1、The script don't inherit a native class that can manage a script. 
   
原因是你的类名和你类的文件名不同导致,修改成相同名称即可。  
   
2、Animation Events动画事件名称需要手动写,没有办法自动获取 
事件中的函数和脚本中的函数名相同即可  
   
系统会自动调用  
?   
3、The Asset Store has moved 
新版的资源库被移动了,需要使用Package Manager去搜索管理  
   
导入  
   
4、抽象怪物类的死亡方法,减少代码的重复 
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Assets.Script
{
    public class Enemy : MonoBehaviour
    {
        protected Animator Ani;
        protected virtual void Start()
        {
            Ani = GetComponent<Animator>();
        }
        protected virtual void Death()
        {
            Destroy(gameObject);
        }
        public void Deathing()
        {
            Ani.SetBool("runing", false);
            Ani.SetBool("death", true);
        }
    }
}
  
怪物青蛙  
using Assets.Script;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FrogControler : Enemy
{
    private Rigidbody2D FrogRd;
    public Transform LeftPoint;
    public Transform RightPoint;
    public bool IsFaceLeft = true;
    public float Speed;
    // Start is called before the first frame update
    protected override void Start()
    {
        base.Start();
        FrogRd = GetComponent<Rigidbody2D>();
        transform.DetachChildren();
    }
    // Update is called once per frame
    void FixedUpdate()
    {
        Movement();
    }
    void IdleEven()
    {
        Ani.SetBool("runing", true);
    }
    void JumpEven()
    {
        Ani.SetBool("runing", false);
    }
    void DeathEven()
    {
        Death();
    }
    void Movement()
    {
        if (Ani.GetBool("runing") == true)
        {
            if (IsFaceLeft)
            {
                FrogRd.velocity = new Vector2(-Speed * Time.deltaTime, FrogRd.velocity.y);
                if (transform.position.x < LeftPoint.position.x)
                {
                    IsFaceLeft = false;
                }
                Ani.SetBool("runing", true);
                transform.localScale = new Vector3(1, 1, 1);
            }
            else
            {
                FrogRd.velocity = new Vector2(Speed * Time.deltaTime, FrogRd.velocity.y);
                if (transform.position.x > RightPoint.position.x)
                {
                    IsFaceLeft = true;
                }
                Ani.SetBool("runing", true);
                transform.localScale = new Vector3(-1, 1, 1);
            }
        }
    }
}
  
怪物老鹰  
using Assets.Script;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EagleControler : Enemy
{
    public Rigidbody2D EagleRb;
    public Transform UpPoint;
    public Transform DownPoint;
    public bool IsUp = true;
    public float Speed;
    protected override void Start()
    {
        base.Start();
        EagleRb = GetComponent<Rigidbody2D>();
        transform.DetachChildren();
    }
    void FixedUpdate()
    {
        Movement();
    }
    void DeathEven()
    {
        Death();
    }
    public void Movement()
    {
        if (IsUp)
        {
            EagleRb.velocity = new Vector2(EagleRb.velocity.x, Speed * Time.deltaTime);
            if (transform.position.y > UpPoint.position.y)
            {
                IsUp = false;
            }
        }
        else
        {
            EagleRb.velocity = new Vector2(EagleRb.velocity.x, -Speed * Time.deltaTime);
            if (transform.position.y < DownPoint.position.y)
            {
                IsUp = true;
            }
        }
    }
}
  
5、添加的音频资源只在当前场景有效 
组件前面蓝色,说明只在当前场景有效  
   
如果想添加到预制体中,需要设置这个重写,点击应用全部Apply All  
   
6、音频没有试听按钮 
按图中箭头拖拽  
   
拖拽后即可播放  
 7、2个常用音乐 
casual game  
Retro Sound Effects  
   
8、Visual Studio批量重命名  
Ctrl+R+R,选择好要修改的变量名,按下Ctrl按一下R抬起在按下R?  
  
                
        
    
 
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