就是中阶的,有着不少的动画效果和交互(碰撞检测和甜品的控制等),游戏运行的所有机制和功能需要在模型层上进行操控。

这次的消消乐需要一定的逻辑思维、算法基础、Unity综合能力和编程基础。

方正粗圆的字体和布灵布灵的闪光特效会赋予游戏可爱风的氛围感。

我们把物体分为模型层和渲染层,这样它们各司其职,降低工作的耦合性。

由于12.29日放假前还剩 两门课设答辩和一门考试,不足之处以后再补充...

项目效果展示

Unity3D如何实现甜品消消乐游戏

项目概况

素材展示

游戏资源(音频、图片、特效等)

Unity3D如何实现甜品消消乐游戏

场景和包(动画。渲染精灵和控制器等)

Unity3D如何实现甜品消消乐游戏

游戏脚本(UI、Runtime等)

Unity3D如何实现甜品消消乐游戏

Unity3D如何实现甜品消消乐游戏

......太多了,只选择了部分作为展示

场景展示

在Gizmos目录下,可以找到对应按钮隐藏摄像机,这样处理场景的时候会舒服很多

Clone都放上会有些杂乱,都删掉,只放了一个背景图

Unity3D如何实现甜品消消乐游戏

场景元素

开始按钮(玩家通过点击开始按钮,进入新的一局游戏)

重玩按钮(玩家可以及时返回开始界面进行相应操作)

时钟(显示游戏剩余时间,一局游戏初始化时间是60s)

计分板(显示当前游戏得分)

普通甜品(甜甜圈、糖果、起司...至少同时有3个在同一排或同一列时,可以消除)

特殊甜品(一定条件下会触发2种特殊甜品道具,一种是带有左右晃动特效的甜品,可以消除一整排的甜品;另一种是带有上下晃动特效的甜品,可以消除一整列的甜品)

积分面板(游戏时间结束后,会用类似飞跃的动画效果产生得分界面窗口,逐渐变大显示,最终定格。点击重玩立即开始下一局游戏,叉掉返回开始界面)

