有一种敲牌听牌的麻将游戏 听牌提示。

德州扑克攻略:听牌的基本打法
“听牌”(Draw,北美华裔牌手喜欢用谐音称之为“兆”牌),是指玩家的底牌与公共牌组合出差1张成牌的牌型,大多时候是指“听顺”、“听花”。 由于德州扑克游戏中,大多数玩家喜欢选择AA、KK、AK这类比较强的底牌来参与游戏,翻牌后大多成为“123” (包括超对、顶对的1对、所有2对和3条牌型)。有些玩家开始选择包括“ATs、98s”这类的底牌入局,希望通过命中同花、顺子来击败123,但是直接在翻牌称为同花、顺子的机会很小,反而经常成为听牌。大多时候123的对手都会做出加注,这时候如何处理好听牌,就成了非常关键的技术了。 关于“听牌”玩家必须要先有以下几个观念: 1.“听牌”本身还不是成牌,应该优先考虑以最低代价看牌。 2.“听牌”命中的概率其实不如大家想象中那么高。 3. “听牌”需要精确的期望值计算。 4.“听牌”目标是成为坚果,如果听的只是小顺、小花,不但听牌的价值会降低,也可能遭遇更大的顺子同花。 德州扑克网游的“听牌”基本策略 一旦成为听牌的时候,第一优先考虑的是对手,然后是彩池大小、位置、筹码量,根据来做出决策。 “听牌”在面对各种对手的策略: 1.
不了解对手或是多名对手 除非拥有 15张以上的坚果大听牌,在不了解对手或是面对多名对手的时候,“最低代价看牌”是第一选择。 2. ABC对手(打法中规中矩) 由于ABC对手的特征就是有牌上没牌弃,属于标准的紧弱玩家,翻牌前的行动非常有参考价值。对手如果在翻牌前主动加注,或是跟了比较大的下注,就很可能拥有不错的123牌力,这时候就要认真考虑对手的弃牌习惯,如果对手容易被吓走,可以考虑做“半诈唬下注”。如果对手是有123就打死不弃牌,当然选择过牌跟注。
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&来源:Merlin小智&p&大好人 &a class=&member_mention& href=&//www.zhihu.com/people/ddf2f38e8ca& data-hash=&ddf2f38e8ca& data-hovercard=&p$b$ddf2f38e8ca&&@張藎堯&/a& 翻译了这篇指南,想看中文版的朋友请移步:&/p&&p&&a href=&//link.zhihu.com/?target=http%3A//kirozhang1997.com//GameDesignGuideTrans/& class=& external& target=&_blank& rel=&nofollow noreferrer&&&span class=&invisible&&http://&/span&&span class=&visible&&kirozhang1997.com/2018/&/span&&span class=&invisible&&01/26/GameDesignGuideTrans/&/span&&span class=&ellipsis&&&/span&&i class=&icon-external&&&/i&&/a&&br&&/p&&p&———&/p&&p&今天在网上不知道搜什么,搜出来Pinterest上一张感觉很牛的图,顺藤摸瓜,发现一整个图形化的内容,名叫“多人地图关卡设计视觉化指南“。&/p&&p&这个很图形化的指南的制作者,在他的网站上还放了不少其他的图形化指南,比如从零开始做一张TF2地图,神秘海域地图,COD地图等等,但我还是青睐这个“多人地图关卡设计视觉化指南“ (Visual Guide: Multiplayer Level Design)。这些图体现了非常高超的图形化设计思路,将问题说的非常明白,简直是图形化游戏设计文档的典范。&/p&&p&喜欢吗?我很喜欢。让我想起来最后两年在2K时,对面坐的那位韩国关卡设计师,也是信息图形化高手,回头把这份材料转给他,看看他的想法。&/p&&p&需要指出的是,这十张图的内容是根据Benjamin Bauer(Far Cry的关卡设计师,后来从Crytek去了UBI Toronto,一直干到现在)在2004年的一篇长文:“本的真实系多人地图关卡设计小圣经”,而创作。&/p&&p&看完这份视觉化指南(如果要更深一步的话,应该去看一下Ben的原文),相信能够帮助大家对关卡设计有一点了解。&/p&&p&我只是搬运一下,方便大家看,也方便自己收藏。&/p&&p&&br&&/p&&p&一切版权归原作者所有。&/p&&p&&br&&/p&&h2&&b&0 目录&/b&&/h2&&p&&br&&/p&&figure&&img src=&https://pic1.zhimg.com/v2-4cec2359fff66b0b1e929b2cfe0b0cdc_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1730& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic1.zhimg.com/v2-4cec2359fff66b0b1e929b2cfe0b0cdc_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&p&&br&&/p&&h2&&b&一 名词列表&/b&&/h2&&p&&br&&/p&&p&包括玩家行为;掩体形态;战斗范围;游戏模式。&/p&&p&&br&&/p&&figure&&img src=&https://pic1.zhimg.com/v2-e0dffc98b417ab8a177dc_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1435& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic1.zhimg.com/v2-e0dffc98b417ab8a177dc_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&p&&br&&/p&&h2&&b&二 策略设计&/b&&/h2&&p&&br&&/p&&p&分三步走,基本流程图;详细流程图;以及概念流程图。&/p&&p&其中基本流程主要给出最基本的策略线路,关键点。而在详细流程图中,就要开始做垂直方向的思考,比如高中低三路,以及攻防策略设计;概念图就更进一步,对关卡的视觉方向(地貌、灯光)做出规划。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-ccbdcee68e85bb12f2d5fb23ae8c24cb_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&3496& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-ccbdcee68e85bb12f2d5fb23ae8c24cb_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&h2&&b&三 战术&/b&&/h2&&p&&br&&/p&&p&这张图原图非常大,我不得不切成三张,大家记住,原来是一张。&/p&&p&玩家未必能看得出来你的策略层面的设计,但战术设计犹如关卡设计的肌肉,随时都会对体验有影响。&/p&&p&这一篇可以说是精华,提到战斗区域的四个原则,例如,最少两个进入点;夺旗模式战术要点;任务区域设计的原则,例如困难设计应当与时间结合;移动任务(例如护送)区域设计;区域连接方式;重生点的设计原则;一些具体战术空间设计要点,例如坑道,楼梯,门,等等。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-8684bff4b8e4cf505d64c2e4b53d36b7_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&3404& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-8684bff4b8e4cf505d64c2e4b53d36b7_r.jpg&&&/figure&&figure&&img src=&https://pic3.zhimg.com/v2-ccecb27cecb4bf172dd082330dfbc532_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&3046& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic3.zhimg.com/v2-ccecb27cecb4bf172dd082330dfbc532_r.jpg&&&/figure&&figure&&img src=&https://pic1.zhimg.com/v2-156fa29d6e0dfdc31f312c_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&3402& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic1.zhimg.com/v2-156fa29d6e0dfdc31f312c_r.jpg&&&/figure&&p&&br&&/p&&h2&&b&四 地图尺寸&/b&&/h2&&p&&br&&/p&&p&地图尺寸的大小设计与战斗区域的抵达时间相关,而这个抵达时间和战术角色,以及地形设计和地图对称性也有密切关联。当清楚时间之后,才能将其转化为空间尺寸。&/p&&p&也就是说尺寸的设计是为战术空间所服务的,而这张图则给出了具体的思考方法。&/p&&figure&&img src=&https://pic3.zhimg.com/v2-d7fbe658f8aad34e2d9f2e_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&2499& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic3.zhimg.com/v2-d7fbe658f8aad34e2d9f2e_r.jpg&&&/figure&&p&&br&&/p&&h2&&b&五 方向与寻路&/b&&/h2&&p&&br&&/p&&p&这张更大,切成了五张。&/p&&p&关卡设计最基本,也是最难的地方就在于让玩家迅速分的清方向,认得准位置,并且记住自己来过这里。制作者在这一章用了大量篇幅来详述。感觉干货满满,实用性极强。&/p&&p&例如,制造战术目的;用强烈的美术风格和设定来进行对比;制造明确的视觉中心。&/p&&p&还强调了利用摄影中的三三原则来进行构图。以及使用引导线帮助玩家定位方向,重要物体。通过重复元素来加强线路感,以及纵深感。近景、中景、远景的层次深度。创造叙事元素,叙事线索来帮助玩家确定关卡结构,也能增强沉浸感。&/p&&p&地标也非常重要,能够帮助玩家在地图的不同地点来定位自己所在的区域。&/p&&p&大量篇幅介绍光线,色彩对营造关卡气氛的作用。我觉得最有意思的是,直接给出来五个色轮做关卡颜色参考,包括饱和度对比,以及冷暖对比。&/p&&p&物体的轮廓和外形,也有其强大的暗示作用。包括剪影,框架(例如门形,这个对于构图至关重要)。&/p&&p&最后是细节、运动、声效、情绪(三张分别表现兴奋、恐惧和平静的关卡模拟图)的综合考量。&/p&&figure&&img src=&https://pic2.zhimg.com/v2-36f52fbf064aa7ca2735_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&2747& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic2.zhimg.com/v2-36f52fbf064aa7ca2735_r.jpg&&&/figure&&figure&&img src=&https://pic4.zhimg.com/v2-1da989c8d8daed1d6d993f_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&2193& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic4.zhimg.com/v2-1da989c8d8daed1d6d993f_r.jpg&&&/figure&&figure&&img src=&https://pic2.zhimg.com/v2-3e190e5f66a7dfcbf6cd92fcaf0c4405_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&2279& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic2.zhimg.com/v2-3e190e5f66a7dfcbf6cd92fcaf0c4405_r.jpg&&&/figure&&figure&&img src=&https://pic4.zhimg.com/v2-ccccbfe3deaac2b4cc82853_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&1944& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic4.zhimg.com/v2-ccccbfe3deaac2b4cc82853_r.jpg&&&/figure&&figure&&img src=&https://pic4.zhimg.com/v2-b255fd8808fcceaa6683_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&800& data-rawheight=&2533& class=&origin_image zh-lightbox-thumb& width=&800& data-original=&https://pic4.zhimg.com/v2-b255fd8808fcceaa6683_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&h2&&b&六 回合式地图和再生地图&/b&&/h2&&p&基于回合(死后本轮不复活)和不停再生的地图设计思路很不相同,后者的战术空间更加复杂,但前者往往节奏更快。