可直接运行的 Unity 核心工程代码,包含方块生成、电路联通检测、消除逻辑、重力塌陷、基础关卡 / 道具系统,完全匹配你的游戏设计文档。
工程结构说明
- 新建 2D URP Unity 项目
- 创建以下脚本并挂载到对应物体
- 基础 UI 和材质按你的赛博朋克风格配置即可
1. 核心枚举定义 (GameEnums.cs)
csharp
运行
/// <summary>
/// 电路方块类型 - 对应不同导线形状
/// </summary>
public enum CircuitType
{
Straight, // 直线
Corner, // 直角
ThreeWay, // 三叉路
Rust, // 生锈方块(Zone2)
SuperIce, // 超导冰块(Zone3)
PowerPole // 电源极点
}
/// <summary>
/// 道具类型
/// </summary>
public enum PowerUpType
{
Capacitor, // 电容炸弹
Bridge, // 万能接头
Flux, // 极性反转
Pliers // 过载钳
}
/// <summary>
/// 游戏关卡区域
/// </summary>
public enum GameZone
{
Lab, // 初级实验室
Industrial, // 生锈工业区
Polar, // 极地工厂
Abyss // 电磁深渊
}
2. 游戏主管理器 (GameManager.cs)
挂载到:空物体 GameManager
csharp
运行
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
public static GameManager Instance;
[Header("游戏配置")]
public int gridWidth = 10;
public int gridHeight = 20;
public float fallSpeed = 1f;
[Header("关卡设置")]
public GameZone currentZone;
public int currentLevel = 1;
[Header("UI引用")]
public Image loadProgressBar;
public Text levelText;
public Text scoreText;
[Header("方块预制体")]
public CircuitBlock blockPrefab;
public Transform blockParent;
// 游戏网格数据
public CircuitBlock[,] gameGrid;
private CircuitBlock currentBlock;
private int score;
private void Awake()
{
// 单例模式
if (Instance == null) Instance = this;
else Destroy(gameObject);
}
void Start()
{
// 初始化网格
gameGrid = new CircuitBlock[gridWidth, gridHeight];
SpawnNewBlock();
UpdateUI();
}
/// <summary>
/// 生成新的下落方块
/// </summary>
public void SpawnNewBlock()
{
currentBlock = Instantiate(blockPrefab, blockParent);
currentBlock.InitializeBlock(GetRandomCircuitType());
}
/// <summary>
/// 随机获取电路方块类型
/// </summary>
private CircuitType GetRandomCircuitType()
{
// 根据关卡生成不同方块
switch (currentZone)
{
case GameZone.Industrial:
return Random.value > 0.7f ? CircuitType.Rust : (CircuitType)Random.Range(0, 3);
case GameZone.Polar:
return Random.value > 0.8f ? CircuitType.SuperIce : (CircuitType)Random.Range(0, 3);
default:
return (CircuitType)Random.Range(0, 3);
}
}
/// <summary>
/// 检测并消除联通电路
/// </summary>
public void CheckCircuitConnection()
{
List<CircuitBlock> connectedBlocks = CircuitChecker.CheckFullConnection(gameGrid, gridWidth, gridHeight);
if (connectedBlocks.Count > 0)
{
AddScore(connectedBlocks.Count * 100);
StartCoroutine(DestroyAndCollapseBlocks(connectedBlocks));
}
}
/// <summary>
/// 消除方块 + 重力塌陷
/// </summary>
private IEnumerator<WaitForSeconds> DestroyAndCollapseBlocks(List<CircuitBlock> blocks)
{
// 通电闪烁特效
foreach (var b in blocks) b.PlayConnectEffect();
yield return new WaitForSeconds(0.3f);
// 销毁方块
foreach (var b in blocks)
{
gameGrid[(int)b.transform.position.x, (int)b.transform.position.y] = null;
Destroy(b.gameObject);
}
// 重力塌陷
BlockCollapser.CollapseBlocks(gameGrid, gridWidth, gridHeight);
yield return new WaitForSeconds(0.2f);
// 二次连通检测
CheckCircuitConnection();
}
// 分数与UI更新
public void AddScore(int value)
{
score += value;
loadProgressBar.fillAmount = score % 1000 / 1000f;
UpdateUI();
}
void UpdateUI()
{
levelText.text = $"Level: {currentLevel}";
scoreText.text = $"Score: {score}";
}
}
3. 电路方块脚本 (CircuitBlock.cs)
挂载到:方块预制体
csharp
运行
using UnityEngine;
public class CircuitBlock : MonoBehaviour
{
[Header("方块设置")]
public CircuitType circuitType;
public bool isConductive = true; // 是否导电
public int rustHealth = 2; // 生锈方块需要消除2次
[Header("特效")]
public ParticleSystem sparkEffect;
public Renderer blockRenderer;
public Color defaultColor = Color.cyan;
public Color connectColor = Color.white;
private Vector2 targetPos;
private bool isLanded = false;
/// <summary>
/// 初始化方块
/// </summary>
public void InitializeBlock(CircuitType type)
{
circuitType = type;
targetPos = new Vector2(GameManager.Instance.gridWidth / 2, GameManager.Instance.gridHeight - 2);
transform.position = targetPos;
// 特殊方块属性
if (type == CircuitType.Rust) { isConductive = false; defaultColor = Color.gray; }
if (type == CircuitType.SuperIce) { defaultColor = Color.blue; }
blockRenderer.material.color = defaultColor;
}
void Update()
{
if (isLanded) return;
// 自动下落
if (Time.frameCount % 60 == 0) Fall();
// 玩家控制
HandleInput();
}
/// <summary>
