目录

  • 一、游戏内容
  • 二、UML图设计
  • 三、游戏的实现
  • 1. DiskFactory
  • 2. FlyAction
  • 3. SSActionManager
  • 4. PhyUFOFlyAction
  • 5. PhyFlyActionManager
  • 6. ISceneController
  • 7. UserGUI
  • 四、 运行界面与代码传送门


一、游戏内容

改进飞碟(Hit UFO)游戏
游戏内容要求:

  1. 按 adapter模式 设计图修改飞碟游戏
  2. 使它同时支持物理运动与运动学(变换)运动

二、UML图设计

unity mod manager怎么用_Unity3d

三、游戏的实现

1. DiskFactory

飞碟工厂实现对不同飞碟的生产、管理以及回收。需要注意的是,这里使用的是带缓存的单实例工厂模式。

  • 单实例:运用模板,可以为每个 MonoBehaviour子类创建一个对象的实例: Singleten<T>
  • 带缓存的工厂:由于对飞碟的多次创建与销毁开销很大,所以我们使用带缓存的工厂来避免频繁的创建与销毁操作。当一个飞碟需要被销毁时,工厂并不直接销毁他,而是将其标记为“空闲”,表示他已经不被场景使用了。在新的飞碟被需要时,工厂不会直接去实例化一个新的飞碟,而是从被标记“空闲”的飞碟中选择可用的实例,只有在当前没有可用的实例时,工厂才会去真正实例化一个新的飞碟。这样一来就能减少游戏不断创建与销毁游戏对象的极大开销。```
public class DiskFactory : MonoBehaviour {
    private int diskID = 0;
    private List<DiskModel>[] disks = new List<DiskModel>[3]; //共有三种飞碟
    bool[,] diskStatus = new bool[3, 20];   //每种飞碟最多有二十个
    int[] size = new int[3];    //保存当前已创建出来的每种飞碟的数量private List<DiskModel> ddisk = new List<DiskModel>();

public void Start() {
    for (int i = 0; i < 3; i++) {
        size[i] = 0;                                 
        disks[i] = new List<DiskModel>();
    }
    for (int j = 0; j < 3; j++) {
        for (int i = 0; i < 20; i++) {
            diskStatus[j, i] = true;
        }
    }
}

//随机获取一种空闲飞碟,如果飞碟不足则新建一个实例
public DiskModel getDisk() {

    //随机从三种预制中选择一个飞碟外观
    int type = Random.Range(0, 3);
    DiskModel disk;

    //尝试获取已经被创建但目前处于空闲态的飞碟
    for (int i = 0; i < size[type]; i++) {
        if (diskStatus[type, i] == false) {
            diskStatus[type, i] = true;
            disks[type][i].disk.SetActive(true);
            disk = disks[type][i];
            disk.setDiskID(diskID);
            diskID++;
            //取出时飞碟不能够有爆炸特效
            disk.disk.GetComponent<ParticleSystem>().Stop();
            return disk;
        }
    }

    //当前没有可用的空闲飞碟,需要创建
    disk = new DiskModel(type, diskID);
    diskID++;
    disks[type].Add(disk);
    diskStatus[type, size[type]] = true;
    size[type]++;
    disk.disk.GetComponent<ParticleSystem>().Stop();
    return disk;
}

//回收飞碟
public void FreeDisk(DiskModel disk) {
    int type = disk.getType();
    int ID = disk.getDiskID();

    for (int i = 0; i < size[type]; i++) {
        if (disk.getDiskID() == disks[type][i].getDiskID()) {
            diskStatus[type, i] = false;
            return;
        }
    }
}

//根据 gameobject 的 instanceID 来查找飞碟
public DiskModel findDisk(int InstanceID) {
    for(int i = 0; i < 3; i++) {
        for(int j = 0; j < size[i]; j++) {
            if (disks[i][j].disk.GetInstanceID() == InstanceID) return disks[i][j];
        }
    }
    return null;
}
}
2. FlyAction

lyAction的基类 SSAction在之前的博客已经介绍过。
FlyAction实际上只是一个简单的直线动作,但是与CCMoveAction不同的是其参数是飞行的角度和速度。

public class FlyAction : SSAction{                           
    private Vector3 angle;
    private float speed;//根据飞行角度和速度获取一个FlyAction
    public static FlyAction GetSSAction(Vector3 angle, float speed) {
    FlyAction action = CreateInstance<FlyAction>();
    action.angle = angle;
    action.speed = speed;
    return action;
}