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-deada470fb853adf712b_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&760& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-deada470fb853adf712b_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&h2&&b&七 地图对称&/b&&/h2&&p&对称地图虽然实现了平衡,但需要强大的美术实力来区分方向,让玩家不至于转晕了。&/p&&figure&&img src=&https://pic1.zhimg.com/v2-188d1a6c313effda2c9e4_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1715& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic1.zhimg.com/v2-188d1a6c313effda2c9e4_r.jpg&&&/figure&&p&&br&&/p&&h2&&b&八 风格对地图设计的影响&/b& &/h2&&p&街机风 vs. 真实系。对于前者而言,由于走的是非真实系路线,会有很多垂直层面的地图设计需求,后者则强调大地图,掩体作战。&/p&&figure&&img src=&https://pic4.zhimg.com/v2-2249b88afe82815ebd1b0d5a536446cf_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&962& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-2249b88afe82815ebd1b0d5a536446cf_r.jpg&&&/figure&&p&&br&&/p&&p&&br&&/p&&p&&br&&/p&&h2&&b&九 对游戏设计的支持&/b&&/h2&&p&这里强调关卡设计应当围绕现有的游戏机制来进行设计,而不是动不动就要求增加新的机制来满足关卡设计。因为一些为了某个单独关卡设计而做出来的方案,可能会对其他方面造成影响。&/p&&p&关卡设计的本职工作就是在有限的资源下,利用关卡设计技巧,做出重玩度高的内容。不能越俎代庖,凡遇到问题就想着改游戏设计。&/p&&p&下面举了两个非常有意思的例子。&/p&&figure&&img src=&https://pic2.zhimg.com/v2-3b30dc5e90ee82fa1be24eca_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1165& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic2.zhimg.com/v2-3b30dc5e90ee82fa1be24eca_r.jpg&&&/figure&&p&&br&&/p&&h2&&b&十 鸣谢&/b&&/h2&&figure&&img src=&https://pic4.zhimg.com/v2-7fa7c9a3c23c5c00fca2e7_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&700& data-rawheight=&1763& class=&origin_image zh-lightbox-thumb& width=&700& data-original=&https://pic4.zhimg.com/v2-7fa7c9a3c23c5c00fca2e7_r.jpg&&&/figure&&hr&&p&点&/p&&a href=&//link.zhihu.com/?target=http%3A//www.farcry2.cz/czech_menu/ke_stazeni/mapy-download/Benova-bible-mapy.pdf& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&本的真实系多人地图关卡设计小圣经&i class=&icon-external&&&/i&&/a&&p&跳转到“本的真实系多人地图关卡设计小圣经”原文。&/p&&p&&br&&/p&&p&感兴趣的话可以关注我的公众号:陈灼的字&/p&&p&时不时发一些游戏设计相关的文章,或者这样的搬运。&/p&
翻译了这篇指南,想看中文版的朋友请移步: ———今天在网上不知道搜什么,搜出来Pinterest上一张感觉很牛的图,顺藤摸瓜,发现一整个图形化的内容,名叫“多人地图关卡设计视觉化指南“。这个很图形化的指南的制作者…
&figure&&img src=&https://pic3.zhimg.com/v2-3d7c84d71630eb0eafefb5471662caf0_b.jpg& data-rawwidth=&1200& data-rawheight=&630& class=&origin_image zh-lightbox-thumb& width=&1200& data-original=&https://pic3.zhimg.com/v2-3d7c84d71630eb0eafefb5471662caf0_r.jpg&&&/figure&&h2&&b&官方资料&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=https%3A//docs.unity3d.com/Manual/index.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity User Manual 手册&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//docs.unity3d.com/ScriptReference/index.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity - Scripting API&/a&(API 详解)&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//unity3d.com/cn/learn/tutorials& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity - Learn - Modules&/a&(官方视频教程,适合英语好的同学)&/p&&p&&br&&/p&&h2&&b&Coursera&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=https%3A//www.coursera.org/specializations/wangluo-youxi-sheji-kaifa& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&基于 Unity 引擎的网络游戏设计与开发(复旦大学) | Coursera&/a&&/p&&p&主要分为五个课程(可免费旁听):&/p&&ol&&li&游戏产业概论&/li&&li&游戏策划与设计&/li&&li&基于 Unity 引擎的游戏开发基础&/li&&li&基于 Unity 的游戏开发进阶&/li&&li&网络游戏与开发毕业项目&/li&&/ol&&p&&br&&/p&&h2&&b&国内教程达人&/b&&/h2&&p&对国内 Unity 学习者影响很大的两位:&/p&&p&一位是宣雨松,我是看他的《Unity3D 游戏开发》入门的。&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.xuanyusong.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&雨松MOMO程序研究院|专注移动互联网与Unity3D游戏开发的技术博客&/a&&/p&&p&&br&&/p&&p&一位是 Siki ,主要出教程,讲课逻辑非常清楚。原来是泰课在线的讲师,现在已经自己创办了一个教学网站。&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.taikr.com/user/7/teach& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Siki - 泰课在线&/a&(里面有很多免费的教程)&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.sikiedu.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&siki学院 - Unity游戏开发从入门到独立开发&/a&(非广告,里面也有免费课程)&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//mp.weixin.qq.com/s%3F__biz%3DMzA3ODY0MDIxMA%3D%3D%26mid%3D%26idx%3D1%26sn%3D27c3a0bca23c86fc8524f4ef%26chksm%3D84123aecb365b3fad836e5c9e7f0e5f8764593acd4bad%26mpshare%3D1%26scene%3D1%26srcid%3D0911rpG2TnpPcAvFs038J7sm%26key%3Dbb8bbafef0aa259b046dae2e62aed7be7da6b2bcea37fb180f7dd731a502ccefea%26ascene%3D0%26uin%3DMjI2MzQ2NTc4MQ%253D%253D%26devicetype%3DiMac%2BMacBookPro11%252C4%2BOSX%2BOSX%2B10.12.3%2Bbuild%%26version%3Dnettype%3DWIFI%26fontScale%3D100%26pass_ticket%3DwKyKQq2YgAo0oYlkBux58CDrVT8vkoxnlPDcd5XN2GoeYInAEoPIcKVuZNJ%252BJIiI& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity游戏开发视频教程目录 v17.3 - Siki 精心整理&/a&(内含大量百度云课程链接)&/p&&p&&br&&/p&&p&&b&其他视频教程&/b&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.mkcode.net/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&擅码网 - 专注于Unity3d游戏开发培训,unity3d,unity3d教程,unity3d视频教程&/a&&/p&&p&顺别列出来擅码网的学习路线供大家参考(从入门到进阶):&/p&&p&Tips:仅知识点列举,完全可以靠看博客和自学学习以下知识点。有兴趣自行购买,不存在广告行为。