玩法介绍

版本说明

小虾选用的是Unity个人版,采用的是Unity一个较新的版本-2021.1.16,这里建议小伙伴们下载和教程相同版本的,不然真的会有可能遇到卡点消耗心情哈。

可以和我一样在Unity Hub里面安装,Hub感觉挺好用的。

但是每次重启后都要手动激活许可证,这是真的挺烦的。

Unity3D如何实现甜品消消乐游戏

项目源码

小虾在这里主要介绍部分核心代码实现,想知道其他部分实现的小伙伴在下方留言,我再添加~

UI-PropertyDrawers-MenuOptions.cs

using System;using UnityEditor.SceneManagement;using UnityEngine;using UnityEngine.EventSystems;using UnityEngine.UI;using UnityEngine.SceneManagement;using UnityEditor.Experimental.SceneManagement; namespace UnityEditor.UI{    /// <summary>    /// This script adds the UI menu options to the Unity Editor.    /// </summary>     static internal class MenuOptions    {        private const string kUILayerName = "UI";         private const string kStandardSpritePath       = "UI/Skin/UISprite.psd";        private const string kBackgroundSpritePath     = "UI/Skin/Background.psd";        private const string kInputFieldBackgroundPath = "UI/Skin/InputFieldBackground.psd";        private const string kKnobPath                 = "UI/Skin/Knob.psd";        private const string kCheckmarkPath            = "UI/Skin/Checkmark.psd";        private const string kDropdownArrowPath        = "UI/Skin/DropdownArrow.psd";        private const string kMaskPath                 = "UI/Skin/UIMask.psd";         static private DefaultControls.Resources s_StandardResources;         static private DefaultControls.Resources GetStandardResources()        {            if (s_StandardResources.standard == null)            {                s_StandardResources.standard = AssetDatabase.GetBuiltinExtraResource<Sprite>(kStandardSpritePath);                s_StandardResources.background = AssetDatabase.GetBuiltinExtraResource<Sprite>(kBackgroundSpritePath);                s_StandardResources.inputField = AssetDatabase.GetBuiltinExtraResource<Sprite>(kInputFieldBackgroundPath);                s_StandardResources.knob = AssetDatabase.GetBuiltinExtraResource<Sprite>(kKnobPath);                s_StandardResources.checkmark = AssetDatabase.GetBuiltinExtraResource<Sprite>(kCheckmarkPath);                s_StandardResources.dropdown = AssetDatabase.GetBuiltinExtraResource<Sprite>(kDropdownArrowPath);                s_StandardResources.mask = AssetDatabase.GetBuiltinExtraResource<Sprite>(kMaskPath);            }            return s_StandardResources;        }         private class DefaultEditorFactory : DefaultControls.IFactoryControls        {            public static DefaultEditorFactory Default = new DefaultEditorFactory();             public GameObject CreateGameObject(string name, params Type[] components)            {                return ObjectFactory.CreateGameObject(name, components);            }        }         private class FactorySwapToEditor : IDisposable        {            DefaultControls.IFactoryControls factory;             public FactorySwapToEditor()            {                factory = DefaultControls.factory;                DefaultControls.factory = DefaultEditorFactory.Default;            }             public void Dispose()            {                DefaultControls.factory = factory;            }        }         private static void SetPositionVisibleinSceneView(RectTransform canvasRTransform, RectTransform itemTransform)        {            SceneView sceneView = SceneView.lastActiveSceneView;             // Couldn't find a SceneView. Don't set position.            if (sceneView == null || sceneView.camera == null)                return;             // Create world space Plane from canvas position.            Vector2 localPlanePosition;            Camera camera = sceneView.camera;            Vector3 position = Vector3.zero;            if (RectTransformUtility.ScreenPointToLocalPointInRectangle(canvasRTransform, new Vector2(camera.pixelWidth / 2, camera.pixelHeight / 2), camera, out localPlanePosition))            {                // Adjust for canvas pivot                localPlanePosition.x = localPlanePosition.x + canvasRTransform.sizeDelta.x * canvasRTransform.pivot.x;                localPlanePosition.y = localPlanePosition.y + canvasRTransform.sizeDelta.y * canvasRTransform.pivot.y;                 localPlanePosition.x = Mathf.Clamp(localPlanePosition.x, 0, canvasRTransform.sizeDelta.x);                localPlanePosition.y = Mathf.Clamp(localPlanePosition.y, 0, canvasRTransform.sizeDelta.y);                 // Adjust for anchoring                position.x = localPlanePosition.x - canvasRTransform.sizeDelta.x * itemTransform.anchorMin.x;                position.y = localPlanePosition.y - canvasRTransform.sizeDelta.y * itemTransform.anchorMin.y;                 Vector3 minLocalPosition;                minLocalPosition.x = canvasRTransform.sizeDelta.x * (0 - canvasRTransform.pivot.x) + itemTransform.sizeDelta.x * itemTransform.pivot.x;                minLocalPosition.y = canvasRTransform.sizeDelta.y * (0 - canvasRTransform.pivot.y) + itemTransform.sizeDelta.y * itemTransform.pivot.y;                 Vector3 maxLocalPosition;                maxLocalPosition.x = canvasRTransform.sizeDelta.x * (1 - canvasRTransform.pivot.x) - itemTransform.sizeDelta.x * itemTransform.pivot.x;                maxLocalPosition.y = canvasRTransform.sizeDelta.y * (1 - canvasRTransform.pivot.y) - itemTransform.sizeDelta.y * itemTransform.pivot.y;                 position.x = Mathf.Clamp(position.x, minLocalPosition.x, maxLocalPosition.x);                position.y = Mathf.Clamp(position.y, minLocalPosition.y, maxLocalPosition.y);            }             itemTransform.anchoredPosition = position;            itemTransform.localRotation = Quaternion.identity;            itemTransform.localScale = Vector3.one;        }         private static void PlaceUIElementRoot(GameObject element, MenuCommand menuCommand)        {            GameObject parent = menuCommand.context as GameObject;            bool explicitParentChoice = true;            if (parent == null)            {                parent = GetOrCreateCanvasGameObject();                explicitParentChoice = false;                 // If in Prefab Mode, Canvas has to be part of Prefab contents,                // otherwise use Prefab root instead.                PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();                if (prefabStage != null && !prefabStage.IsPartOfPrefabContents(parent))                    parent = prefabStage.prefabContentsRoot;            }            if (parent.GetComponentsInParent<Canvas>(true).Length == 0)            {                // Create canvas under context GameObject,                // and make that be the parent which UI element is added under.                GameObject canvas = MenuOptions.CreateNewUI();                Undo.SetTransformParent(canvas.transform, parent.transform, "");                parent = canvas;            }             GameObjectUtility.EnsureUniqueNameForSibling(element);             SetParentAndAlign(element, parent);            if (!explicitParentChoice) // not a context click, so center in sceneview                SetPositionVisibleinSceneView(parent.GetComponent<RectTransform>(), element.GetComponent<RectTransform>());             // This call ensure any change made to created Objects after they where registered will be part of the Undo.            Undo.RegisterFullObjectHierarchyUndo(parent == null ? element : parent, "");             // We have to fix up the undo name since the name of the object was only known after reparenting it.            Undo.SetCurrentGroupName("Create " + element.name);             Selection.activeGameObject = element;        }         private static void SetParentAndAlign(GameObject child, GameObject parent)        {            if (parent == null)                return;             Undo.SetTransformParent(child.transform, parent.transform, "");             RectTransform rectTransform = child.transform as RectTransform;            if (rectTransform)            {                rectTransform.anchoredPosition = Vector2.zero;                Vector3 localPosition = rectTransform.localPosition;                localPosition.z = 0;                rectTransform.localPosition = localPosition;            }            else            {                child.transform.localPosition = Vector3.zero;            }            child.transform.localRotation = Quaternion.identity;            