1.跳一跳小人代码
using UnityEngine;using System.Collections;using UnityEngine.SceneManagement;public class Move : MonoBehaviour {GameC g;public float time1;public float time2;public float time3;public float time4;// Use this for initializationvoid Start() {g = GameObject.Find("GameController").GetComponent<GameC>();}// Update is called once per framevoid Update() {//jump();if (g.flag == false) {jump();} else {jump1();}}private void OnCollisionEnter(Collision other) {if (other.transform.tag == "Cube") {g.ShengC();}if (other.transform.tag == "Plane") {SceneManager.LoadScene(0);}}private void OnCollisionExit(Collision collision) {if (collision.transform.tag == "Cube") {collision.transform.tag = "Finish";}}public void jump() { //如果手指大于0 && 第一个手指 持续按压if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Stationary) {/*if (Input.GetButton("Jump"))*/Rigidbody r = GetComponent<Rigidbody>();r.AddForce(Vector3.right * Time.deltaTime * time1, ForceMode.Impulse); //getbutton运行长,timec长r.AddForce(Vector3.up * Time.deltaTime * time2, ForceMode.Impulse);}}public void jump1() {if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Stationary)/* if (Input.GetButton("Jump"))*/ {Rigidbody r = GetComponent<Rigidbody>();r.AddForce(Vector3.forward * Time.deltaTime * time3, ForceMode.Impulse); //getbutton运行长,timec长r.AddForce(Vector3.up * Time.deltaTime * time4, ForceMode.Impulse);}}}
using UnityEngine;using System.Collections;public class GameC : MonoBehaviour {public GameObject player;public GameObject box;GameObject cubeClone;Vector3 vec = Vector3.zero;//Move jump;public bool flag = false;//public GameObject[] Sjs = { 1, 2, 3, 4, 5, 6, 7, 8 };// Use this for initializationvoid Start() {//jump = GameObject.Find("Capsule").GetComponent<Move>();}// Update is called once per framevoid Update() {//Camera.main.transform.LookAt(box.transform .position);}//public void Slh() {// cubeClone= (GameObject)Instantiate(box, new Vector3(box.transform.position.x + Random.Range(2, 5), 0, 0)+vec// , box.transform.rotation);// vec = cubeClone.transform .position - box.transform.position;// //GameObject.Find("Main Camera").transform.Translate(vec * Time.deltaTime * 20.0f);//}public void ShengC() {int i = Random.Range(0, 8);if ((i == 0) || (i == 1) || (i == 2) || (i == 3)) {flag = false;cubeClone = (GameObject)Instantiate(box, new Vector3(box.transform.position.x + Random.Range(2, 5), 0, 0) + vec, box.transform.rotation);vec = cubeClone.transform.position - box.transform.position;//GameObject.Find("Main Camera").transform.Translate(vec);Camera.main.transform.position = Camera.main.transform.position + vec / 5;}if ((i == 4) || (i == 5) || (i == 6) || (i == 7)) {flag = true;cubeClone = (GameObject)Instantiate(box, new Vector3(0, 0, box.transform.position.z + Random.Range(2, 5)) + vec, box.transform.rotation);vec = cubeClone.transform.position - box.transform.position;//GameObject.Find("Main Camera").transform.Translate(vec);Camera.main.transform.position = Camera.main.transform.position + vec / 5;}}}