我已经在论坛和Google上搜索了类似的游戏,但我找不到确切的位置。
我正在制作一个益智游戏。如果节点(水平杆)的颜色相同,则用户可以获取点数。
[当它们在相同方向上时,它表示颜色匹配,但是在生成的节点中,每当我旋转摇杆时它也表示相同。
你可以看看吗?告诉我如何解决。另外,如果您对此匹配有更好的想法,也将不胜感激。
void Update()
{
if (Input.GetMouseButtonDown(0))
{
clickTime = Time.time;
rayhit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero, Mathf.Infinity, selectableObjLayerMask);
}
else if (Input.GetMouseButtonUp(0))
{
if (rayhit)
{
if (Time.time - clickTime < .2f)
{
Node node = rayhit.transform.GetComponent<Node>();
if (node != null)
{
for (int i = 0; i < node.sticks.Count; i++)
{
Vector3 newAngles = new Vector3(0, 0, (node.sticks[i].transform.localEulerAngles.z - 45));
newAngles.z = newAngles.z < 0 ? newAngles.z + 180 : newAngles.z;
newAngles.z = newAngles.z >180 ? newAngles.z - 180 : newAngles.z;
node.sticks[i].transform.localEulerAngles = newAngles;
node.sticks[i].degree = (int)newAngles.z;
// ********这里是色彩匹配*******
if (node.transform.parent.name=="Node1" && node.sticks[i].degree == 90)
{
colorMatch[1] = node.sticks[i].color;
Debug.Log("COLOR 1___"+ colorMatch[1]);
//Debug.Log(colorMatch1);
}
if (node.transform.parent.name == "Node2" && node.sticks[i].degree == 90)
{
colorMatch[2] = node.sticks[i].color;
Debug.Log("COLOR 2___" + colorMatch[2]);
}
if (node.transform.parent.name == "Node3" && node.sticks[i].degree == 90)
{
colorMatch[3] = node.sticks[i].color;
Debug.Log("COLOR 3___" + colorMatch[3]);
//if (colorMatch[1] == colorMatch[2] && colorMatch[2] == colorMatch[3])
//{
// Debug.Log("COLORS MATCHED : " + colorMatch[1]);
//}
}
if (colorMatch[1]==colorMatch[2] && colorMatch[2]==colorMatch[3])
{
Debug.Log("COLOR MATCHED");
}
}
}
}
else
{
Node currNode = rayhit.transform.GetComponent<Node>();
if(currNode.isMoved == false)
{
smallestId = 0;
smallestDistance = 999;
for (int i = 0; i < nodes.Length; i++)
{
float distance = Vector2.Distance(rayhit.transform.position, nodes[i].transform.position);
if (smallestDistance > distance)
{
smallestDistance = distance;
smallestId = i;
}
}
rayhit.transform.position = nodes[smallestId].transform.position;
if (rayhit.transform.parent != nodes[smallestId].transform)
{
if (nodes[smallestId].transform.childCount > 0 && nodes[smallestId].transform != rayhit.transform.parent)
{
if (currNode != null)
{
for (int i = 0; i < currNode.sticks.Count; i++)
{
nodes[smallestId].transform.GetChild(0).GetComponent<Node>().sticks.Add(currNode.sticks[i]);
currNode.sticks[i].transform.SetParent(nodes[smallestId].transform.GetChild(0));
}
Destroy(rayhit.transform.gameObject);
}
}
else
{
if (currNode != null)
{
currNode.isMoved = true;
}
rayhit.transform.SetParent(nodes[smallestId].transform);
}
}
}
}
}
rayhit = new RaycastHit2D();
}
else if (Input.GetMouseButton(0))
{
if(rayhit.transform != null)
{
Node currNode = rayhit.transform.GetComponent<Node>();
if(currNode != null)
if (currNode.isMoved == false)
{
if (Time.time - clickTime >= 0.2f)
{
Vector2 newPos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
rayhit.transform.position = newPos;
}
}
}
}
}
if (node.transform.parent.name=="Node1" && node.sticks[i].degree == 90)
{
colorMatch[1] = node.sticks[i].color;
Debug.Log("COLOR 1___"+ colorMatch[1]);
//Debug.Log(colorMatch1);
}
if (node.transform.parent.name == "Node2" && node.sticks[i].degree == 90)
{
colorMatch[2] = node.sticks[i].color;
Debug.Log("COLOR 2___" + colorMatch[2]);
}
if (node.transform.parent.name == "Node3" && node.sticks[i].degree == 90)
{
colorMatch[3] = node.sticks[i].color;
Debug.Log("COLOR 3___" + colorMatch[3]);
if (colorMatch[1] == colorMatch[2] && colorMatch[2] == colorMatch[3])
{
Debug.Log("COLORS MATCHED : " + colorMatch[1]);
}
}
这里是工作代码。但是我如何销毁匹配的木棍?