child.transform.localScale = Vector3.one;             SetLayerRecursively(child, parent.layer);        }         private static void SetLayerRecursively(GameObject go, int layer)        {            go.layer = layer;            Transform t = go.transform;            for (int i = 0; i < t.childCount; i++)                SetLayerRecursively(t.GetChild(i).gameObject, layer);        }         // Graphic elements         [MenuItem("GameObject/UI/Text", false, 2000)]        static public void AddText(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateText(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         [MenuItem("GameObject/UI/Image", false, 2001)]        static public void AddImage(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateImage(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         [MenuItem("GameObject/UI/Raw Image", false, 2002)]        static public void AddRawImage(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateRawImage(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         // Controls         // Button and toggle are controls you just click on.         [MenuItem("GameObject/UI/Button", false, 2030)]        static public void AddButton(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateButton(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         [MenuItem("GameObject/UI/Toggle", false, 2031)]        static public void AddToggle(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateToggle(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         // Slider and Scrollbar modify a number         [MenuItem("GameObject/UI/Slider", false, 2033)]        static public void AddSlider(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateSlider(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         [MenuItem("GameObject/UI/Scrollbar", false, 2034)]        static public void AddScrollbar(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateScrollbar(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         // More advanced controls below         [MenuItem("GameObject/UI/Dropdown", false, 2035)]        static public void AddDropdown(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateDropdown(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         [MenuItem("GameObject/UI/Input Field", false, 2036)]        public static void AddInputField(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateInputField(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         // Containers         [MenuItem("GameObject/UI/Canvas", false, 2060)]        static public void AddCanvas(MenuCommand menuCommand)        {            var go = CreateNewUI();            SetParentAndAlign(go, menuCommand.context as GameObject);            if (go.transform.parent as RectTransform)            {                RectTransform rect = go.transform as RectTransform;                rect.anchorMin = Vector2.zero;                rect.anchorMax = Vector2.one;                rect.anchoredPosition = Vector2.zero;                rect.sizeDelta = Vector2.zero;            }            Selection.activeGameObject = go;        }         [MenuItem("GameObject/UI/Panel", false, 2061)]        static public void AddPanel(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreatePanel(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);             // Panel is special, we need to ensure there's no padding after repositioning.            RectTransform rect = go.GetComponent<RectTransform>();            rect.anchoredPosition = Vector2.zero;            rect.sizeDelta = Vector2.zero;        }         [MenuItem("GameObject/UI/Scroll View", false, 2062)]        static public void AddScrollView(MenuCommand menuCommand)        {            GameObject go;            using (new FactorySwapToEditor())                go = DefaultControls.CreateScrollView(GetStandardResources());            PlaceUIElementRoot(go, menuCommand);        }         // Helper methods         static public GameObject CreateNewUI()        {            // Root for the UI            var root = ObjectFactory.CreateGameObject("Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));            root.layer = LayerMask.NameToLayer(kUILayerName);            Canvas canvas = root.GetComponent<Canvas>();            canvas.renderMode = RenderMode.ScreenSpaceOverlay;             // Works for all stages.            