Unity2D 贪吃蛇代码

此为蛇头代码,创建一个Sprite挂在脚本上 运行即可实现贪吃蛇蛇身的运动

using System.Collections.Generic;
using UnityEngine;

public class Snake : MonoBehaviour
{
    public GameObject bodySprite;
    private float gridMoveTimer;
    private float gridMoveTimerMax = 0.3f;
    private Vector2 direction;
    private Vector2 lastDirection; // 记录蛇的上一次移动方向

    private List<Transform> bodies = new List<Transform>();

    private void Awake()
    {
        gridMoveTimerMax = .3f;
        gridMoveTimer = gridMoveTimerMax;

        bodies.Add(transform);
        direction = Vector2.up;  // 初始方向是向上
        lastDirection = direction; // 初始化为向上
    }

    private void Update()
    {
        HandleInput();
        HandleGridMovement();
    }

    private void HandleInput()
    {
        // 避免蛇反向移动
        if (Input.GetKeyDown(KeyCode.UpArrow) && lastDirection != Vector2.down)
        {
            transform.rotation = Quaternion.Euler(0, 0, 0);  // 向上旋转
            direction = Vector2.up;
        }

        if (Input.GetKeyDown(KeyCode.DownArrow) && lastDirection != Vector2.up)
        {
            transform.rotation = Quaternion.Euler(0, 0, 180);  // 向下旋转
            direction = Vector2.down;
        }

        if (Input.GetKeyDown(KeyCode.LeftArrow) && lastDirection != Vector2.right)
        {
            transform.rotation = Quaternion.Euler(0, 0, 90);  // 向左旋转
            direction = Vector2.left;
        }

        if (Input.GetKeyDown(KeyCode.RightArrow) && lastDirection != Vector2.left)
        {
            transform.rotation = Quaternion.Euler(0, 0, -90);  // 向右旋转
            direction = Vector2.right;
        }

        if (Input.GetKeyDown(KeyCode.Space))
        {
            isSpaceDown = true;
        }
    }

    private bool isSpaceDown;

    private void HandleGridMovement()
    {
        gridMoveTimer += Time.deltaTime;

        if (gridMoveTimer >= gridMoveTimerMax)
        {
            gridMoveTimer = 0;

            if (isSpaceDown)
            {
                // 在尾部添加身体部分
                GameObject body = Instantiate(bodySprite, 
                    new Vector3(bodies[^1].position.x, bodies[^1].position.y), Quaternion.identity);
                bodies.Add(body.transform);

                isSpaceDown = false;
            }

            // 更新身体的位置
            for (int i = bodies.Count - 1; i > 0; i--)
            {
                bodies[i].transform.position = bodies[i - 1].transform.position;
            }

            // 更新蛇头的位置
            transform.Translate(direction, Space.World);

            // 记录当前方向
            lastDirection = direction;
        }
    }
}

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