The idea of this 2D game is as follows: Given a 800*600 image, a custom unity plugin splits into pieces (say, 4) in edit mode and then randomly shuffles pieces around the gameboard. In run-time user has to drag and drop pieces into its original position with mouse. If original image is assembled, the goal of the game is achieved and game setup is restarted (pieces shuffled again).
Play puzzle Unity game onlne
Download puzzle game Unity source code
Script that handles game logic
Play puzzle Unity game onlne
Download puzzle game Unity source code
Script that handles game logic
using UnityEngine; using System.Collections; using System.Linq; using System.Collections.Generic; using System; public class DragIt : MonoBehaviour { public GameObject winImage; private Ray ray; private RaycastHit hit; private bool dragging=false; private GameObject draggingObject = null; private GameObject targetObject = null; private Color savedColor; // Update is called once per frame void Update () { if (Input.GetMouseButton(0)) { ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { if (!dragging) { dragging = true; draggingObject = hit.transform.gameObject; } if (dragging) { draggingObject.transform.position = new Vector3(hit.point.x,hit.point.y,200); // calculate distance to all pieces, except current object var pieces = Helper.IteratePieces().Where (p=>p!=draggingObject).ToList(); var distances = pieces.Select(p=>Vector3.Distance(p.transform.position,draggingObject.transform.position)).ToList(); var minDistance = distances.Min(); // get minimum distance // check distance between current position and original position PositionData storage = draggingObject.GetComponentUnity plugin source code(); var currentDistance = Vector3.Distance(storage.ShuffledPosition,draggingObject.transform.position); GameObject targetObjectNew=null; if (currentDistance < minDistance) targetObjectNew = draggingObject; else { var index = distances.IndexOf(minDistance); targetObjectNew = pieces[index]; } //Debug.Log("Distances: " + Helper.ToString(distances) + ", target " + targetObjectNew.name + " min distance: " + minDistance + ", current distance: " + currentDistance); // target object changed if (targetObjectNew != targetObject) { //Debug.Log("Distances: " + Helper.ToString(distances) + ", target " + targetObjectNew.name + " min distance: " + minDistance + "current distance: " + currentDistance); Debug.Log("Switch to " + targetObjectNew.name ); if (targetObject!=null && targetObject != draggingObject ) { targetObject.renderer.material.color = savedColor; //Debug.Log("Restored color for " + targetObject.name + " to " + savedColor.ToString() ); } if (targetObjectNew != draggingObject) { // highlight target object savedColor = targetObjectNew.renderer.material.color; targetObjectNew.renderer.material.color = Color.green; } targetObject = targetObjectNew; } } } } else if (dragging) { dragging = false; // dropping PositionData storageSource = draggingObject.GetComponent (); // reset target object position, if it is the same object if (targetObject==draggingObject) draggingObject.transform.position = storageSource.ShuffledPosition; else { // restore color if (targetObject!=null) targetObject.renderer.material.color = savedColor; PositionData storageTarget = targetObject.GetComponent (); // swap positions between source and target targetObject.transform.position = storageSource.ShuffledPosition; draggingObject.transform.position = storageTarget.ShuffledPosition; // store new positions storageSource.ShuffledPosition = draggingObject.transform.position; storageTarget.ShuffledPosition = targetObject.transform.position; // check win condition and notify by color blinking if (!CheckWinCondition()) { if (draggingObject.transform.position == storageSource.OriginalPosition) StartCoroutine(Blink (Color.green, draggingObject)); else StartCoroutine(Blink (Color.red, draggingObject)); if (targetObject.transform.position == storageTarget.OriginalPosition) StartCoroutine( Blink (Color.green, targetObject)); else StartCoroutine(Blink (Color.red, targetObject)); } } Debug.Log("Dropped " + targetObject.name ); targetObject = null; draggingObject = null; } } bool CheckWinCondition() { bool win = Helper.IteratePieces().Select(o=>o.GetComponent ()).All(d=>d.OriginalPosition==d.ShuffledPosition); if (win) { StartCoroutine(Win ()); } return win; } /// /// Blink with the specified color for a given game object. /// /// /// Color. /// /// /// Go. /// IEnumerator Blink(Color color, GameObject go) { Color savedcolor = go.renderer.material.color; for(int i=0;i<=2;i++) { yield return new WaitForSeconds(.1f); go.renderer.material.color = color; yield return new WaitForSeconds(.25f); go.renderer.material.color = savedcolor; } } IEnumerator Win() { Helper.IteratePieces().ToList().ForEach(o=>StartCoroutine(Blink (Color.green, o))); yield return new WaitForSeconds(.2f); if (winImage!=null) winImage.SetActive(true); else Debug.LogError("WinImage not found"); // enjoy a "GAME WON" title for a moment and restart a game yield return new WaitForSeconds(5f); if (winImage!=null) winImage.SetActive(false); Helper.ShuffleGameObjects(); } }