StageUtility.PlaceGameObjectInCurrentStage(root);            bool customScene = false;            PrefabStage prefabStage = PrefabStageUtility.GetCurrentPrefabStage();            if (prefabStage != null)            {                Undo.SetTransformParent(root.transform, prefabStage.prefabContentsRoot.transform, "");                customScene = true;            }             Undo.SetCurrentGroupName("Create " + root.name);             // If there is no event system add one...            // No need to place event system in custom scene as these are temporary anyway.            // It can be argued for or against placing it in the user scenes,            // but let's not modify scene user is not currently looking at.            if (!customScene)                CreateEventSystem(false);            return root;        }         [MenuItem("GameObject/UI/Event System", false, 2100)]        public static void CreateEventSystem(MenuCommand menuCommand)        {            GameObject parent = menuCommand.context as GameObject;            CreateEventSystem(true, parent);        }         private static void CreateEventSystem(bool select)        {            CreateEventSystem(select, null);        }         private static void CreateEventSystem(bool select, GameObject parent)        {            StageHandle stage = parent == null ? StageUtility.GetCurrentStageHandle() : StageUtility.GetStageHandle(parent);            var esys = stage.FindComponentOfType<EventSystem>();            if (esys == null)            {                var eventSystem = ObjectFactory.CreateGameObject("EventSystem");                if (parent == null)                    StageUtility.PlaceGameObjectInCurrentStage(eventSystem);                else                    SetParentAndAlign(eventSystem, parent);                esys = ObjectFactory.AddComponent<EventSystem>(eventSystem);                ObjectFactory.AddComponent<StandaloneInputModule>(eventSystem);                 Undo.RegisterCreatedObjectUndo(eventSystem, "Create " + eventSystem.name);            }             if (select && esys != null)            {                Selection.activeGameObject = esys.gameObject;            }        }         // Helper function that returns a Canvas GameObject; preferably a parent of the selection, or other existing Canvas.        static public GameObject GetOrCreateCanvasGameObject()        {            GameObject selectedGo = Selection.activeGameObject;             // Try to find a gameobject that is the selected GO or one if its parents.            Canvas canvas = (selectedGo != null) ? selectedGo.GetComponentInParent<Canvas>() : null;            if (IsValidCanvas(canvas))                return canvas.gameObject;             // No canvas in selection or its parents? Then use any valid canvas.            // We have to find all loaded Canvases, not just the ones in main scenes.            Canvas[] canvasArray = StageUtility.GetCurrentStageHandle().FindComponentsOfType<Canvas>();            for (int i = 0; i < canvasArray.Length; i++)                if (IsValidCanvas(canvasArray[i]))                    return canvasArray[i].gameObject;             // No canvas in the scene at all? Then create a new one.            return MenuOptions.CreateNewUI();        }         static bool IsValidCanvas(Canvas canvas)        {            if (canvas == null || !canvas.gameObject.activeInHierarchy)                return false;             // It's important that the non-editable canvas from a prefab scene won't be rejected,            // but canvases not visible in the Hierarchy at all do. Don't check for HideAndDontSave.            if (EditorUtility.IsPersistent(canvas) || (canvas.hideFlags & HideFlags.HideInHierarchy) != 0)                return false;             return StageUtility.GetStageHandle(canvas.gameObject) == StageUtility.GetCurrentStageHandle();        }    }}