//实现简单的直线飞行
public override void Update() {
    transform.position += angle * Time.deltaTime * speed;
}

public override void Start() {
    Update();
}}



3. SSActionManager

FlyActionManager 是本次游戏的动作管理者,管理此次控制飞碟运动的多个Action。
FlyActionManager 具有的功能:

  • 使用Ruler为每个 Action 设置合适的飞行角度和速度
  • 为输入的飞碟寻找一个空闲的 Action 进行飞行动作
  • 在每次 Update 时 FlyActionManager 对被使用的所有 action 进行 Update 调用
public class FlyActionManager : SSActionManager, ActionAdapter {
    public FlyAction[] actions = new FlyAction[20]; //最多建立20个action
    public int[] diskID = new int[20];              //action 所应用的飞碟的ID
    public ISceneController controller;            
    private Ruler ruler;    //根据不同 round 对飞碟的性能参数做设置
    int round;protected void Start() {
    controller = (ISceneController)SSDirector.getInstance().currentSceneController;
    controller.actionManager = this;
    ruler = new Ruler();
    for(int i = 0; i < 20; i++) {
        diskID[i] = -1; //开始时没有可用飞碟,ID 均为-1
    }
}

public void Update() {
    for(int i = 0; i < 20; i++) {
        if (diskID[i] != -1) {
            //执行有附着在飞碟上的 action
            actions[i].Update();
        }
    }
}

public void setRound(int round) {
    this.round = round;
}

public void UFOFly(DiskModel disk) {
    ruler.setRound(round);
    disk.disk.transform.position = ruler.getStart();//设置飞碟的出现位置
    int index = 0;
    for (; diskID[index] != -1; index++) ;//找到空闲的 Action
    actions[index] = FlyAction.GetSSAction(ruler.getAngle(), ruler.getSpeed());
    diskID[index] = disk.getDiskID();
    disk.disk.GetComponent<Rigidbody>().useGravity = false;
    disk.disk.GetComponent<Rigidbody>().velocity = Vector3.zero;
    this.RunAction(disk.disk, actions[index], this);
}

public void freeAction(DiskModel disk) {
    for(int i = 0; i < 20; i++) {
        //当飞碟不再需要时,actionManager可以简单的将对应的action设为空闲,而非直接删除 action
        if(diskID[i] == disk.getDiskID()) {
            diskID[i] = -1;
            break;
        }
    }
}}



4. PhyUFOFlyAction

控制飞碟的物理学运动,与运动学类似,但要对游戏对象的rigidbody 进行操作。

public class PhyUFOFlyAction : SSAction {
    private Vector3 angle;  //飞行角度
    float speed;            //飞行初速度private PhyUFOFlyAction() { }
public static PhyUFOFlyAction GetSSAction(Vector3 angle, float speed) {
    //初始化物体将要运动的初速度向量
    PhyUFOFlyAction action = CreateInstance<PhyUFOFlyAction>();
    action.angle = angle;
    action.speed = speed;
    return action;
}

public override void Start() {
    //使用重力以及给一个初速度
    gameobject.GetComponent<Rigidbody>().velocity = angle * speed;
    gameobject.GetComponent<Rigidbody>().useGravity = true;
}}



5. PhyFlyActionManager
public class PhyFlyActionManager : SSActionManager, ActionAdapter {public PhyUFOFlyAction[] actions = new PhyUFOFlyAction[20]; //最多建立20个action
public int[] diskID = new int[20];              //action 所应用的飞碟的ID
public ISceneController controller;
private Ruler ruler;                            //根据不同 round 对飞碟的性能参数做设置
int round;

protected void Start() {
    controller = (ISceneController)SSDirector.getInstance().currentSceneController;
    controller.actionManager = this;
    ruler = new Ruler();
    for (int i = 0; i < 20; i++) {
        diskID[i] = -1; //开始时没有可用飞碟,ID 均为-1
    }
}

public void setRound(int round) {
    this.round = round;
}

public void UFOFly(DiskModel disk) {
    ruler.setRound(round);
    disk.disk.transform.position = ruler.getStart();//设置飞碟的出现位置
    int index = 0;
    for (; diskID[index] != -1; index++) ;//找到空闲的 Action