using UnityEngine; using System.Collections; using System.Collections.Generic; using UnityEditor; using System.IO; using System; using System.Linq; public class CreatePuzzle : ScriptableWizard { public Texture2D Picture; public int N=2; [MenuItem("GameObject/Create Other/Puzzle")] static void CreateWizard() { ScriptableWizard.DisplayWizard("Create Puzzle",typeof(CreatePuzzle)); } void OnWizardCreate() { int width = Picture.width; int height = Picture.height; Debug.Log("wh: " + width + "/" + height); for(int x=1;x<=N;x++) for(int y=1;y<=N;y++) { int xPiece = Convert.ToInt32(width*x/(float)N - width/2f - width/2f/N); int yPiece = Convert.ToInt32(height*y/(float)N - height/2f - height/2f/N); string name = "piece_" + x + "_" + y; //Debug.Log(name + ": " + xPiece + "/" + yPiece); Rect uv = new Rect( (x-1)/(float)N,(y-1)/(float)N, 1/(float)N, 1/(float)N); CreateMesh(name,xPiece,yPiece,uv, width/N, height/N); } Shuffle(); // shuffle pieces to make a puzzle } GameObject CreateMesh(string meshName, int x, int y, Rect uv, int width, int height) { string assetFolder = "Assets"; int anchorX=Convert.ToInt32(width/2); int anchorY=Convert.ToInt32(height/2); //Create Vertices Vector3[] Vertices = new Vector3[4]; //Create UVs Vector2[] UVs = new Vector2[4]; //Two triangles of quad int[] Triangles = new int[6]; //Assign vertices based on pivot //Bottom-left Vertices[0].x = -anchorX; Vertices[0].y = -anchorY; //Bottom-right Vertices[1].x = Vertices[0].x+width; Vertices[1].y = Vertices[0].y; //Top-left Vertices[2].x = Vertices[0].x; Vertices[2].y = Vertices[0].y+height; //Top-right Vertices[3].x = Vertices[0].x+width; Vertices[3].y = Vertices[0].y+height; Vector2[] uvs2 = new Vector2[] { new Vector2(uv.x, uv.y), //Bottom-left new Vector2(uv.x+uv.width, uv.y), //Bottom-right new Vector2(uv.x, uv.y+uv.height), //Top-left new Vector2(uv.x+uv.width, uv.y+uv.height), //Top-right }; //Assign triangles Triangles[0]=3; Triangles[1]=1; Triangles[2]=2; Triangles[3]=2; Triangles[4]=1; Triangles[5]=0; //Generate mesh Mesh mesh = new Mesh(); mesh.name = meshName; mesh.vertices = Vertices; mesh.uv = uvs2; mesh.triangles = Triangles; mesh.RecalculateNormals(); //Create asset in database AssetDatabase.CreateAsset(mesh, AssetDatabase.GenerateUniqueAssetPath(assetFolder + "/" + meshName) + ".asset"); AssetDatabase.SaveAssets(); //Create plane game object GameObject piece = new GameObject(meshName); MeshFilter meshFilter = (MeshFilter)piece.AddComponent(typeof(MeshFilter)); piece.AddComponent(typeof(MeshRenderer)); //Assign mesh to mesh filter meshFilter.sharedMesh = mesh; mesh.RecalculateBounds(); //Add a box collider component piece.AddComponent(typeof(BoxCollider)); // place piece into designed coordinates piece.transform.Translate(new Vector3(x,y,200)); // capture original position piece.AddComponentHelper class(); PositionData storage = piece.GetComponent (); storage.OriginalPosition = piece.transform.position; var tempMaterial = new Material(piece.renderer.material); // tempMaterial.mainTexture = Picture; piece.renderer.material = tempMaterial; //plane.renderer.sharedMaterial.mainTexture = Picture; piece.transform.parent = GameObject.Find("scene").transform; return piece; } void Shuffle() { Helper.ShuffleGameObjects(); } }
using UnityEngine; using System.Collections; using System.Collections.Generic; using System.IO; using System; using System.Linq; public static class Helper { public static IEnumerableShuffle (this IEnumerable enumerable) { var r = new System.Random(); return enumerable.OrderBy(x=>r.Next()).ToList(); } public static IEnumerable IteratePieces() { var parent = GameObject.Find("scene").transform; for (int i = 0; i < parent.childCount; ++i) { var piece = parent.GetChild(i).gameObject; yield return piece; } } public static IEnumerable GetPositions (this IEnumerable enumerable) { return enumerable.Select (o=>o.transform.position); } public static string ToString (this IEnumerable enumerable) { return string.Join (" ",enumerable.Select (i=>i.ToString()).ToArray()); } public static void ShuffleGameObjects() { var objects = Helper.IteratePieces().ToList(); var positions = objects.GetPositions (); var positionsShuffed = positions.Shuffle().ToList(); for (int i = 0; i < objects.Count; i++) { objects[i].transform.position = positionsShuffed[i]; PositionData storage = objects[i].GetComponent (); storage.ShuffledPosition = positionsShuffed[i]; } } }
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