Editor-EventSystem-EventTriggerEditors.cs

using System;using UnityEngine;using UnityEngine.EventSystems; namespace UnityEditor.EventSystems{    [CustomEditor(typeof(EventTrigger), true)]    public class EventTriggerEditor : Editor    {        SerializedProperty m_DelegatesProperty;         GUIContent m_IconToolbarMinus;        GUIContent m_EventIDName;        GUIContent[] m_EventTypes;        GUIContent m_AddButonContent;         protected virtual void OnEnable()        {            m_DelegatesProperty = serializedObject.FindProperty("m_Delegates");            m_AddButonContent = EditorGUIUtility.TrTextContent("Add New Event Type");            m_EventIDName = new GUIContent("");            // Have to create a copy since otherwise the tooltip will be overwritten.            m_IconToolbarMinus = new GUIContent(EditorGUIUtility.IconContent("Toolbar Minus"));            m_IconToolbarMinus.tooltip = "Remove all events in this list.";             string[] eventNames = Enum.GetNames(typeof(EventTriggerType));            m_EventTypes = new GUIContent[eventNames.Length];            for (int i = 0; i < eventNames.Length; ++i)            {                m_EventTypes[i] = new GUIContent(eventNames[i]);            }        }         public override void OnInspectorGUI()        {            serializedObject.Update();            int toBeRemovedEntry = -1;             EditorGUILayout.Space();             Vector2 removeButtonSize = GUIStyle.none.CalcSize(m_IconToolbarMinus);             for (int i = 0; i < m_DelegatesProperty.arraySize; ++i)            {                SerializedProperty delegateProperty = m_DelegatesProperty.GetArrayElementAtIndex(i);                SerializedProperty eventProperty = delegateProperty.FindPropertyRelative("eventID");                SerializedProperty callbacksProperty = delegateProperty.FindPropertyRelative("callback");                m_EventIDName.text = eventProperty.enumDisplayNames[eventProperty.enumValueIndex];                 EditorGUILayout.PropertyField(callbacksProperty, m_EventIDName);                Rect callbackRect = GUILayoutUtility.GetLastRect();                 Rect removeButtonPos = new Rect(callbackRect.xMax - removeButtonSize.x - 8, callbackRect.y + 1, removeButtonSize.x, removeButtonSize.y);                if (GUI.Button(removeButtonPos, m_IconToolbarMinus, GUIStyle.none))                {                    toBeRemovedEntry = i;                }                 EditorGUILayout.Space();            }             if (toBeRemovedEntry > -1)            {                RemoveEntry(toBeRemovedEntry);            }             Rect btPosition = GUILayoutUtility.GetRect(m_AddButonContent, GUI.skin.button);            const float addButonWidth = 200f;            btPosition.x = btPosition.x + (btPosition.width - addButonWidth) / 2;            btPosition.width = addButonWidth;            if (GUI.Button(btPosition, m_AddButonContent))            {                ShowAddTriggermenu();            }             serializedObject.ApplyModifiedProperties();        }         private void RemoveEntry(int toBeRemovedEntry)        {            m_DelegatesProperty.DeleteArrayElementAtIndex(toBeRemovedEntry);        }         void ShowAddTriggermenu()        {            // Now create the menu, add items and show it            GenericMenu menu = new GenericMenu();            for (int i = 0; i < m_EventTypes.Length; ++i)            {                bool active = true;                 // Check if we already have a Entry for the current eventType, if so, disable it                for (int p = 0; p < m_DelegatesProperty.arraySize; ++p)                {                    SerializedProperty delegateEntry = m_DelegatesProperty.GetArrayElementAtIndex(p);                    SerializedProperty eventProperty = delegateEntry.FindPropertyRelative("eventID");                    if (eventProperty.enumValueIndex == i)                    {                        active = false;                    }                }                if (active)                    menu.AddItem(m_EventTypes[i], false, OnAddNewSelected, i);                else                    menu.AddDisabledItem(m_EventTypes[i]);            }            menu.ShowAsContext();            Event.current.Use();        }         private void OnAddNewSelected(object index)        {            int selected = (int)index;             m_DelegatesProperty.arraySize += 1;            SerializedProperty delegateEntry = m_DelegatesProperty.GetArrayElementAtIndex(m_DelegatesProperty.arraySize - 1);            SerializedProperty eventProperty = delegateEntry.FindPropertyRelative("eventID");            eventProperty.enumValueIndex = selected;            serializedObject.ApplyModifiedProperties();        }    }}