&/p&&p&&b&第一阶段&/b&&/p&&ol&&li&C# 语言基础&/li&&li&Unity3D 引擎基础&/li&&li&C# 语言进阶(数据结构入门)&/li&&li&Unity3D 界面 UI(NGUI)&/li&&li&简单完整项目实例&/li&&/ol&&p&&b&第二阶段&/b&&/p&&ol&&li&角色动画控制(动画系统,导航系统)&/li&&li&C# 语言强化(委托与事件,常用设计模式)&/li&&li&客户端核心技术(UGUI,Lua)&/li&&li&中级项目实战&/li&&li&AI 人工智能&/li&&li&3D 数学基础(向量,欧拉角,四元数,矩阵等)&/li&&li&客户端资源管理(编辑器扩展, AssetBundle)&/li&&li&项目实战&/li&&/ol&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.taikr.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&泰课在线 - 国内专业的Unity在线学习平台&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.maiziedu.com/search/course/unity-1/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity 视频教程-麦子学院&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//edu.manew.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&蛮牛教育 - Unity在线学习平台&/a&&/p&&p&&br&&/p&&h2&&b&优质分享&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=https%3A//v.qq.com/x/page/d016340mkcu.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&UNITE -Unity项目架构设计与开发管理&/a&(Unity 大中华区总监分享游戏架构)&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//learnopengl.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Learn OpenGL, extensive tutorial resource for learning Modern OpenGL&/a&( 非常好的 OpenGL 英文教程,下面是翻译版)&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//learnopengl-cn.github.io/intro/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&LearnOpenGL 中文翻译版&/a&&/p&&p&&br&&/p&&h2&&b&优质问答&/b&&/h2&&p&&a href=&https://www.zhihu.com/question//answer/& class=&internal&&宋健:计算机专业大学生如果想毕业后进入游戏行业,在大学期间应该怎样准备?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&会飞的路飞:怎么规划一个零基础学习Unity3D的“方法”或者“流程”?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&HellomotoV:怎么规划一个零基础学习Unity3D的“方法”或者“流程”?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&邓凯:通过Unity2D独立开发一款瓷砖式RPG游戏需要学习哪些知识?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&豆一:有哪些推荐的Unity3D开发方面的博客?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&王楠:Unity3D 游戏开发团队中,各角色划分是怎样的?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/& class=&internal&&王选易:如何学好 Unity?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&游侠:C# 如何进阶?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&权然:游戏引擎 Unity 的入门易精通难体现在哪?为什么?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&王楠:游戏引擎 Unity 的入门易精通难体现在哪?为什么?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&邓凯:游戏引擎 Unity 的入门易精通难体现在哪?为什么?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&钱康来:Unity 开发工作流程?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/& class=&internal&&周华:在Unity中StartCoroutine/yield return这个模式到底是怎么应用的?其中的原理是什么?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&彼得潘-朱涛:github上有什么好的unity开源项目?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&王致远:基于 Unity 中的 UGUI 或者 NGUI 插件,如何设计尽可能通用的 UI 框架?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&Jackie Run:Unity 游戏开发有哪些让你拍案叫绝的技巧?&/a&&/p&&p&&a href=&https://www.zhihu.com/question/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_1&utm_division=ge13_2& class=&internal&&Milo Yip - Unity 高级程序员应该具备怎样的能力?要怎样成长为 Unity 高级程序员?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&伍一峰:如何在Unity中实现MVC模式?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&康托耶夫:Unity有哪些让做项目事半功倍的插件值得推荐?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&庞巍伟:如何评价腾讯在Unity下的xLua(开源)热更方案?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&梁伟国Waigo:Unity3D如何有效地组织代码?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&kUANG tOBY:Unity3d客户端开发,要深入学习,更需要先从哪方面入手?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&凉鞋:使用Unity开发游戏,有流行的框架嘛?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&庞巍伟:Unity 项目中怎样正确的使用 Lua?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&Vinjn张静:如何系统的学习 Unity 3D 中的 shader 编写(nvidia cg 编程)?&/a&&/p&&p&&a href=&https://www.zhihu.com/question//answer/?utm_source=wechat_session&utm_medium=social&utm_campaign=ge13_2&utm_division=ge13_3& class=&internal&&Prodesire:如何系统的学习 Unity 3D 中的 shader 编写(nvidia cg 编程)?&/a&&/p&&p&&br&&/p&&h2&&b&论坛&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=http%3A//forum.china.unity3d.com/forum.php& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity官方中文论坛 - Unity3d.com&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.manew.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&游戏蛮牛 - 虚拟现实,unity3d教程&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.ceeger.com/forum/index.php%3Fc%3Dcate%26fid%3D1& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D论坛 - Unity圣典社区&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.u3dchina.com/forum.php& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D 联盟&/a&&/p&&p&&br&&/p&&h2&&b&博客&/b&&/h2&&p&&a href=&http://link.zhihu.com/?target=https%3A//docs.microsoft.com/zh-cn/dotnet/csharp/programming-guide/index& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&C# 编程指南 - 微软&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.xuanyusong.com/archives/category/unity/%25E3%ugui%25E7%25A0%%25A9%25B6%25E9%%25E3%& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&【UGUI研究院】 | 雨松MOMO程序研究院&/a&&/p&&p&&a href=&https://zhuanlan.zhihu.com/p/& class=&internal&&利用Unity UGUI制作酷炫UI效果(制作篇)&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/aa/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&全面理解 Unity UI 系统&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//bitbucket.org/Unity-Technologies/ui& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity-Technologies / UI - Bitbucket&/a&&/p&&p&&a href=&https://zhuanlan.zhihu.com/uwa4d& class=&internal&&UWA:简单优化、优化简单&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//onevcat.com/2012/11/memory-in-unity3d/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity 3D中的内存管理&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/candycat1992/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&【Unity技巧】Unity中的优化技术 - candycat - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/crazylights/p/3897742.