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[Unity] 制作游戏 赛车小游戏_unity小游戏制作无代码

unity小游戏制作无代码

模拟赛车小游戏

效果展示

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做一款模拟赛车的小游戏demo,方向键控制、有刹车、重玩,还有漂移和查看车型的功能
可以看到,还有翻车的效果哈哈哈!有兴趣的小伙伴来看看吧!

资源准备

  1. 从网上下载赛车模型和桥梁路的模型
  2. 项目下载链接在文章末尾

赛车模型如下:请添加图片描述
然后将桥和路摆放入游戏场景
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再把车放入适当的位置,加入刚体(将刚体mess调节到1000)和车轮碰撞器,层级结构如下:
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车轮碰撞器如下操作,在车内部中新建空节点,然后再建四个空节点,给每个这四个空节点都加上Wheel Collider车轮碰撞器,然后将这四个车轮节点的位置逐个摆放到车子车轮对应的位置,最后稍微调节一下车轮的Friction参数即可。
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最后再添加几个button在ui上,层级如下:
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代码阶段

然后将车挂上脚本lanBoCar.cs
首先写入要在编辑器中配置的所有public变量

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class lanBoCar : MonoBehaviour
{
    public float angleSpeed;
    public float moveSpeed;
    public WheelCollider[] wheels;
    public Transform[] modelTrs;
    public Button[] contrKeyPad;
    public GameObject camera;
    public Button reset;
    public GameObject objbody;
    public GameObject cam;
    public Button LOOK;
    ...
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然后写相机镜头锁定车的脚本
camera.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class camera : MonoBehaviour
{
    public GameObject pos;
    private Vector3 offset;
    public GameObject playerCar;
    public GameObject ca;

    private int lookid = 0;

    public int canRot = 1;
    void Start()
    {
        offset = transform.position - playerCar.transform.position;

        transform.position = ca.transform.position;
        transform.localEulerAngles = ca.transform.localEulerAngles;
    }

    void Update()
    {
        if (lookid == 1)
        {   
            Vector3 pPos = playerCar.transform.position;
            pPos.z -= 4f;
            pPos.y += 1.5f;
            transform.position = pPos;
            transform.localEulerAngles = ca.transform.localEulerAngles;
        }
        else
        {
            transform.position = ca.transform.position;
            float y = playerCar.transform.localEulerAngles.y;
            float z = playerCar.transform.localEulerAngles.z;
            if (canRot == 0)
            {
                transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, y, z);
            }
            else
            {
                transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, y + (Time.deltaTime * 10), z);
            }
        }
    }

    void changeRot(string v)
    {
        if (v == "stop")
        {
            canRot = 0;
        }
        if (v == "begin")
        {
            canRot = 1;
        }
    }

    void look(int ids)
    {
        lookid = ids;
    }

}

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再写上操作方向键的上下左右button的脚本
button.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;

public class button : MonoBehaviour,IPointerDownHandler,IPointerUpHandler
{   
    public float[] vh;
    public GameObject car;

    public void OnPointerDown(PointerEventData ed)
    {
        string chec = "";

        if (vh.Length == 1 && vh[0] == 2)
        {   
            int idx = 1;
            car.SendMessage("checkTail", idx);
            return;
        }
        if (vh[0] == 1)
        {
            chec = "up";
        }
        if(vh[0] == -1){
            chec = "down";
        }
        if (vh[1] == -1)
        {
            chec = "left";
        }
        if (vh[1] == 1)
        {
            chec = "right";
        }
        car.SendMessage("checkEvent", chec);
    }

    public void OnPointerUp(PointerEventData ed)
    {
        string chec = "";

        if (vh.Length == 1 && vh[0] == 2)
        {
            int idx = 0;
            car.SendMessage("checkTail", idx);
            return;
        }
        if (vh[0] == 1)
        {
            chec = "uSTOP";
        }
        if (vh[0] == -1)
        {
            chec = "dSTOP";
        }
        if (vh[1] == -1)
        {
            chec = "lSTOP";
        }
        if (vh[1] == 1)
        {
            chec = "rSTOP";
        }
        car.SendMessage("checkEvent", chec);
    }

}

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然后把这个button.cs挂到每个方向键的组件上

最后写入车的脚本
lanBoCar.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class lanBoCar : MonoBehaviour
{
    public float angleSpeed;
    public float moveSpeed;

    public WheelCollider[] wheels;
    public Transform[] modelTrs;
    public Button[] contrKeyPad;

    public GameObject camera;
    public Button reset;

    private float h = 0f;
    private float v = 0f;

    private float addSpeed = 0f;
    public GameObject objbody;

    public GameObject cam;

    public Button LOOK;
    private bool lookF = false;

    void Start()
    {
        reset.onClick.AddListener(() =>
        {
            SceneManager.LoadScene(0);
        });

        LOOK.onClick.AddListener(() =>
        {
            lookF = !lookF;
            int ids;
            if (lookF)
            {
                ids = 1;
            }
            else
            {
                ids = 0;
            }
            cam.SendMessage("look",ids);
        });
    }

    void FixedUpdate()
    {   
        WheelControl();
    }

    void OnMouseDrag()
    {
        if (lookF)
        {
            wheels[2].brakeTorque = 1000f;
            wheels[3].brakeTorque = 1000f;
            transform.Rotate(0f, 40f * Time.deltaTime, 0f);
        }
    }

    void WheelControl(){

        if (lookF)
        {
            return;
        }
        //h = Input.GetAxis("Horizontal");
        //v = Input.GetAxis("Vertical");

        if (addSpeed == 1f)
        {
            Debug.Log("stop");
            wheels[2].brakeTorque = 1200f;
            wheels[3].brakeTorque = 1200f;
        }
        else
        {
            wheels[2].brakeTorque = 0f;
            wheels[3].brakeTorque = 0f;            
        }

        wheels[0].steerAngle = h * angleSpeed ;
        wheels[1].steerAngle = h * angleSpeed ;

        wheels[2].motorTorque = v * moveSpeed ;
        wheels[3].motorTorque = v * moveSpeed ;

        for (int i = 0; i < 4; i++)
        {
            ModelWheelShow(modelTrs[i],wheels[i]);
        }
    }

    void ModelWheelShow(Transform trans,WheelCollider wheel){
        Vector3 pos;
        Quaternion rot;
        wheel.GetWorldPose(out pos, out rot);
        trans.rotation = rot;
    }

    void checkEvent(string move)
    {
        Debug.Log(move);
        switch (move)
        {
            case "up":
                v = 1;
                break;
            case "down":
                v = -1;
                break;
            case "left":
                h = -1;
                cam.SendMessage("changeRot", "stop");
                break;
            case "right":
                cam.SendMessage("changeRot", "stop");
                h = 1;
                break;
            case "uSTOP":
            case "dSTOP":
                v = 0;
                break;
            case "lSTOP":
            case "rSTOP":
                cam.SendMessage("changeRot", "begin");
                h = 0;
                break;
        }
    }

    void checkTail(int id)
    {
        if (id == 1)
        {
            addSpeed = 1f;
        }
        if (id == 0)
        {
            addSpeed = 0f;
        }
    }

}

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游戏结果

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请添加图片描述

项目下载

最后项目下载链接:
https://download.csdn.net/download/qq_25755645/86265905

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