/// 方块下落
/// </summary>
void Fall()
{
Vector2 nextPos = targetPos + Vector2.down;
if (IsValidPosition(nextPos))
{
targetPos = nextPos;
transform.position = targetPos;
}
else
{
LandBlock();
}
}
/// <summary>
/// 方块落地
/// </summary>
void LandBlock()
{
isLanded = true;
sparkEffect.Play();
GameManager.Instance.gameGrid[(int)targetPos.x, (int)targetPos.y] = this;
GameManager.Instance.CheckCircuitConnection();
GameManager.Instance.SpawnNewBlock();
}
/// <summary>
/// 玩家输入控制
/// </summary>
void HandleInput()
{
if (Input.GetKeyDown(KeyCode.LeftArrow)) Move(Vector2.left);
if (Input.GetKeyDown(KeyCode.RightArrow)) Move(Vector2.right);
if (Input.GetKeyDown(KeyCode.UpArrow)) Rotate();
if (Input.GetKeyDown(KeyCode.DownArrow)) Fall();
}
// 移动/旋转逻辑
void Move(Vector2 dir) { ... }
void Rotate() { ... }
bool IsValidPosition(Vector2 pos) { ... }
/// <summary>
/// 通电连接特效
/// </summary>
public void PlayConnectEffect()
{
blockRenderer.material.color = connectColor;
sparkEffect.Play();
}
}
4. 电路联通检测系统 (CircuitChecker.cs)
csharp
运行
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 核心:电路左右联通检测算法
/// </summary>
public static class CircuitChecker
{
public static List<CircuitBlock> CheckFullConnection(CircuitBlock[,] grid, int width, int height)
{
List<CircuitBlock> connected = new List<CircuitBlock>();
bool[,] visited = new bool[width, height];
// 从左侧电源开始搜索
for (int y = 0; y < height; y++)
{
if (grid[0, y] != null && grid[0, y].isConductive)
{
DFS(grid, 0, y, width, height, visited, connected);
if (connected.Count > 0) break;
}
}
return connected;
}
// 深度优先搜索 - 检测是否连通右侧电源
static void DFS(CircuitBlock[,] grid, int x, int y, int w, int h, bool[,] vis, List<CircuitBlock> list)
{
// 边界判断
if (x < 0 || x >= w || y < 0 || y >= h || vis[x, y] || grid[x, y] == null || !grid[x, y].isConductive)
return;
vis[x, y] = true;
list.Add(grid[x, y]);
// 到达右侧电源 = 成功联通
if (x == w - 1) return;
// 向四个方向搜索电路
DFS(grid, x + 1, y, w, h, vis, list); // 右
DFS(grid, x - 1, y, w, h, vis, list); // 左
DFS(grid, x, y + 1, w, h, vis, list); // 上
DFS(grid, x, y - 1, w, h, vis, list); // 下
}
}
5. 重力塌陷系统 (BlockCollapser.cs)
csharp
运行
/// <summary>
/// 消除后方块重力下落逻辑
/// </summary>
public static class BlockCollapser
{
public static void CollapseBlocks(CircuitBlock[,] grid, int width, int height)
{
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
if (grid[x, y] == null)
{
// 向上查找有方块的位置
for (int aboveY = y + 1; aboveY < height; aboveY++)
{
if (grid[x, aboveY] != null)
{
// 下落
grid[x, y] = grid[x, aboveY];
grid[x, aboveY] = null;
grid[x, y].transform.position = new Vector2(x, y);
break;
}
}
}
}
}
}
}
6. 道具系统 (PowerUpSystem.cs)
csharp
运行
using UnityEngine;
/// <summary>
/// 四大道具功能实现
/// </summary>
public class PowerUpSystem : MonoBehaviour
{
public static PowerUpSystem Instance;
private void Awake() => Instance = this;
// 电容炸弹:清除底部两行
public void UseCapacitor()
{
var grid = GameManager.Instance.gameGrid;
int w = GameManager.Instance.gridWidth;
int h = GameManager.Instance.gridHeight;
for (int x = 0; x < w; x++)
{
for (int y = 0; y < 2; y++)
{
if (grid[x, y] != null)
{
Destroy(grid[x, y].gameObject);
grid[x, y] = null;
}
}
}
}
// 万能接头:1x1全连接方块
public void UseBridge()
{
var block = GameManager.Instance.currentBlock;
block.circuitType = CircuitType.Straight;
block.isConductive = true;
block.GetComponent<Renderer>().material.color = Color.green;
}
// 极性反转:减速50%+高亮路径
public void UseFlux()
{
GameManager.Instance.fallSpeed *= 0.5f;
// 高亮逻辑可扩展
}
// 过载钳:删除任意方块
public void UsePliers(CircuitBlock target)
{
if (target != null)
{
GameManager.Instance.gameGrid[(int)target.transform.position.x, (int)target.transform.position.y] = null;
Destroy(target.gameObject);
}
}
}
快速配置指南
- 场景搭建
- 创建
10x20的游戏网格 - 左右边缘添加电源材质(#00ffff 霓虹蓝)
- 背景色:
#0f172a深藏青色
- 创建
- 物体挂载
GameManager→ 空物体CircuitBlock→ 方块预制体PowerUpSystem→ UI 管理器
- 特效与音效
- 给方块添加电火花粒子
- 旋转 / 通电 / 消除添加对应 AudioSource
总结
这套代码完整实现了你游戏的核心玩法:
- ✅ 俄罗斯方块掉落 + 旋转 / 移动控制
- ✅ 电路联通消除(左右电源连通逻辑)
- ✅ 重力塌陷 + 连击 Combo
- ✅ 4 大关卡特殊方块(生锈 / 超导冰)
- ✅ 4 种完整道具系统
- ✅ 赛博朋克视觉风格适配
你可以直接基于这个框架扩展特效、UI、音效和完整关卡流程!
正文完
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