标签:iat strong nbsp 接口 ssh 平面 sep oci ++i
编制一个射飞碟游戏。
具体要求如下:
1 假设有一支枪在摄像机位置(0,1,-10),在(0,0,0-10-20)放置三个小球作为距离标记,调整视角直到小球在下中部
2 将鼠标所在平面坐标,转换为子弹(球体)射出的角度方向。子弹使用物理引擎,初速度恒定。(U3d 坐标变换: http://www.cnblogs.com/tekkaman/p/3809409.html )
Vector3 mp = Input.mousePosition; //get Screen Position
print (mp.ToString());
Vector3 mp1 = cam.camera.ScreenToViewportPoint (mp);
mp1.z = 10; //距摄像头 10 位置立面
mp1 = cam.camera.ViewportToWorldPoint (mp1);
print (mp1.ToString());
3 游戏要分多个 round , 飞碟数量每个 round 都是 n 个,但色彩,大小;发射位置,速度,角度,每次发射数量按预定规则变化。
4 用户按空格后,321倒数3秒,飞碟飞出(物理引擎控制),点击鼠标,子弹飞出。飞碟落地,或被击中,则准备下一次射击。
5 以下是一些技术要求:
? 子弹仅需要一个,不用时处于 deactive 状态
? 飞碟用一个带缓存的工厂生产,template 中放置预制的飞碟对象
? 程序类图设计大致如下:
具体实现:
脚本实现子弹射击
脚本挂在在摄像机上
子弹射击的思路:当用户点击鼠标时,从摄像机到鼠标创建一条射线,射线的方向即是子弹发射的方向,子弹采用刚体组件,因此发射子弹只需要给子弹施加一个力。子弹对象只有一个,下一次发射子弹时,必须改变子弹的位置(虽然有了刚体组件不建议修改transform,但也没有其它方法改变子弹位置了吧)。为了不让子弹继承上一次发射的速度,必须将子弹的速度归零重置。
子弹的击中判断:采用射线而不是物理引擎,因为物理引擎在高速物体碰撞时经常不能百分百检测得到。
完成飞碟工厂
创建新的命名空间Com.Mygame,单例类DiskFactory和SceneController都定义其中。飞碟工厂类的目的是管理飞碟实例,同时对外屏蔽飞碟实例的的提取和回收细节,对于需要使用飞碟的其他对象,只能使用工厂类提供的3个函数,分别是getDisk()、getDiskObject()、free()。
using UnityEngine; using System.Collections; using System.Collections.Generic; using Com.Mygame; namespace Com.Mygame { public class DiskFactory: System.Object { private static DiskFactory _instance; private static List<GameObject> diskList; public GameObject diskPrefab; public static DiskFactory getInstance() { if (_instance == null) { _instance = new DiskFactory(); diskList = new List<GameObject>(); } return _instance; } // 获取可用飞碟id public int getDisk() { for (int i = 0; i < diskList.Count; ++i) { if (!diskList[i].activeInHierarchy) { return i; // 飞碟空闲 } } // 无空闲飞碟,则实例新的飞碟预设 diskList.Add(GameObject.Instantiate(diskPrefab) as GameObject); return diskList.Count-1; } // 获取飞碟对象 public GameObject getDiskObject(int id) { if (id >= 0 && id < diskList.Count) { return diskList[id]; } return null; } // 回收飞碟 public void free(int id) { if (id >= 0 && id < diskList.Count) { // 重置飞碟速度 diskList[id].GetComponent<Rigidbody>().velocity = Vector3.zero; // 重置飞碟大小 diskList[id].transform.localScale = diskPrefab.transform.localScale; diskList[id].SetActive(false); } } } } public class DiskFactoryBaseCode : MonoBehaviour { public GameObject disk; void Awake () { // 初始化预设对象 DiskFactory.getInstance().diskPrefab = disk; } }
完成游戏场景
场景类是整个飞碟射击游戏的核心类,主要负责飞碟动作的处理。参考师兄的设计:首先需要倒计时功能,可以通过几个整型变量和布尔变量完成。另外需要飞碟发射功能,通过setting函数保存好飞碟的发射信息,每次倒计时完成后,通过emitDisks获取飞碟对象,并通过发射信息初始化飞碟,再给飞碟一个力就可以发射了。而飞碟的回收在Update里完成,一种是飞碟被击中(飞碟不在场景中)了,需要调用Judge获得分数。另一种是飞碟在场景中,但是掉在地上了,需要调用Judge丢失分数。
using UnityEngine; using System.Collections; using System.Collections.Generic; using Com.Mygame; public class GameModel : MonoBehaviour { public float countDown = 3f; public float timeToEmit; private bool counting; private bool shooting; public bool isCounting() { return counting; } public bool isShooting() { return shooting; } private List<GameObject> disks = new List<GameObject> (); private List<int> diskIds = new List<int> (); private int diskScale; private Color diskColor; private Vector3 emitPosition; private Vector3 emitDirection; private float emitSpeed; private int emitNumber; private bool emitEnable; private SceneController scene; void Awake() { scene = SceneController.getInstance (); scene.setGameModel (this); } public void setting(int scale, Color color, Vector3 emitPos, Vector3 emitDir, float speed, int num) { diskScale = scale; diskColor = color; emitPosition = emitPos; emitDirection = emitDir; emitSpeed = speed; emitNumber = num; } public void prepareToEmitDisk() { if (!counting && !shooting) { timeToEmit = countDown; emitEnable = true; } } void emitDisks() { for (int i = 0; i < emitNumber; i++) { diskIds.Add (DiskFactory.getInstance ().getDisk ()); disks.Add (DiskFactory.getInstance ().getDiskObject (diskIds [i])); disks [i].transform.localScale *= diskScale; disks [i].GetComponent<Renderer> ().material.color = diskColor; disks [i].transform.position = new Vector3 (emitPosition.x, emitPosition.y + i, emitPosition.z); disks [i].SetActive (true); disks [i].GetComponent<Rigidbody> ().AddForce (emitDirection * Random.Range (emitSpeed * 5, emitSpeed * 10) / 10, ForceMode.Impulse); } } void freeDisk(int i) { DiskFactory.getInstance ().free (diskIds [i]); disks.RemoveAt (i); diskIds.RemoveAt (i); } void FixedUpdate() { if (timeToEmit > 0) { counting = true; timeToEmit -= Time.deltaTime; } else { counting = false; if (emitEnable) { emitDisks (); emitEnable = false; shooting = true; } } } // Use this for initialization void Start () { } // Update is called once per frame void Update () { for (int i = 0; i < disks.Count; i++) { if (!disks [i].activeInHierarchy) { scene.getJudge ().scoreADisk (); freeDisk (i); } else if (disks [i].transform.position.y < 0) { scene.getJudge ().failADisk (); freeDisk (i); } } if (disks.Count == 0) { shooting = false; } } }
场景控制器
场景控制类主要实现接口定义和保存注入对象。另外它有两个私有变量round和point,分别记录游戏正在进行的回合,以及玩家目前的得分。
using UnityEngine; using System.Collections; using Com.Mygame; namespace Com.Mygame { // Com.Mygame内添加 public interface IUserInterface { void emitDisk(); } public interface IQueryStatus { bool isCounting(); bool isShooting(); int getRound(); int getPoint(); int getEmitTime(); } public class SceneController : System.Object, IQueryStatus, IUserInterface { private static SceneController _instance; private GameModel _gameModel; private SceneControllerBaseCode _baseCode; private int _round; private int _point; public static SceneController getInstance() { if (_instance == null) { _instance = new SceneController (); } return _instance; } public void setSceneControllerBaseCode (SceneControllerBaseCode obj) { _baseCode = obj; } internal SceneControllerBaseCode getSceneControllerBC() { return _baseCode; } public void setGameModel(GameModel obj) { _gameModel = obj; } // 当前程序或派生类可用 internal GameModel getGameModel() { return _gameModel; } public void emitDisk() { _gameModel.prepareToEmitDisk (); } public bool isCounting() { return _gameModel.isCounting (); } public bool isShooting() { return _gameModel.isShooting (); } public int getRound() { return _round; } public int getPoint() { return _point; } public int getEmitTime() { return (int)_gameModel.timeToEmit + 1; } public void setPoint(int point) { _point = point; } public void nextRound() { _point = 0; } } } public class SceneControllerBaseCode : MonoBehaviour { private Color color; private Vector3 emitPos; private Vector3 emitDir; private float speed; void Awake() { SceneController.getInstance().setSceneControllerBaseCode(this); } void Start() { color = Color.green; emitPos = new Vector3(-2.5f, 0.2f, -5f); emitDir = new Vector3(24.5f, 40.0f, 67f); speed = 4; SceneController.getInstance().getGameModel().setting(1, color, emitPos, emitDir.normalized, speed, 1); } }
完善UserInterface
using UnityEngine; using UnityEngine.UI; using System.Collections; using Com.Mygame; public class UserInterface : MonoBehaviour { public Text mainText; public Text scoreText; public Text roundText; private int round; public GameObject bullet; public ParticleSystem explosion; public float fireRate = .25f; public float speed = 500f; private float nextFireTime; private IUserInterface userInt; private IQueryStatus queryInt; // Use this for initialization void Start () { bullet = GameObject.Instantiate (bullet) as GameObject; explosion = GameObject.Instantiate (explosion) as ParticleSystem; userInt = SceneController.getInstance () as IUserInterface; queryInt = SceneController.getInstance () as IQueryStatus; } // Update is called once per frame void Update () { if (queryInt.isCounting ()) { mainText.text = ((int)queryInt.getEmitTime ()).ToString (); } else { if (Input.GetKeyDown (KeyCode.Space)) { userInt.emitDisk (); } if (queryInt.isShooting ()) { mainText.text = " "; } else { mainText.text = "Press space"; } if (queryInt.isShooting() && Input.GetMouseButtonDown (0) && Time.time > nextFireTime) { nextFireTime = Time.time + fireRate; Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition); bullet.GetComponent<Rigidbody> ().velocity = Vector3.zero; bullet.transform.position = transform.position; bullet.GetComponent<Rigidbody> ().AddForce (ray.direction * speed, ForceMode.Impulse); RaycastHit hit; if (Physics.Raycast (ray, out hit) && hit.collider.gameObject.tag == "Disk") { explosion.transform.position = hit.collider.gameObject.transform.position; explosion.GetComponent<Renderer> ().material.color = hit.collider.gameObject.GetComponent<Renderer> ().material.color; explosion.Play (); hit.collider.gameObject.SetActive (false); } } } roundText.text = " Round: " + queryInt.getRound ().ToString (); scoreText.text = " Score: " + queryInt.getPoint ().ToString (); if (round != queryInt.getRound ()) { round = queryInt.getRound (); mainText.text = "Round: " + round.ToString() + "!"; } } }
补充游戏规则–Judge计分系统
游戏规则单独作为一个类,有利于日后修改。这里需要处理的规则无非就两个,得分和失分。另外,得分需要判断是否能晋级下一关。能就调用接口函数nextRound()。
using UnityEngine; using System.Collections; using Com.Mygame; public class Judge : MonoBehaviour { public int oneDiskScore = 10; public int oneDiskFail = 10; public int disksToWin = 4; private SceneController scene; void Awake() { scene = SceneController.getInstance(); scene.setJudge(this); } void Start() { scene.nextRound(); // 默认开始第一关 } // 击中飞碟得分 public void scoreADisk() { scene.setPoint(scene.getPoint() + oneDiskScore); if (scene.getPoint() == disksToWin*oneDiskScore) { scene.nextRound(); } } // 掉落飞碟失分 public void failADisk() { scene.setPoint(scene.getPoint() - oneDiskFail); } }
在场景控制器中添加相应裁判的代码
// Com.Mygame内添加 public interface IjudgeEvent { void nextRound(); void setPoint(int point); } // 类内部添加并且类继承IjudgeEvent private Judge _judge; public void setJudge(Judge obj) { _judge = obj; } internal Judge getJudge() { return _judge; }
在GameModel中调用裁判计分功能
void Update () { for (int i = 0; i < disks.Count; i++) { if (!disks [i].activeInHierarchy) { scene.getJudge ().scoreADisk (); freeDisk (i); } else if (disks [i].transform.position.y < 0) { scene.getJudge ().failADisk (); freeDisk (i); } } if (disks.Count == 0) { shooting = false; } }
设置关卡
在SceneControllerBaseCode中添加关卡信息,通过添加loadRoundData来完成每个关卡对游戏对象属性的设置。
public void loadRoundData(int round) { switch(round) { case 1: // 第一关 color = Color.green; emitPos = new Vector3(-2.5f, 0.2f, -5f); emitDir = new Vector3(24.5f, 40.0f, 67f); speed = 4; SceneController.getInstance().getGameModel().setting(1, color, emitPos, emitDir.normalized, speed, 1); break; case 2: // 第二关 color = Color.red; emitPos = new Vector3(2.5f, 0.2f, -5f); emitDir = new Vector3(-24.5f, 35.0f, 67f); speed = 4; SceneController.getInstance().getGameModel().setting(1, color, emitPos, emitDir.normalized, speed, 2); break; case 3: // 第二关 color = Color.yellow; emitPos = new Vector3(2.5f, 0.2f, -5f); emitDir = new Vector3(-24.5f, 35.0f, 67f); speed = 4; SceneController.getInstance().getGameModel().setting(1, color, emitPos, emitDir.normalized, speed, 3); break; } }
游戏效果:
参考链接:
http://blog.csdn.net/simba_scorpio/article/details/51051241
标签:iat strong nbsp 接口 ssh 平面 sep oci ++i
原文地址:http://www.cnblogs.com/alala713/p/6892067.html