Unity 中 C# 脚本的问题

Problems with C# script in Unity

如何缩短它?我想我可能是一个数组,但我不知道如何设置它。这是代码,这是当你获得一定数量的金币时需要做的事情:它增加 10 的健康并保存健康,然后它改变显示下一次升级需要多少金币的文本。

void HpUpgradelvl()

 {

     if (PlayerControl.coins >= 30)
     {
         healthPoints = healthPoints + 10;
         PlayerPrefs.SetFloat("HealthUP", healthPoints);
         if (PlayerControl.coins >= 60)
         {
             txt.SetActive(false);
             txt1.SetActive(true);
             txt2_0.SetActive(false);
             txt2_1.SetActive(true);
             healthPoints = healthPoints + 10;
             PlayerPrefs.SetFloat("HealthUP", healthPoints);
             if (PlayerControl.coins >= 100)
             {
                 txt1.SetActive(false);
                 txt2.SetActive(true);
                 txt2_1.SetActive(false);
                 txt2_2.SetActive(true);
                 healthPoints = healthPoints + 10;
                 PlayerPrefs.SetFloat("HealthUP", healthPoints);
                 if (PlayerControl.coins >= 150)
                 {
                     txt2.SetActive(false);
                     txt3.SetActive(true);
                     txt2_2.SetActive(false);
                     txt2_3.SetActive(true);
                     healthPoints = healthPoints + 10;
                     PlayerPrefs.SetFloat("HealthUP", healthPoints);
                     if (PlayerControl.coins >= 210)
                     {
                         txt3.SetActive(false);
                         txt4.SetActive(true);
                         txt2_3.SetActive(false);
                         txt2_4.SetActive(true);
                         healthPoints = healthPoints + 10;
                         PlayerPrefs.SetFloat("HealthUP", healthPoints);
                         if (PlayerControl.coins >= 280)
                         {
                             txt4.SetActive(false);
                             txt5.SetActive(true);
                             txt2_4.SetActive(false);
                             txt2_5.SetActive(true);
                             healthPoints = healthPoints + 10;
                             PlayerPrefs.SetFloat("HealthUP", healthPoints);
                             if (PlayerControl.coins >= 360)
                             {
                                 txt5.SetActive(false);
                                 txt6.SetActive(true);
                                 txt2_5.SetActive(false);
                                 txt2_6.SetActive(true);
                                 healthPoints = healthPoints + 10;
                                 PlayerPrefs.SetFloat("HealthUP", healthPoints);
                                 if (PlayerControl.coins >= 450)
                                 {
                                     txt6.SetActive(false);
                                     txt7.SetActive(true);
                                     txt2_6.SetActive(false);
                                     txt2_7.SetActive(true);
                                     healthPoints = healthPoints + 10;
                                     PlayerPrefs.SetFloat("HealthUP", healthPoints);
                                     if (PlayerControl.coins >= 500)
                                     {
                                         txt7.SetActive(false);
                                         txt8.SetActive(true);
                                         txt2_7.SetActive(false);
                                         txt2_8.SetActive(true);
                                         healthPoints = healthPoints + 10;
                                         PlayerPrefs.SetFloat("HealthUP", healthPoints);
                                         if (PlayerControl.coins >= 610)
                                         {
                                             txt8.SetActive(false);
                                             txt9.SetActive(true);
                                             txt2_8.SetActive(false);
                                             txt2_9.SetActive(true);
                                             healthPoints = healthPoints + 10;
                                             PlayerPrefs.SetFloat("HealthUP", healthPoints);
                                             if (PlayerControl.coins >= 730)
                                             {
                                                 txt9.SetActive(false);
                                                 txt10.SetActive(true);
                                                 txt2_9.SetActive(false);
                                                 txt2_10.SetActive(true);
                                                 healthPoints = healthPoints + 10;
                                                 PlayerPrefs.SetFloat("HealthUP", healthPoints);
                                                 if (PlayerControl.coins >= 860)
                                                 {
                                                     txt10.SetActive(false);
                                                     txt11.SetActive(true);
                                                     txt2_10.SetActive(false);
                                                     txt2_11.SetActive(true);
                                                     healthPoints = healthPoints + 10;
                                                     PlayerPrefs.SetFloat("HealthUP", healthPoints);
                                                     if (PlayerControl.coins >= 1000)
                                                     {
                                                         txt11.SetActive(false);
                                                         txtmax.SetActive(true);
                                                         imgmax.SetActive(false);
                                                         txt2_11.SetActive(false);
                                                         txtmax2.SetActive(true);
                                                         imgmax2.SetActive(false);
                                                         healthPoints = healthPoints + 10;
                                                         PlayerPrefs.SetFloat("HealthUP", healthPoints);
                                                     }
                                                 }
                                             }
                                         }
                                     }
                                 }
                             }
                         }
                     }
                 }
             }
         }
     }
     else healthPoints = 100;
 }  

