第一次用Unity 3D写游戏,做了个井字棋。
![](https://img.laitimes.com/img/_0nNw4CM6IyYiwiM6ICdiwiI0NXYFhGd192UvwVe0lmdhJ3ZvwFM38CXlZHbvN3cpR2Lc1TPB10QGtWUCpEMJ9CXsxWam9CXwADNvwVZ6l2c052bm9CXUJDT1wkNhVzLcRnbvZ2Lc1zdyo1cW1GZ5Z0ViZXUYpVd1kmYr50MZV3YyI2cKJDT29GRjBjUIF2LcRHelR3LcJzLctmch1mclRXY39zN0EDOxIjMwAzNwMDM3EDMy8CX0Vmbu4GZzNmLn9Gbi1yZtl2Lc9CX6MHc0RHaiojIsJye.jpg)
由于不熟悉onGUI()和C#,参考了师兄的笔记。
代码实际上很简单,逻辑也简单,主要是通过这个小游戏来熟悉一下Unity 3D的一些基本操作实现,比如OnGUI()的原理,实际上这里面的Button并不是点击触发的效果,而是每一帧都在发生改变,因此这里Button实际上是不断重叠制造的吧。(显然变深色了),我感觉这样的做法不太好,但暂时不知道怎么去更好实现,就先这样了。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TicTacToe: MonoBehaviour {
int turn = ;
int [,]state = new int[,];
void Start () {
Reset();
}
void Update () { }
void OnGUI() {
if (GUI.Button(new Rect(,,,), "Start Game")) {
Reset();
}
int current = Check();
if (current == ) GUI.Label(new Rect(,,,),"O wins!");
if (current == ) GUI.Label(new Rect(,,,),"X wins!");
if (current == ) GUI.Label(new Rect(,,,),"Tied!");
for (int i = ; i < ; i++) {
for (int j = ; j < ; j++) {
if (state[i, j] == ) {
GUI.Button(new Rect(+*i,+*j,,), "O");
} else if (state[i, j] == ) {
GUI.Button(new Rect(+*i,+*j,,), "X");
}
if (GUI.Button(new Rect(+*i,+*j,,), "")) {
if (current == ) {
if (turn == ) state[i, j] = ;
if (turn == -) state[i, j] = ;
turn *= -;
}
}
}
}
}
int Check() {
for (int i = ; i < ; i++) {
if (state[i, ] == state[i, ] && state[i, ] == state[i, ] && state[i, ] != ) {
return state[i, ];
}
}
for (int j = ; j < ; j++) {
if (state[, j] == state[, j] && state[, j] == state[, j] && state[, j] != ) {
return state[, j];
}
}
if (state[, ] != && state[, ] == state[, ] && state[, ] == state[, ]) {
return state[, ];
}
if (state[, ] != && state[, ] == state[, ] && state[, ] == state[, ]) {
return state[, ];
}
for (int i = ; i < ; i++) {
for (int j = ; j < ; j++) {
if (state[i, j] == ) return ;
}
}
return ;
}
void Reset() {
turn = ;
for (int i = ; i < ; i++) {
for (int j = ; j < ; j++) {
state[i, j] = ;
}
}
}
}