75 lines
2.3 KiB
Markdown
75 lines
2.3 KiB
Markdown
# AnnoyingUtils
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随便写的轮子,不优雅但能用
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Github: https://github.com/CrashWork-Dev/AnnoyingUtils
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开源许可证: [Unlicense license](https://github.com/CrashWork-Dev/AnnoyingUtils?tab=Unlicense-1-ov-file#)
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关联项目: https://github.com/cneicy/Rouge
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用法:下载后直接解压到Assets/Scripts下。
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目前拥有键盘键位自定义、自定义相机比例、对象池功能。
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如果你有更好的解决方案或者有功能需求,欢迎你在[评论区](https://forum.crash.work/d/38)或[Github Issues](https://github.com/CrashWork-Dev/AnnoyingUtils/issues)留言。
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### 键盘键位自定义
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`KeySettingManager`为单例类
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在`KeySettingManager`的`LoadKeySettings()`中填写自己需要的键位对即可。
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调用`GetKey(string actionName)`获取行为对应的`KeyCode`
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调用`SetKey(string actionName, KeyCode newKeyCode)`设置行为对应`KeyCode`
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### 相机比例自定义
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将[ScreenAspect.cs](https://github.com/CrashWork-Dev/AnnoyingUtils/blob/main/ScreenAspect/ScreenAspect.cs "ScreenAspect.cs")挂载相机上即可生效
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`public float TargetAspect = 16f / 9f;`
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修改以上数值即可设置相机比例。
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### 对象池
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新建一个对象池类继承`SingletonObjectPool<T>`后,在UnityEditor中会自动创建以类名为名称的单例实例。
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```csharp
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public class EnemyPool : SingletonObjectPool<Enemy>
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{
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}
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```
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用法示例如下方刷怪圈
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```csharp
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public class EnemySpawner : MonoBehaviour
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{
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public GameObject enemyPrefab;
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public int initialPoolSize = 5;
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public int maxPoolSize = 10;
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public float spawnInterval = 3f;
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public int spawnCount = 1;
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public float spawnRadius = 5f;
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private void Start()
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{
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SingletonObjectPool<Enemy>.Instance.Init(enemyPrefab.GetComponent<Enemy>(), initialPoolSize, maxPoolSize);
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StartCoroutine(SpawnEnemiesCoroutine());
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}
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private IEnumerator SpawnEnemiesCoroutine()
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{
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while (true)
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{
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yield return new WaitForSeconds(spawnInterval);
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SpawnEnemies();
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}
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}
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private void SpawnEnemies()
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{
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for (var i = 0; i < spawnCount; i++)
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{
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var spawnPosition = transform.position + (Vector3)Random.insideUnitCircle * spawnRadius;
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SingletonObjectPool<Enemy>.Instance.Spawn(transform).transform.position = spawnPosition;
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}
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}
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}
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```
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