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D热更新全书-PageZero - 疯光无线 - 博客园&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/pbymw8iwm/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&关于游戏架构设计的一些整理 - 高科的专栏 - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cocoachina.com/game/39.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity 5 中的全局光照技术详解(建议收藏)&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/poem_qianmo/article/category/2681301& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D Shader 毛星云(浅墨)的专栏 - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/zhuangyou123/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&猫都能学会的Unity3D Shader入门指南&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/BLoodMaster/archive//1769774.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&C# Socket编程 同步以及异步通信 - BLoodMaster - 博客园&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//gamedevelopment.tutsplus.com/articles/unity-now-youre-thinking-with-components--gamedev-12492& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity: Now You're Thinking With Components&/a&(英文)&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cocoachina.com/game/67.html%3Futm_source%3Dtuicool%26utm_medium%3Dreferral& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&漫谈游戏中的人工智能 - CocoaChina_让移动开发更简单&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//www.reddit.com/r/Unity3D/comments/1nb06h/unity_design_patterns_and_concepts_looking_for/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity design patterns and concepts, looking for good sources o r/Unity3D&/a&(外国人在开发过程中搜集的文章链接)&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//liweizhaolili.blog.163.com/blog/%23m%3D0%26t%3D1%26c%3Dfks_082071& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&阿赵的博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/neverdie/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&王选易 - 博客园&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.luzexi.com/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&技术人生 · luzexi.com&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.unity3d.top/unity_web/linkList.php& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity学习屋&/a&(里面有针对多个知识点的优质博客和分享)&/p&&p&&br&&/p&&h2&&b&书籍(部分我看过关于 Unity 的书,参考链接为豆瓣书评)&/b&&/h2&&p&&br&&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject/3351935/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《C# 图解教程》&/a&&/p&&p&入门不错的书。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject/1793123/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《C# 入门经典》&/a&&/p&&p&很经典的书。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity3d游戏开发》&/a&&/p&&p&宣雨松著,适合入门级新手。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity 4.x从入门到精通》&/a&&/p&&p&官方教材,现在来说,有点老了。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity3D 脚本编程》&/a&&/p&&p&适合 C# 和 Unity 进阶。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity 游戏设计与实现》&/a&&/p&&p&万代南梦宫的资深开发人员编写,不适合初学者,适合有一定项目基础的人。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject/1400419/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《3D 数学基础》&/a&&/p&&p&学习需要掌握的 3D 数学知识。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《游戏编程模式》&/a&&/p&&p&还未看完,不过感觉还不错。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《设计模式与游戏完美开发》&/a&&/p&&p&结合着案例学习设计模式。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Shader 入门精要》&/a&&/p&&p&Shader 入门非常不错。&/p&&p&&a href=&http://link.zhihu.com/?target=https%3A//book.douban.com/subject//& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&《Unity 人工智能游戏开发》&/a&&/p&&p&学习游戏开发中的人工智能,还不错。&/p&&p&&br&&/p&&h2&&b&Unity 面试经验&/b&&/h2&&p&&a href=&https://zhuanlan.zhihu.com/p/?utm_source=wechat_session&utm_medium=social& class=&internal&&整理的前人Unity 面试的笔记&/a&(已经整理大量面经)&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/yougoo/p/7241139.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity 工作经历+近期面试经历&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/mylefteyeisl/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D面试--真实的面试 - 我的Unity3D - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.jianshu.com/p/59ad5e8ba457& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&unity3d游戏公司面试常见问题全接触&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//blog.csdn.net/dingxiaowei2013/article/details/& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity全面的面试题(包含答案) - 学无止境的专栏 - CSDN博客&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.cnblogs.com/sitonmoon/p/5510617.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity游戏程序员面试题及解答 - 拔丝煎面 - 博客园&/a&&/p&&p&&a href=&http://link.zhihu.com/?target=http%3A//www.manew.com/blog-.html& class=& wrap external& target=&_blank& rel=&nofollow noreferrer&&Unity3D面试题整合(转载) - 何惜一笑的博客&/a&&/p&&p&&br&&/p&&h2&&b&持续更新中,整理不易,欢迎点赞!&/b&&/h2&
官方资料(API 详解)(官方视频教程,适合英语好的同学) Coursera主要分为五个课程(可免费旁听):游戏产业概论游戏策…
&figure&&img src=&https://pic2.zhimg.com/v2-b17c4a0d00998f82ccccfc8e961fa945_b.jpg& data-rawwidth=&496& data-rawheight=&739& class=&origin_image zh-lightbox-thumb& width=&496& data-original=&https://pic2.zhimg.com/v2-b17c4a0d00998f82ccccfc8e961fa945_r.jpg&&&/figure&&p&本文难度:??&/p&&p&