Runtime-UIElements-ExecuteEvents.cs 

using System;using System.Collections.Generic;using UnityEngine.Pool; namespace UnityEngine.EventSystems{    public static class ExecuteEvents    {        public delegate void EventFunction<T1>(T1 handler, BaseEventData eventData);         public static T ValidateEventData<T>(BaseEventData data) where T : class        {            if ((data as T) == null)                throw new ArgumentException(String.Format("Invalid type: {0} passed to event expecting {1}", data.GetType(), typeof(T)));            return data as T;        }         private static readonly EventFunction<IPointerMoveHandler> s_PointerMoveHandler = Execute;         private static void Execute(IPointerMoveHandler handler, BaseEventData eventData)        {            handler.OnPointerMove(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IPointerEnterHandler> s_PointerEnterHandler = Execute;         private static void Execute(IPointerEnterHandler handler, BaseEventData eventData)        {            handler.OnPointerEnter(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IPointerExitHandler> s_PointerExitHandler = Execute;         private static void Execute(IPointerExitHandler handler, BaseEventData eventData)        {            handler.OnPointerExit(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IPointerDownHandler> s_PointerDownHandler = Execute;         private static void Execute(IPointerDownHandler handler, BaseEventData eventData)        {            handler.OnPointerDown(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IPointerUpHandler> s_PointerUpHandler = Execute;         private static void Execute(IPointerUpHandler handler, BaseEventData eventData)        {            handler.OnPointerUp(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IPointerClickHandler> s_PointerClickHandler = Execute;         private static void Execute(IPointerClickHandler handler, BaseEventData eventData)        {            handler.OnPointerClick(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IInitializePotentialDragHandler> s_InitializePotentialDragHandler = Execute;         private static void Execute(IInitializePotentialDragHandler handler, BaseEventData eventData)        {            handler.OnInitializePotentialDrag(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IBeginDragHandler> s_BeginDragHandler = Execute;         private static void Execute(IBeginDragHandler handler, BaseEventData eventData)        {            handler.OnBeginDrag(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IDragHandler> s_DragHandler = Execute;         private static void Execute(IDragHandler handler, BaseEventData eventData)        {            handler.OnDrag(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IEndDragHandler> s_EndDragHandler = Execute;         private static void Execute(IEndDragHandler handler, BaseEventData eventData)        {            handler.OnEndDrag(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IDropHandler> s_DropHandler = Execute;         private static void Execute(IDropHandler handler, BaseEventData eventData)        {            handler.OnDrop(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IScrollHandler> s_ScrollHandler = Execute;         private static void Execute(IScrollHandler handler, BaseEventData eventData)        {            handler.OnScroll(ValidateEventData<PointerEventData>(eventData));        }         private static readonly EventFunction<IUpdateSelectedHandler> s_UpdateSelectedHandler = Execute;         private static void Execute(IUpdateSelectedHandler handler, BaseEventData eventData)        {            handler.OnUpdateSelected(eventData);        }         private static readonly EventFunction<ISelectHandler> s_SelectHandler = Execute;         private static void Execute(ISelectHandler handler, BaseEventData eventData)        {            handler.OnSelect(eventData);        }         private static readonly EventFunction<IDeselectHandler> s_DeselectHandler = Execute;         private static void Execute(IDeselectHandler handler, BaseEventData eventData)        {            handler.OnDeselect(eventData);        }         private static readonly EventFunction<IMoveHandler> s_MoveHandler = Execute;         private static void Execute(IMoveHandler handler, BaseEventData eventData)        {            handler.OnMove(ValidateEventData<AxisEventData>(eventData));        }         private static readonly EventFunction<ISubmitHandler> s_SubmitHandler = Execute;         private static void Execute(ISubmitHandler handler, BaseEventData eventData)        {            handler.OnSubmit(eventData);        }         private static readonly EventFunction<ICancelHandler> s_CancelHandler = Execute;         private static void Execute(ICancelHandler handler, BaseEventData eventData)        {            handler.OnCancel(eventData);        }         public static EventFunction<IPointerMoveHandler> pointerMoveHandler        {            get { return s_PointerMoveHandler; }        }         public static EventFunction<IPointerEnterHandler> pointerEnterHandler        {            get { return s_PointerEnterHandler; }        }         public static EventFunction<IPointerExitHandler> pointerExitHandler        {            get { return s_PointerExitHandler; }        }         public static EventFunction<IPointerDownHandler> pointerDownHandler        {            get { return s_PointerDownHandler; }        }         public static EventFunction<IPointerUpHandler> pointerUpHandler        {            get { return s_PointerUpHandler; }        }         public static EventFunction<IPointerClickHandler> pointerClickHandler        {            get { return s_PointerClickHandler; }        }         public static EventFunction<IInitializePotentialDragHandler> initializePotentialDrag        {            get { return s_InitializePotentialDragHandler; }        }         public static EventFunction<IBeginDragHandler> beginDragHandler        {            get { return s_BeginDragHandler; }        }         public static EventFunction<IDragHandler> dragHandler        {            get { return s_DragHandler; }        }         public static EventFunction<IEndDragHandler> endDragHandler        {            get { return s_EndDragHandler; }        }         public static EventFunction<IDropHandler> dropHandler        {            get { return s_DropHandler; }        }         public static EventFunction<IScrollHandler> scrollHandler        {            get { return s_ScrollHandler; }        }         public static EventFunction<IUpdateSelectedHandler> updateSelectedHandler        {            get { return s_UpdateSelectedHandler; }        }         public static EventFunction<ISelectHandler> selectHandler        {            get { return s_SelectHandler; }        }         public static EventFunction<IDeselectHandler> deselectHandler        {            get { return s_DeselectHandler; }        }         public static EventFunction<IMoveHandler> moveHandler        {            get { return s_MoveHandler; }        }         public static EventFunction<ISubmitHandler> submitHandler        {            get { return s_SubmitHandler; }        }         public static EventFunction<ICancelHandler> cancelHandler        {            get { return s_CancelHandler; }        }         private static void GetEventChain(GameObject root, IList<Transform> eventChain)        {            eventChain.Clear();            if (root == null)                return;             var t = root.transform;            while (t != null)            {                eventChain.Add(t);                t = t.parent;            }        }         public static bool Execute<T>(GameObject target, BaseEventData eventData, EventFunction<T> functor) where T : IEventSystemHandler        {            var internalHandlers = ListPool<IEventSystemHandler>.Get();            GetEventList<T>(target, internalHandlers);            //  if (s_InternalHandlers.Count > 0)            //      Debug.Log("Executinng " + typeof (T) + " on " + target);             var internalHandlersCount = internalHandlers.Count;            for (var i = 0; i < internalHandlersCount; i++)            {                T arg;                try                {                    arg = (T)internalHandlers[i];                }                catch (Exception e)                {                    var temp = internalHandlers[i];                    Debug.LogException(new Exception(string.Format("Type {0} expected {1} received.", typeof(T).Name, temp.GetType().Name), e));                    continue;                }                 try                {                    functor(arg, eventData);                }                catch (Exception e)                {                    Debug.LogException(e);                }            }             var handlerCount = internalHandlers.Count;            ListPool<IEventSystemHandler>.Release(internalHandlers);            return handlerCount > 0;        }         /// <summary>        /// Execute the specified event on the first game object underneath the current touch.        /// </summary>        private static readonly List<Transform> s_InternalTransformList = new List<Transform>(30);         public static GameObject ExecuteHierarchy<T>(GameObject root, BaseEventData eventData, EventFunction<T> callbackFunction) where T : IEventSystemHandler        {            GetEventChain(root, s_InternalTransformList);             var internalTransformListCount = s_InternalTransformList.Count;            for (var i = 0; i < internalTransformListCount; i++)            {                var transform = s_InternalTransformList[i];                if (Execute(transform.gameObject, eventData, callbackFunction))                    return transform.gameObject;            }            return null;        }         private static bool ShouldSendToComponent<T>(Component component) where T : IEventSystemHandler        {            var valid = component is T;            if (!valid)                return false;             var behaviour = component as Behaviour;            if (behaviour != null)                return behaviour.isActiveAndEnabled;            return true;        }         /// <summary>        /// Get the specified object's event event.        /// </summary>        private static void GetEventList<T>(GameObject go, IList<IEventSystemHandler> results) where T : IEventSystemHandler        {            // Debug.LogWarning("GetEventList<" + typeof(T).Name + ">");            if (results == null)                throw new ArgumentException("Results array is null", "results");             if (go == null || !go.activeInHierarchy)                return;             var components = ListPool<Component>.Get();            go.GetComponents(components);             var componentsCount = components.Count;            for (var i = 0; i < componentsCount; i++)            {                if (!ShouldSendToComponent<T>(components[i]))                    continue;                 // Debug.Log(string.Format("{2} found! On {0}.{1}", go, s_GetComponentsScratch[i].GetType(), typeof(T)));                results.Add(components[i] as IEventSystemHandler);            }            ListPool<Component>.Release(components);            // Debug.LogWarning("end GetEventList<" + typeof(T).Name + ">");        }         /// <summary>        /// Whether the specified game object will be able to handle the specified event.        /// </summary>        public static bool CanHandleEvent<T>(GameObject go) where T : IEventSystemHandler        {            var internalHandlers = ListPool<IEventSystemHandler>.Get();            GetEventList<T>(go, internalHandlers);            var handlerCount = internalHandlers.Count;            ListPool<IEventSystemHandler>.Release(internalHandlers);            return handlerCount != 0;        }         /// <summary>        /// Bubble the specified event on the game object, figuring out which object will actually receive the event.        /// </summary>        public static GameObject GetEventHandler<T>(GameObject root) where T : IEventSystemHandler        {            if (root == null)                return null;             Transform t = root.transform;            while (t != null)            {                if (CanHandleEvent<T>(t.gameObject))                    return t.gameObject;                t = t.parent;            }            return null;        }    }}

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