专做母婴的网站秦皇岛网站设计公司
准备
![![[Pasted image 20250123001920.png]]](https://i-blog.csdnimg.cn/direct/57232b58fe6240ca80f3b4556357324d.png)
- 创建Scenes场景,Scripts脚本,Prefabs预制体文件夹
 
修改背景颜色
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选中Main Camera
![![[Pasted image 20250123002236.png]]](https://i-blog.csdnimg.cn/direct/c8969910c61d4b0eb66af164720aedd1.png)
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找到背景
![![[Pasted image 20250123002319.png]]](https://i-blog.csdnimg.cn/direct/b1973996ba1e45898297dc546f2366a5.png)
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选择颜色,一种白中透黄的颜色
![![[Pasted image 20250123002353.png]]](https://i-blog.csdnimg.cn/direct/6dccb7f3428c4e2186c521341fc2e1e4.png)
 
创建小球
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将文件夹里的Circle拖入层级里
![![[Pasted image 20250123002543.png]]](https://i-blog.csdnimg.cn/direct/9a0a16cad5a648d79b1845ef923b5ed9.png)
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选中Circle,位置为左右居中,偏上,颜色为黑色,大小缩为0.7
![![[Pasted image 20250123002729.png]]](https://i-blog.csdnimg.cn/direct/d53a6814bef5425a9cce34fe6251bcc6.png)
 
![![[Pasted image 20250123002928.png]]](https://i-blog.csdnimg.cn/direct/39e2a8f74846426ca14d3878f456cfbb.png)
分数
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创建Text
![![[Pasted image 20250123003014.png]]](https://i-blog.csdnimg.cn/direct/1a440de6703743d2979b515d968f16b6.png)
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删除掉EventSystem,因为本例中UI不需要做任何事件
![![[Pasted image 20250123003233.png]]](https://i-blog.csdnimg.cn/direct/f21c6f946bd742d2923ca0cf4ab34c5e.png)
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选中Text,点击重置,文本居中,颜色为白色,内容为0
![![[Pasted image 20250123003330.png]]](https://i-blog.csdnimg.cn/direct/e0fd79a852e74742adee85b4f3d3729c.png)
 
![![[Pasted image 20250123003522.png]]](https://i-blog.csdnimg.cn/direct/31d9173af67947d892caccf362f0e771.png)
- 选中Canvas,将渲染模式改为世界空间,接着修改大小,改为100.100
![![[Pasted image 20250123003619.png]]](https://i-blog.csdnimg.cn/direct/0926f1a0ae1b4521b5c53dc033894d80.png)
 
![![[Pasted image 20250123003850.png]]](https://i-blog.csdnimg.cn/direct/29c4b14f669e4e49a161d0d87cdab45b.png)
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将缩放改为0.01,拖动到小球上
![![[Pasted image 20250123004104.png]]](https://i-blog.csdnimg.cn/direct/8b3b987c4382472095b414be9bb22ee9.png)
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使得Circle和Canvas的位置坐标一致,都为0,2,0
![![[Pasted image 20250123004307.png]]](https://i-blog.csdnimg.cn/direct/a5f13f8bea5d4197adb816255bc2c48c.png)
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选择MainCamera设置为Canvas的事件摄像机
![![[Pasted image 20250123004752.png]]](https://i-blog.csdnimg.cn/direct/05d64451d7a14036b26ddbb830825757.png)
 
小球运动
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创建一个脚本,选择MonoBehaviour,命名为RotateSelf
![![[Pasted image 20250123005342.png]]](https://i-blog.csdnimg.cn/direct/dac6eecaa0ad4f64b100d093e0457b4d.png)
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将此脚本挂载到Circle的下面
![![[Pasted image 20250123011624.png]]](https://i-blog.csdnimg.cn/direct/4f97d4c6e8e245d986c69aa9090756d1.png)
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编写脚本
 
using JetBrains.Annotations;
using UnityEngine;public class RotateSelf : MonoBehaviour
{public float speed = 90;// Start is called once before the first execution of Update after the MonoBehaviour is createdvoid Start(){}// Update is called once per framevoid Update(){transform.Rotate(new Vector3(0, 0, speed * Time.deltaTime));}
} 
- 在场景中点击播放,可以看到Circle在逆时针旋转,如果想要顺时针旋转,在speed前加一个负号
![![[Pasted image 20250123011609.png]]](https://i-blog.csdnimg.cn/direct/31f9d822766f427b8348cbb283d3573b.png)
 
