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C#語(yǔ)言使用Unity實(shí)現(xiàn)剪刀石頭布游戲

來(lái)源:本站原創(chuàng)|時(shí)間:2020-01-10|欄目:C#教程|點(diǎn)擊: 次

本文實(shí)例為大家分享了C#語(yǔ)言使用Unity實(shí)現(xiàn)剪刀石頭布游戲的具體代碼,供大家參考,具體內(nèi)容如下

游戲:剪刀石頭布

實(shí)現(xiàn)功能:

1、電腦隨機(jī)出牌(剪刀石頭布)

2、玩家選擇出牌(剪刀石頭布)

3、玩家沒(méi)有出牌時(shí),電腦變幻牌面;

      玩家出牌后,電腦出牌,并停止變幻牌面3秒,期間玩家無(wú)法選擇出牌

4、玩家和電腦出牌后,電腦自動(dòng)計(jì)分。

using UnityEngine;
using System.Collections;
 
public class hw0310a : MonoBehaviour {
 //
 public Rect windows1;
 public Rect windows2;
 public Rect btn1;
 public Rect btn2;
 public Rect btn3;
 public Rect box1;
 public Rect box2;
 public Rect label1;
 public Rect label2;
 public string str1;
 public string str2;
 public int score1;
 public int score2;
 public Texture[] texture;
 public int ComputerCp;
 public int PlayerCp;
 public GUISkin myskin;
 public bool notShowTime;
 public float MaxTime=3;
 void Start () {
 windows1=new Rect(100,240,400,120);
 windows2=new Rect(100,0,400,195);
 btn1=new Rect(40,20,80,80);
 btn2=new Rect(160,20,80,80);
 btn3=new Rect(280,20,80,80);
 box1=new Rect(50,30,100,100);
 box2=new Rect(250,30,100,100);
 label1 = new Rect (95, 150, 50, 50);
 label2 = new Rect (295, 150, 50, 50);
 score1 = 0;
 score2 = 0;
 str1 = score1.ToString ();//將int類(lèi)型轉(zhuǎn)換為string類(lèi)型,方便計(jì)分
 str2 = score2.ToString ();
 PlayerCp = 4;
 notShowTime = false;
 }
 
 // Update is called once per frame
 void Update () {
 str1 = score1.ToString ();
 str2 = score2.ToString ();

//控制電腦牌面的變幻條件和時(shí)間
 if (notShowTime==false) 
 {
 computerShow ();
 } 
 else 
 {
 MaxTime -= Time.deltaTime;
 if (MaxTime < 0)
 {
 notShowTime = false;
 MaxTime=3;
 }
  }
 }
 
 void computerShow(){
 if (ComputerCp < 2) {
  ComputerCp++;
 } else {
  ComputerCp = 0;
 }
 }
 void OnGUI()
 {
 windows1=GUI.Window (1, windows1, windowFun1, "Game");
 windows2=GUI.Window (2, windows2, windowFun2, "Computer VS Player");
 }
 
 void windowFun1(int Id)
 {  //電腦牌面停止變幻時(shí),玩家不能出牌
 if (GUI.Button (btn1, texture [0])) 
 {
 if(notShowTime==false)
 {
 PlayerCp=0;
 ComputerOut();//根據(jù)玩家的牌,電腦出牌,電腦永遠(yuǎn)贏
 gameLogic();//判斷輸贏并計(jì)分
 }
 }
 
 if (GUI.Button (btn2, texture [1])) 
 {
 if(notShowTime==false)
 {
 PlayerCp=1;
 ComputerOut();
 gameLogic();
 }
 }
 
 if (GUI.Button (btn3, texture [2])) 
 {
 if(notShowTime==false)
 {
 PlayerCp=2;
 ComputerOut();
 gameLogic();
 }
 }
 
 
 GUI.DragWindow (new Rect(0,0,400,120));//括號(hào)內(nèi)的矩形是可界面拖拽范圍
 }
 
 void windowFun2(int Id)
 {
// GUI.Button (b4, t4);
// GUI.Button (b5, t5);
 GUI.DragWindow (new Rect(0,0,400,195));
 
 GUI.Box (box1,texture[ComputerCp]);
 GUI.Box (box2,texture[PlayerCp]);
 
 GUI.Label (label1, str1);
 GUI.Label (label2, str2);
 }
 
 void ComputerOut()
 {
 notShowTime = true;
 int a=PlayerCp;
 int b = PlayerCp - 2;
 int c = PlayerCp + 1;
 if (PlayerCp == 2) 
 {  //在確定的兩個(gè)數(shù)中選取隨機(jī)數(shù)的方法
 int[] Cp1 = new int[]{a,b};
 int i = Random.Range (0, 2);
 ComputerCp = Cp1[i];
 } 
 else 
 {
 int[] Cp2= new int[]{a,c};
 int i = Random.Range (0, 2);
 ComputerCp = Cp2[i];
 }
 // ComputerCp = Random.Range (0, 3);
 
 }
 
 
 void gameLogic()
 {
 int a = ComputerCp - PlayerCp;
 switch (a) 
 {
 case 0:Debug.Log ("pingju");break;
 case 1:
 case -2:
 {
 Debug.Log ("Player Lose");
 score1=score1+1;
 break;
 }
 case 2:
 case -1:
 {
 Debug.Log ("Player Win");
 score2=score2+1;
 break;
 }
 default:break;
 }
 
 }
}

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