那天一个同事问我,最好的办公室游戏是什么。我脑海里出现的第一个东西,&/p&&p&不系我系渣渣辉,&/p&&figure&&img src=&http://pic4.zhimg.com/v2-de202dfe5daa3_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&351& data-rawheight=&498& class=&content_image& width=&351&&&/figure&&p&也不是开局一条狗,&/p&&figure&&img src=&http://pic1.zhimg.com/v2-2476afe62ce2d114c97cac_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&427& data-rawheight=&228& class=&origin_image zh-lightbox-thumb& width=&427& data-original=&http://pic1.zhimg.com/v2-2476afe62ce2d114c97cac_r.jpg&&&/figure&&p&而是微软二三十年一直不离不弃的这个啊。&/p&&figure&&img src=&http://pic3.zhimg.com/v2-7fec77f7f79a983aa536a4c_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&556& data-rawheight=&470& class=&origin_image zh-lightbox-thumb& width=&556& data-original=&http://pic3.zhimg.com/v2-7fec77f7f79a983aa536a4c_r.jpg&&&/figure&&p&作为一个扫雷的金牌用户,也作为一个技术菜鸟,我觉得,最好的致敬方式是凭借自力将其实现出来。对了,这就是今天这篇小文里要弄的东西。&/p&&p&&br&&/p&&p&第一步首先是素材。我在搜的时候发现一件很奇怪的现象,很多人都在求一款名叫《妄想スイーパー》的扫雷游戏。好奇害死猫的俗语已经过时了,现在是好奇会开启新世界的大门。没错,只玩了3秒钟,我就知道理想的素材找到了(正经脸)。&/p&&p&&br&&/p&&h2&一 场景建设&/h2&&p&
由于我下载的是flash游戏所以我用硕思闪客精灵解包Flash,由于不是会员只是试用所以功能很有限但是能截图那就OK啦将我们需要的场景背景,前景图片从动画里面一帧一帧的截取出来(这是个体力活,我截取了2个动画每个动画就截取了60帧的都是120张图片了)然后用来做帧动画;&/p&&figure&&img src=&http://pic1.zhimg.com/v2-d193aca567c8_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&1123& data-rawheight=&568& class=&origin_image zh-lightbox-thumb& width=&1123& data-original=&http://pic1.zhimg.com/v2-d193aca567c8_r.jpg&&&/figure&&p&背景搭建好了之后就需要做表面的雷区,这里我们需要专门做一个小Item来完成一个雷区的所有功能;&/p&&figure&&img src=&http://pic1.zhimg.com/v2-c4de3d89aceb90_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&281& data-rawheight=&115& class=&content_image& width=&281&&&/figure&&p&如上图所示:&/p&&p&text:用来输入显示如果不是雷的话它周围八个方向一共有雷的个数;&/p&&p&Mask:是一个100X100的正方形像素图片用来做一个遮罩,表明只显示这个像素大小的部分图片;&/p&&p&Show Image:是一个和背景图一样大小的图片,但是她只能显示出被遮罩笼罩的部分;&/p&&p&Frame:是外边框,要放在ShowImage后面不然会被挡住无法显示边框;&/p&&p&Sgin:标记图片,若我们认为它是雷那么显示该图片,默认为不显示;&/p&&p&加载后从的完整版:&/p&&figure&&img src=&http://pic4.zhimg.com/v2-743abfa54f4c5c646a778fa94cd43b4f_b.jpg& data-caption=&& data-size=&normal& data-rawwidth=&920& data-rawheight=&480& class=&origin_image zh-lightbox-thumb& width=&920& data-original=&http://pic4.zhimg.com/v2-743abfa54f4c5c646a778fa94cd43b4f_r.jpg&&&/figure&&p&游戏有动画,但是本着净化屏幕保护视力(怕封号)的目的,就给各位看官上图片了······结尾工程有工程和源码,欢迎下载学习;&/p&&h2&二 功能模块实现&/h2&&p&&b&1:UIRoot&/b&&/p&&p&作为场景的根节点,游戏的所有流程都应该是它去调度完成的。所以它可以获取全部的功能组件;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 建立一个值类型的类,用来记录游戏中的平面点=&(X,Y)&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&struct&/span& &span class=&nc&&Position&/span&
&span class=&p&&{&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span& &span class=&n&&PointX&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span& &span class=&n&&PointY&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&nf&&Position&/span&&span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&_pointx&/span&&span class=&p&&,&/span& &span class=&kt&&int&/span& &span class=&n&&_pointy&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&PointX&/span& &span class=&p&&=&/span& &span class=&n&&_pointx&/span&&span class=&p&&;&/span&
&span class=&n&&PointY&/span& &span class=&p&&=&/span& &span class=&n&&_pointy&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&k&&public&/span& &span class=&k&&class&/span& &span class=&nc&&UIRoot&/span& &span class=&p&&:&/span& &span class=&n&&MonoBehaviour&/span&
&span class=&p&&{&/span&
&span class=&c1&&//需要挂载的组件&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&Item&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&Plane&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&Button&/span& &span class=&n&&ReLive&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&Die&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&GameObject&/span& &span class=&n&&Win&/span&&span class=&p&&;&/span&
&span class=&k&&public&/span& &span class=&n&&MineNum&/span& &span class=&n&&MineNumber&/span&&span class=&p&&;&/span&
&span class=&c1&&//创建一个和雷区一样大小的二维数组&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span&&span class=&p&&[,]&/span& &span class=&n&&panl&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&kt&&int&/span&&span class=&p&&[&/span&&span class=&m&&9&/span&&span class=&p&&,&/span& &span class=&m&&9&/span&&span class=&p&&];&/span&
&span class=&k&&public&/span& &span class=&n&&Dictionary&/span&&span class=&p&&&&/span&&span class=&kt&&int&/span&&span class=&p&&,&/span& &span class=&n&&Item&/span&&span class=&p&&&&/span& &span class=&n&&ItemDictionary&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Dictionary&/span&&span class=&p&&&&/span&&span class=&kt&&int&/span&&span class=&p&&,&/span& &span class=&n&&Item&/span&&span class=&p&&&();&/span&
&span class=&k&&public&/span& &span class=&kt&&int&/span& &span class=&n&&WinNum&/span&&span class=&p&&;&/span&
&span class=&c1&&//建立列表储存游戏中所有平面点;&/span&
&span class=&k&&private&/span& &span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Position&/span&&span class=&p&&&&/span& &span class=&n&&point&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&List&/span&&span class=&p&&&&/span&&span class=&n&&Position&/span&&span class=&p&&&();&/span&
&span class=&k&&private&/span& &span class=&k&&void&/span& &span class=&nf&&Awake&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&Init&/span&&span class=&p&&();&/span&
&span class=&n&&CreatMine&/span&&span class=&p&&();&/span&
&span class=&n&&ReLive&/span&&span class=&p&&.&/span&&span class=&n&&onClick&/span&&span class=&p&&.&/span&&span class=&n&&AddListener&/span&&span class=&p&&(&/span&&span class=&n&&OnClickRelve&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&k&&void&/span& &span class=&nf&&Init&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&c1&&//清空列表;若不清空,重来的时候会出现相同点加载两次的情况&/span&
&span class=&n&&point&/span&&span class=&p&&.&/span&&span class=&n&&Clear&/span&&span class=&p&&();&/span&
&span class=&c1&&//实例化9X9的Item组件&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&m&&9&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&j&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&j&/span& &span class=&p&&&&/span& &span class=&m&&9&/span&&span class=&p&&;&/span& &span class=&n&&j&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&kt&&var&/span& &span class=&n&&mask&/span& &span class=&p&&=&/span& &span class=&n&&Instantiate&/span&&span class=&p&&(&/span&&span class=&n&&Item&/span&&span class=&p&&,&/span& &span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&);&/span&