有几种不同的方法来处理这个问题,但也许最简单的方法是从一个带有阈值的数组开始(确保它按从小到大的顺序排列):

var thresholds = new int[] { 30,60,100,150,210,...};

然后您可以循环遍历您的数组,而不是那组可怕的 if 嵌套:

int i = 0;
while (PlayerControl.coins < thresholds[i++])
{
    healthpoints += 10;
}

我发现您设置的等级要求(至少达到 450)遵循一定的模式。每个级别的要求总是增加 10。我认为这是管理 XP 要求的简单但有效的方法。
这种模式的优点之一是,它可以用二次函数表示。所以我写了一个生成和求解这样一个二次函数的方法。
您向它提供基本功能参数(基础、增长)和当前点数(在本例中为黄金),它 returns 玩家达到的等级。

举个例子,我在下面的常量中设置的值几乎符合您首先列出的要求。他们是:

  1. 30
  2. 70
  3. 130
  4. 200
  5. 280...

我还使用了 属性 来使 HP 与 PlayerPrefs 保持同步。您可以在此处添加一个支持变量,以防止一直读取 PlayerPrefs。

public class HpManager : MonoBehaviour
{
    public int HealthPoints 
    { 
        get 
        { 
            PlayerPrefs.GetFloat("HealthUP")
        }
        set 
        { 
            PlayerPrefs.SetFloat("HealthUP", value); 
        } 
    }   

    private const uint BASE_HEALTH_POINTS = 100;            // Your HP for level 0
    private const uint HEALTH_POINTS_PER_LEVEL = 10;        // The amount the HP increase with each level

    private const uint BASE_LEVEL_REQUIREMENT = 30;     // The gold required to reach level 1
    private const uint PER_LEVEL_INCREASE = 10;         // The amount the level up requirement increases with every level
    private const uint MAX_LEVEL = 99;


    private void Start()
    {
        HealthPoints = BASE_HEALTH_POINTS;              // Set a base value for your HP
    }

    void HpUpgradelvl()
    {
        int level = GetLevel((uint)PlayerControl.coins, BASE_LEVEL_REQUIREMENT, PER_LEVEL_INCREASE);
        level = Mathf.Clamp(0, MAX_LEVEL);

        HealthPoints = BASE_HEALTH_POINTS + level * HEALTH_POINTS_PER_LEVEL;
    }   

    private int GetLevel(uint points, uint baseRequirement, uint increaseRequirement)
    {
        float a = 0.5f * increaseRequirement;
        float b = baseRequirement - a;

        // Convert quadratic equation "l = ax² + bx" into normalized form "0 = x² + px + q"
        float p = b / a;                                                
        float q = -points / a;                                          // Bring across and normalize
        float level = -p / 2f + Mathf.Sqrt((p * p) / 4f - q);               // Solve for positive value       

        return Mathf.FloorToInt(level);                                     // Return reached level
    }
}

我需要更多信息来帮助您处理文本。
照原样,它似乎过于复杂。我无法想象您实际上需要所有这些单独的文本对象。
你到底想在这里做什么?