针头
- 将针导入到层级里,将Pin的大小适当放大
![![[Pasted image 20250123012934.png]]](https://i-blog.csdnimg.cn/direct/a6d4a82750cf4cb7b740d98d550560ca.png)
 
![![[Pasted image 20250123012940.png]]](https://i-blog.csdnimg.cn/direct/0e226c22769b4fcb9458304fc1ef1b5c.png)
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制作针的尾部,复制一个Circle
![![[Pasted image 20250123013315.png]]](https://i-blog.csdnimg.cn/direct/e1457ee0b9024343bb198294997e4359.png)
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调整大小位置颜色
![![[Pasted image 20250123013335.png]]](https://i-blog.csdnimg.cn/direct/0d32774c06ef4cd28f03e165f3cb0147.png)
 
![![[Pasted image 20250123013353.png]]](https://i-blog.csdnimg.cn/direct/34e584e6f0174955a9ca77fb617dd4b2.png)
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将Pin拖入Prefabs文件夹里,方便进行实例化创建
![![[Pasted image 20250123013620.png]]](https://i-blog.csdnimg.cn/direct/414f86fdb2be489d8481b4217fd17d17.png)
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给针头添加碰撞器,选中针头,在检查器底下的添加组件,搜Circle Collider 2D添加
![![[Pasted image 20250123013708.png]]](https://i-blog.csdnimg.cn/direct/665993ec6afe4869a450cebf83f717c8.png)
 
![![[Pasted image 20250123013750.png]]](https://i-blog.csdnimg.cn/direct/cc674303217a40d8bd77f31ff1b1d353.png)
生成针
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创建两个空对象,将第一个命名为StartPosition
![![[Pasted image 20250123014250.png]]](https://i-blog.csdnimg.cn/direct/067d0d0977a5402396a45cf81a33f0ce.png)
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将Pin放到StartPosition的下面,这样可以进行预览,调整位置
![![[Pasted image 20250123014347.png]]](https://i-blog.csdnimg.cn/direct/081fceac1eb64435a8d67af8fb27ad13.png)
 
![![[Pasted image 20250123014223.png]]](https://i-blog.csdnimg.cn/direct/7ff2983ba3db48e4a1bed17ff8de6136.png)
- 将StartPosition复制,拖到屏幕外面进行实例化
![![[Pasted image 20250123014450.png]]](https://i-blog.csdnimg.cn/direct/640bd898f2ad42da947778befe9c8b13.png)
 
![![[Pasted image 20250123014530.png]]](https://i-blog.csdnimg.cn/direct/6d0b8a6cb0a2473ea4dd26334dc5478f.png)
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然后删去针,改名为SpawnPositon
![![[Pasted image 20250123014640.png]]](https://i-blog.csdnimg.cn/direct/10c091b36799403199fdcdad4a22faec.png)
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创建一个空对象,命名为GameManager
![![[Pasted image 20250123014806.png]]](https://i-blog.csdnimg.cn/direct/c16739a08b724fadb5fff763fd7c4073.png)
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创建一个GameManager脚本,挂载到对象下面
 
using UnityEngine;public class GameManager : MonoBehaviour
{private Transform startPosition;private Transform spawnPosition;public GameObject pinPrefab;// Start is called once before the first execution of Update after the MonoBehaviour is createdvoid Start(){startPosition = GameObject.Find("StartPosition").transform;spawnPosition = GameObject.Find("SpawnPosition").transform;SpawnPin();}// Update is called once per framevoid Update(){}void SpawnPin(){GameObject.Instantiate(pinPrefab, spawnPosition.position, pinPrefab.transform.rotation);}
} 
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将PIn实例拖到右边的Pin Prefab里
![![[Pasted image 20250123015728.png]]](https://i-blog.csdnimg.cn/direct/5330927ac60c43a58d7f5d7ceb3c2750.png)
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点击运行后屏幕外生成了针
![![[Pasted image 20250123020249.png]]](https://i-blog.csdnimg.cn/direct/1a14a5563df4491aa0d40d52f058286d.png)
 