&span class=&c1&&//将J的赋值给Item的Sizex;&/span&
&span class=&n&&mask&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&Item&/span&&span class=&p&&&().&/span&&span class=&n&&Sizex&/span& &span class=&p&&=&/span& &span class=&n&&j&/span&&span class=&p&&;&/span&
&span class=&n&&mask&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&Item&/span&&span class=&p&&&().&/span&&span class=&n&&Sizey&/span& &span class=&p&&=&/span& &span class=&n&&i&/span&&span class=&p&&;&/span&
&span class=&c1&&//将该Item写入字典,j*10+i定义为Key值来保证key不重复而且与坐标位子相关&/span&
&span class=&n&&ItemDictionary&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&j&/span& &span class=&p&&*&/span& &span class=&m&&10&/span& &span class=&p&&+&/span& &span class=&n&&i&/span&&span class=&p&&,&/span& &span class=&n&&mask&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&Item&/span&&span class=&p&&&());&/span&
&span class=&c1&&//标记该位置的Item在二维数组中标记数为2;&/span&
&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&j&/span&&span class=&p&&,&/span& &span class=&n&&i&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&m&&2&/span&&span class=&p&&;&/span&
&span class=&c1&&//new 一个x=j,y=i的position&/span&
&span class=&kt&&var&/span& &span class=&n&&position&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Position&/span&&span class=&p&&(&/span&&span class=&n&&j&/span&&span class=&p&&,&/span& &span class=&n&&i&/span&&span class=&p&&);&/span&
&span class=&c1&&//添加到点列表里&/span&
&span class=&n&&point&/span&&span class=&p&&.&/span&&span class=&n&&Add&/span&&span class=&p&&(&/span&&span class=&n&&position&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 设置雷点位置&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&void&/span& &span class=&nf&&CreatMine&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&j&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&j&/span& &span class=&p&&&&/span& &span class=&m&&10&/span&&span class=&p&&;&/span& &span class=&n&&j&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//雷个数每次加1;&/span&
&span class=&n&&MineNumber&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span&&span class=&p&&++;&/span&
&span class=&c1&&//随机从0到Point列表长度的数字间任意选中一个数;&/span&
&span class=&kt&&int&/span& &span class=&n&&a&/span& &span class=&p&&=&/span& &span class=&n&&Random&/span&&span class=&p&&.&/span&&span class=&n&&Range&/span&&span class=&p&&(&/span&&span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&n&&point&/span&&span class=&p&&.&/span&&span class=&n&&Count&/span&&span class=&p&&);&/span&
&span class=&c1&&//让panl数组中与该点相同位置的点重新标记为1;&/span&
&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&point&/span&&span class=&p&&[&/span&&span class=&n&&a&/span&&span class=&p&&].&/span&&span class=&n&&PointX&/span&&span class=&p&&,&/span& &span class=&n&&point&/span&&span class=&p&&[&/span&&span class=&n&&a&/span&&span class=&p&&].&/span&&span class=&n&&PointY&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&m&&1&/span&&span class=&p&&;&/span&
&span class=&c1&&//从列表中删除该店,保证不会随机到相同点;&/span&
&span class=&n&&point&/span&&span class=&p&&.&/span&&span class=&n&&RemoveAt&/span&&span class=&p&&(&/span&&span class=&n&&a&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&c1&&//调用MineNumber脚本中的PrintNum函数显示雷的个数;&/span&
&span class=&n&&MineNumber&/span&&span class=&p&&.&/span&&span class=&n&&PrintNum&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 重来&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&void&/span& &span class=&nf&&OnClickRelve&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&ItemDictionary&/span&&span class=&p&&.&/span&&span class=&n&&Clear&/span&&span class=&p&&();&/span&
&span class=&c1&&//地雷数归零记时归零&/span&
&span class=&n&&MineNumber&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span&
&span class=&n&&TimeLine&/span&&span class=&p&&.&/span&&span class=&n&&time&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span&
&span class=&c1&&//摧毁Plane下的所有子节点Itme&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&childCount&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&Destroy&/span&&span class=&p&&(&/span&&span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&GetChild&/span&&span class=&p&&(&/span&&span class=&n&&i&/span&&span class=&p&&).&/span&&span class=&n&&gameObject&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&c1&&//将die 和win界面隐藏&/span&
&span class=&n&&Die&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&Win&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&c1&&//winNum归零&/span&
&span class=&n&&WinNum&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span&
&span class=&n&&Init&/span&&span class=&p&&();&/span&
