使用互动的简单随机世界
6 分
示例项目
总结
总结 | 实现用户接近时出现的交互按钮。 |
|---|---|
难度 | 初学者 |
所需时间 | 30分钟 |
项目目标
- 交互按钮控制应用UI和触发器
- 世界空间画布
- 应用角色动画
- 创建对象实例
- 应用概率随机代码
🎬 完成世界的视频
脚本
import { ZepetoScriptBehaviour } from 'ZEPETO.Script'
import { SpawnInfo, ZepetoPlayers, LocalPlayer, ZepetoCharacter } from 'ZEPETO.Character.Controller'
import { WorldService } from 'ZEPETO.World';
export default class CharacterController extends ZepetoScriptBehaviour {
Start() {
//获取用户ID(通过编辑器登录)
ZepetoPlayers.instance.CreatePlayerWithUserId(WorldService.userId,new SpawnInfo(), true);
ZepetoPlayers.instance.OnAddedLocalPlayer.AddListener(() => {
let _player : LocalPlayer = ZepetoPlayers.instance.LocalPlayer;
});
}
} import { Canvas, AnimationClip, WaitForSeconds, GameObject, Object, Random } from 'UnityEngine';
import { Button } from 'UnityEngine.UI';
import { ZepetoPlayers, ZepetoCharacter } from 'ZEPETO.Character.Controller';
import { ZepetoScriptBehaviour } from 'ZEPETO.Script';
// 从路径导入自定义脚本
import UIController from './UIController';
export default class Interaction extends ZepetoScriptBehaviour
{
public openUIGesture: Button;
public interactionCanvas: Canvas;
public animationClip: AnimationClip;
public uiControllerObject: GameObject;
public badEffectFactory: GameObject;
public goodEffectFactory: GameObject;
public gift: GameObject;
public failureRatio: number = 50;
private uiController: UIController;
private zepetoCharacter :ZepetoCharacter;
Start()
{
// 设置事件相机
this.interactionCanvas.worldCamera = ZepetoPlayers.instance.ZepetoCamera.camera;
// 设置角色
ZepetoPlayers.instance.OnAddedLocalPlayer.AddListener(() => {
this.zepetoCharacter = ZepetoPlayers.instance.LocalPlayer.zepetoPlayer.character;
});
// 脚本导入
this.uiController = this.uiControllerObject.GetComponent<UIController>();
//按钮隐藏
this.openUIGesture.gameObject.SetActive(false);
//当按钮点击时
this.openUIGesture.onClick.AddListener(()=>{
this.zepetoCharacter.SetGesture(this.animationClip);
this.StartCoroutine(this.FirstRoutine());
});
}
OnTriggerEnter(collider)
{
this.openUIGesture.gameObject.SetActive(true);
}
OnTriggerExit(collider)
{
this.openUIGesture.gameObject.SetActive(false);
}
*FirstRoutine()
{
this.uiController.Loading();
yield new WaitForSeconds(3);
this.zepetoCharacter.CancelGesture();
this.RandomCalculation();
}
private RandomCalculation()
{
let randomNumber: number;
randomNumber = Random.Range(0,100);
if (randomNumber <= this.failureRatio)
{
this.Lose();
}
else
{
this.Win();
}
this.StartCoroutine(this.SecondRoutine());
}
private Lose()
{
this.uiController.Lose();
//创建游戏对象
var obj = Object.Instantiate(this.badEffectFactory) as GameObject;
obj.transform.position = this.transform.position;
}
private Win()
{
this.uiController.Win();
//创建游戏对象
var obj = Object.Instantiate(this.goodEffectFactory) as GameObject;
obj.transform.position = this.transform.position;
var giftobj = Object.Instantiate(this.gift) as GameObject;
giftobj.transform.position = this.transform.position;
}
*SecondRoutine()
{
yield new WaitForSeconds(1);
this.uiController.Init();
//销毁盒子
GameObject.Destroy(this.gameObject);
}
}import { ZepetoScriptBehaviour } from 'ZEPETO.Script';
import { Text } from "UnityEngine.UI";
import { GameObject } from 'UnityEngine';
//定义变量
export default class UIController extends ZepetoScriptBehaviour
{
public messageUI: Text;
Start()
{
this.Init();
}
public Init()
{
this.messageUI.text = " ";
}
public Loading()
{
this.messageUI.text = "盒子里有什么?";
}
public Win()
{
this.messageUI.text = "恭喜!你得到了它";
}
public Lose()
{
this.messageUI.text = "这是空白";
}
}