    Vector3 angle = Vector3.left;
    int flag = Random.Range(0, 2);
    if (flag == 1) angle *= -1;

    actions[index] = PhyUFOFlyAction.GetSSAction(angle, ruler.getSpeed());//从ruler中获取初速度和飞行角度,加速度为10
    diskID[index] = disk.getDiskID();
    this.RunAction(disk.disk, actions[index], this);
}

public void freeAction(DiskModel disk) {
    disk.disk.GetComponent<Rigidbody>().velocity = Vector3.zero;
    disk.disk.GetComponent<Rigidbody>().useGravity = false;

    for (int i = 0; i < 20; i++) {
        //当飞碟不再需要时,actionManager可以简单的将对应的action设为空闲,而非直接删除 action
        if (diskID[i] == disk.getDiskID()) {
            diskID[i] = -1;
            break;
        }
    }
}}



6. ISceneController

其主要功能为:

  • 在飞碟数量小于当前 round 值规定时,向场景中发送飞碟;
  • 对场景中所有飞碟进行位置判断,如果超出视野范围则“销毁”飞碟;
  • 判断玩家的射击操作,击中飞碟后进行爆炸特效、增加分数、销毁飞碟等一系列处理;
public class ISceneController : MonoBehaviour, IUserAction {
    public ActionAdapter actionManager;
    public DiskFactory diskFactory;private List<DiskModel> currentDisks = new List<DiskModel>();
    private int diskCount = 0;  //当前场景中的飞碟数量
    private int[] maxCount = { 3, 5, 8 };   //每个round中飞碟需要维持的数目,数目不足时将发送新的飞碟
    private int round = 0;  //当前游戏的 round
    private int currentTrial = 0;//当前游戏的 trail
    private int score = 0;  //获得的分数
    private int[] scoreOfRound = { 10, 20, 30 };   //每个round需要达成的分数目标
    private bool playing = false;
    private int life = 100;  //血量

    public UserGUI userGUI;

void Start() {
    SSDirector director = SSDirector.getInstance();
    director.currentSceneController = this;
    diskFactory = Singleton<DiskFactory>.Instance;
    actionManager = gameObject.AddComponent<PhyFlyActionManager>() as ActionAdapter;
    actionManager.setRound(round);
    userGUI = gameObject.AddComponent<UserGUI>() as UserGUI;
}

void Update() {
    //发送飞碟
    if (playing) {
        if (diskCount < maxCount[round]) {
            sendDisk();
        }
        //检查当前游戏状态是否允许升级
        checkStatus();
        removeRemoteDisk();

        //检查玩家的射击操作
        if (Input.GetButtonDown("Fire1")) {
            Vector3 mp = Input.mousePosition; 
            Hit(mp);
        }
    }
}

public void startGame() {
    life = 100;
    playing = true;
}

public int getScore() {
    return score;
}

public int getLife() {
    return life;
}

public int getTrail() {
    return currentTrial;
}

public int getRound() {
    return round;
}

//检查当前游戏状态
//检查当前trail是否足以进入下一 round
//检查当前round是否足够结束游戏
public void checkStatus() {
    //此时的分数大于设置的阈值,游戏进入下一阶段,分数清零重新计算
    if (score >= scoreOfRound[round]) {
        currentTrial++;
        score = 0;
        
        //当游戏的trail大于3时进入下一 round
        if (currentTrial >= 3) {
            round++;
            life = 100;//当游戏进入到新的round生命值回复
            if (round >= 3) winGame();
            currentTrial = 0;              
            actionManager.setRound(round);
        }
    }
}

//判断飞碟是否已经离开视野
private bool outOfSight(Vector3 pos) {
    return pos.x > 35 || pos.x < -35
        || pos.y > 35 || pos.y < -35
        || pos.z > 10 || pos.z < -300;
}

//检查当前所有被使用的飞碟是否已经飞出视野
//将飞出视野的飞碟“销毁”
//每销毁一个飞碟就将当前飞碟数量减一,游戏将自动补齐缺少的飞碟
private void removeRemoteDisk() {
    for (int i = 0; i < diskCount; i++) {
        GameObject tmp = currentDisks[i].disk;
        if (outOfSight(tmp.transform.position)) {
            tmp.SetActive(false);
            diskFactory.FreeDisk(currentDisks[i]);
            actionManager.freeAction(currentDisks[i]);
            currentDisks.Remove(currentDisks[i]);
            diskCount--;
            life--;
        }
    }
}