&span class=&n&&CreatMine&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&k&&public&/span& &span class=&k&&void&/span& &span class=&nf&&GameWin&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&TimeLine&/span&&span class=&p&&.&/span&&span class=&n&&IsGameOver&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&n&&Win&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&true&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&k&&public&/span& &span class=&k&&void&/span& &span class=&nf&&GameOver&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&TimeLine&/span&&span class=&p&&.&/span&&span class=&n&&IsGameOver&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&n&&Die&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&true&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 播放Plane下面所有子节点的动画&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&public&/span& &span class=&k&&void&/span& &span class=&nf&&PlayAnimator&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&childCount&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&Plane&/span&&span class=&p&&.&/span&&span class=&n&&transform&/span&&span class=&p&&.&/span&&span class=&n&&GetChild&/span&&span class=&p&&(&/span&&span class=&n&&i&/span&&span class=&p&&).&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&Item&/span&&span class=&p&&&().&/span&&span class=&n&&ShowImage&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&GameAnimator&/span&&span class=&p&&&().&/span&&span class=&n&&PlayAnimator&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&2 :Item&/b&&/p&&p&&b&&i&1.&/i&&/b&对于一个在雷区的点击块它肯定要继承点击事件接口;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&public&/span& &span class=&k&&class&/span& &span class=&nc&&Item&/span& &span class=&p&&:&/span& &span class=&n&&MonoBehaviour&/span&&span class=&p&&,&/span& &span class=&n&&IPointerDownHandler&/span&
&/code&&/pre&&/div&&p&&b&&i&2.&/i&&/b&让前面板的通过Item拼接显示为全图,这就需要我们在每个Item组件中设置ShowIamge的位置;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&c1&&/// &summary&&/span&
&span class=&c1&&/// 初始化,显示图片的位置&/span&
&span class=&c1&&/// &/summary&&/span&
&span class=&k&&void&/span& &span class=&nf&&InIt&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&c1&&//相对于初始位置每次向左移动100个像素&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&Sizex&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&ShowImage&/span&&span class=&p&&.&/span&&span class=&n&&position&/span& &span class=&p&&+=&/span& &span class=&k&&new&/span& &span class=&n&&Vector3&/span&&span class=&p&&(-&/span&&span class=&m&&100&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&c1&&//相对于初始位置每次向上移动100个像素&/span&
&span class=&k&&for&/span& &span class=&p&&(&/span&&span class=&kt&&int&/span& &span class=&n&&i&/span& &span class=&p&&=&/span& &span class=&m&&0&/span&&span class=&p&&;&/span& &span class=&n&&i&/span& &span class=&p&&&&/span& &span class=&n&&Sizey&/span&&span class=&p&&;&/span& &span class=&n&&i&/span&&span class=&p&&++)&/span&
&span class=&p&&{&/span&
&span class=&n&&ShowImage&/span&&span class=&p&&.&/span&&span class=&n&&position&/span& &span class=&p&&+=&/span& &span class=&k&&new&/span& &span class=&n&&Vector3&/span&&span class=&p&&(&/span&&span class=&m&&0&/span&&span class=&p&&,&/span& &span class=&m&&100&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&&i&3.&/i&&/b&怎么让每个Item知道它周围八个方位的是什么,如果周围有雷存在,有几个(代码太长就不贴了说思路)&/p&&p&1:if (Sizex & 0 && Sizex & 8) &/p&&p&则存在:if (Sizey & 0)或if (Sizey & 8)&/p&&p&2:if(Sizx==0)&/p&&p&则存在:if (Sizey & 0)或if (Sizey & 8)&/p&&p&3:if(Sizx==8)&/p&&p&则存在:if (Sizey & 0)或if (Sizey & 8)&/p&&p&&br&&/p&&p&&b&&i&4.&/i&&/b&点击事件触发&/p&&p&&b&1.&/b&当鼠标左键点击按下时;&/p&&p&
1.被玩家标记为雷或者时排除区域时退出函数;&/p&&p&
2.该点是雷点;&/p&&p&
3.该点是空白点排除它的八个方位的点;&/p&&p&
4.该点是周围有雷的点;&/p&&p&
5.判定是否达到胜利条件;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&c1&&//如果按下的是鼠标左键&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&Input&/span&&span class=&p&&.&/span&&span class=&n&&GetKeyDown&/span&&span class=&p&&(&/span&&span class=&n&&KeyCode&/span&&span class=&p&&.&/span&&span class=&n&&Mouse0&/span&&span class=&p&&))&/span&
&span class=&p&&{&/span&
&span class=&c1&&//该点被玩家标记为雷或者已经排除,那么retrun&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&IsSign&/span& &span class=&p&&==&/span& &span class=&k&&true&/span& &span class=&p&&||&/span& &span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&4&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&return&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&c1&&//若这点在二维数值中标记是雷&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&1&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//替换Mask组件的图片精灵&/span&
&span class=&n&&Mask&/span&&span class=&p&&.&/span&&span class=&n&&sprite&/span& &span class=&p&&=&/span& &span class=&n&&mineSprite&/span&&span class=&p&&;&/span&
&span class=&c1&&//将显示图片隐藏,将边框隐藏;&/span&
&span class=&n&&ShowImage&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&Frame&/span&&span class=&p&&.&/span&&span class=&n&&gameObject&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&c1&&//调用游戏结束;&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&GameOver&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&c1&&//如果该点是周围一个雷也没有的空白点&/span&
&span class=&k&&else&/span& &span class=&nf&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&3&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//执行清除空白点函数;&/span&
&span class=&n&&ClearNnmTextZero&/span&&span class=&p&&();&/span&
&span class=&c1&&//播放背景动画,和所有Item动画&/span&
&span class=&n&&bgAnimator&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&GameAnimator&/span&&span class=&p&&&().&/span&&span class=&n&&PlayBgAnimator&/span&&span class=&p&&();&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&PlayAnimator&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&c1&&//如果该点是周围有雷的&/span&
&span class=&k&&else&/span& &span class=&nf&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&2&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//胜利数组加1&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&WinNum&/span&&span class=&p&&++;&/span&
&span class=&c1&&//将Mask的图片显示透明度设置为0,完全透明&/span&
&span class=&n&&Mask&/span&&span class=&p&&.&/span&&span class=&n&&color&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&255&/span&&span class=&p&&,&/span& &span class=&m&&255&/span&&span class=&p&&,&/span& &span class=&m&&255&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&c1&&//将该点在维尔数组中标记为4.表明它是已经排除过的雷区&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&m&&4&/span&&span class=&p&&;&/span&
&span class=&n&&bgAnimator&/span&&span class=&p&&.&/span&&span class=&n&&GetComponent&/span&&span class=&p&&&&/span&&span class=&n&&GameAnimator&/span&&span class=&p&&&().&/span&&span class=&n&&PlayBgAnimator&/span&&span class=&p&&();&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&PlayAnimator&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&c1&&//如果胜利数字为71就胜利(将所有的没有雷的地方)&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&WinNum&/span& &span class=&p&&==&/span& &span class=&m&&71&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&GameWin&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&2.&/b&当鼠标右键点击按下时;&/p&&p&
1.若是排除的区域退出函数;&/p&&p&
2.没有被玩家标记过的点;&/p&&p&
3.若是被玩家标记过的点;&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&c1&&//如果按下都是右键&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&Input&/span&&span class=&p&&.&/span&&span class=&n&&GetKeyDown&/span&&span class=&p&&(&/span&&span class=&n&&KeyCode&/span&&span class=&p&&.&/span&&span class=&n&&Mouse1&/span&&span class=&p&&))&/span&
&span class=&p&&{&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&4&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&return&/span&&span class=&p&&;&/span&
&span class=&p&&}&/span&
&span class=&c1&&//没有被玩家标记为有雷&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&IsSign&/span& &span class=&p&&==&/span& &span class=&k&&false&/span& &span class=&p&&&&&/span& &span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span& &span class=&p&&&&/span& &span class=&m&&0&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//将该点panl数组的标记数赋值给temp数组的该点;&/span&
&span class=&n&&temp&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&];&/span&
&span class=&c1&&//显示标记图片&/span&
&span class=&n&&Sign&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&true&/span&&span class=&p&&);&/span&
&span class=&n&&IsSign&/span& &span class=&p&&=&/span& &span class=&k&&true&/span&&span class=&p&&;&/span&
&span class=&c1&&//将该点排除&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&m&&5&/span&&span class=&p&&;&/span&
&span class=&c1&&//雷数减一&/span&
&span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span&&span class=&p&&--;&/span&
&span class=&c1&&//调用显示雷数的函数&/span&
&span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&PrintNum&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&k&&else&/span& &span class=&nf&&if&/span& &span class=&p&&(&/span&&span class=&n&&IsSign&/span& &span class=&p&&==&/span& &span class=&k&&true&/span& &span class=&p&&&&&/span& &span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&5&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&n&&Sign&/span&&span class=&p&&.&/span&&span class=&n&&SetActive&/span&&span class=&p&&(&/span&&span class=&k&&false&/span&&span class=&p&&);&/span&
&span class=&n&&IsSign&/span& &span class=&p&&=&/span& &span class=&k&&false&/span&&span class=&p&&;&/span&
&span class=&c1&&//将该点temp数组的标记数赋值给数组panl的该点;&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&n&&temp&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&];&/span&
&span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&Num&/span&&span class=&p&&++;&/span&
&span class=&n&&mineNum&/span&&span class=&p&&.&/span&&span class=&n&&PrintNum&/span&&span class=&p&&();&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&span class=&p&&}&/span&
&/code&&/pre&&/div&&p&&b&&i&5.&/i&&/b&空白点排除算法:&/p&&p&1.深度排除空白点(如果这八个方位中有点也是空白点,这排除这个点周围八个方向还没有被排除的,如果里面还会有空白点,继续深入排除);&/p&&p&代码太多 :截取主要的点&/p&&div class=&highlight&&&pre&&code class=&language-csharp&&&span&&/span&&span class=&k&&public&/span& &span class=&k&&void&/span& &span class=&nf&&ClearNnmTextZero&/span&&span class=&p&&()&/span&
&span class=&p&&{&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&WinNum&/span&&span class=&p&&++;&/span&
&span class=&n&&Mask&/span&&span class=&p&&.&/span&&span class=&n&&color&/span& &span class=&p&&=&/span& &span class=&k&&new&/span& &span class=&n&&Color&/span&&span class=&p&&(&/span&&span class=&m&&255&/span&&span class=&p&&,&/span& &span class=&m&&255&/span&&span class=&p&&,&/span& &span class=&m&&255&/span&&span class=&p&&,&/span& &span class=&m&&0&/span&&span class=&p&&);&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span&&span class=&p&&]&/span& &span class=&p&&=&/span& &span class=&m&&4&/span&&span class=&p&&;&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&Sizex&/span& &span class=&p&&&&/span& &span class=&m&&0&/span& &span class=&p&&&&&/span& &span class=&n&&Sizex&/span& &span class=&p&&&&/span& &span class=&m&&8&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&Sizey&/span& &span class=&p&&&&/span& &span class=&m&&0&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&k&&if&/span& &span class=&p&&(&/span&&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&panl&/span&&span class=&p&&[&/span&&span class=&n&&Sizex&/span& &span class=&p&&-&/span& &span class=&m&&1&/span&&span class=&p&&,&/span& &span class=&n&&Sizey&/span& &span class=&p&&-&/span& &span class=&m&&1&/span&&span class=&p&&]&/span& &span class=&p&&==&/span& &span class=&m&&3&/span&&span class=&p&&)&/span&
&span class=&p&&{&/span&
&span class=&c1&&//深度排除为周围雷数为0的点的左下方周围雷的个数也为0的点&/span&
&span class=&n&&uiRoot&/span&&span class=&p&&.&/span&&span class=&n&&ItemDictionary&/span&&span class=&p&&[(&/span&&span class=&n&&Sizex&/span& &span class=&p&&-&/span& &span class=&m&&1&/span&&span class=&p&&)&/span& &span class=&p&&*&/span& &span class=&m&&10&/span& &span class=&p&&+&/span& &span class=&n&&Sizey&/span& &span class=&p&&-&/span& &span class=&m&&1&/span&&span class=&p&&].&/span&&span class=&n&&ClearNnmTextZero&}

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