//发送飞碟
private void sendDisk() {
    diskCount++;
    DiskModel disk = diskFactory.getDisk(); //从工厂获取新的飞碟
    currentDisks.Add(disk);                 //将新飞碟加入到当前的列表
    actionManager.UFOFly(disk);             //令飞碟进行移动
}

//检查玩家是否射中飞碟
public void Hit(Vector3 pos) {
    Ray ray = Camera.main.ScreenPointToRay(pos);
    RaycastHit[] hits;
    hits = Physics.RaycastAll(ray);
    DiskModel hitDisk;

    for (int i = 0; i < hits.Length; i++) {
        RaycastHit hit = hits[i];
        hitDisk = diskFactory.findDisk(hit.collider.gameObject.GetInstanceID());

        //射线打中物体
        if (hitDisk != null) {
            score += hitDisk.score;

            //显示爆炸粒子效果
            hitDisk.disk.GetComponent<ParticleSystem>().Play();

            //等0.5秒后执行回收飞碟
            StartCoroutine(WaitingParticle(0.50f, diskFactory, hitDisk));
            break;
        }
    }
}

public void winGame() {
    playing = false;
    Debug.Log("you win");
}

//暂停几秒后回收飞碟
IEnumerator WaitingParticle(float wait_time, DiskFactory diskFactory, DiskModel hitDisk) {
    yield return new WaitForSeconds(wait_time);
    if (hitDisk.disk.active == true) {
        hitDisk.disk.SetActive(false);
        hitDisk.disk.GetComponent<ParticleSystem>().Stop();
        hitDisk.disk.GetComponent<Rigidbody>().velocity = Vector3.zero;
        hitDisk.disk.GetComponent<Rigidbody>().useGravity = false;
        currentDisks.Remove(hitDisk);
        actionManager.freeAction(hitDisk);
        diskFactory.FreeDisk(hitDisk);
        diskCount--;
    }
}}



7. UserGUI

UI的作用比较简单,主要是实现显示当前分数、血量、关卡,以及在关卡之间切换的功能。我在这里主要是参考了师兄师姐的实现,然后按照自己的规则做了一些改动。

public class UserGUI : MonoBehaviour {
    private IUserAction action;//每个GUI的style
    GUIStyle bold_style = new GUIStyle();
    GUIStyle text_style = new GUIStyle();
    GUIStyle over_style = new GUIStyle();
    bool show;
    int round;
    bool changeRound;
    bool playing = true;

void Start() {
    show = true;
    changeRound = false;
    action = SSDirector.getInstance().currentSceneController as IUserAction;
}

void OnGUI() {
    if (!playing) {
        if (action.getLife() < 0) {
            GUI.Button(new Rect(0, 0, Screen.width, Screen.width), "YOU LOSE");
        }
        else {
            GUI.Button(new Rect(0, 0, Screen.width, Screen.width), "YOU WIN");
        }
        return;
    }

    bold_style.normal.textColor = new Color(1, 0, 0);
    bold_style.fontSize = 16;
    text_style.normal.textColor = new Color(0, 0, 0, 1);
    text_style.fontSize = 16;
    over_style.normal.textColor = new Color(1, 0, 0);
    over_style.fontSize = 25;

    if (action.getLife() < 0) {
        playing = false;
    }

    if (changeRound) {
        GUI.Label(new Rect(Screen.width / 2 - 120, Screen.width / 2 - 220, 400, 100), " N E X T   R  O U N D ", over_style);
        if (GUI.Button(new Rect(0, 0, Screen.width, Screen.width), "press to continue")) {
            changeRound = false;
            action.startGame();
        }
    }
    else {
        if (show) {
            GUI.Label(new Rect(Screen.width / 2 - 170, Screen.width / 2 - 180, 400, 100), "大量UFO出现,点击它们即可消灭,快来加入战斗吧", text_style);
            if (GUI.Button(new Rect(Screen.width / 2 - 40, Screen.width / 2 - 120, 100, 50), "开始")) {
                show = false;
                action.startGame();
            }
        }
        else {
            GUI.Label(new Rect(Screen.width - 120, 20, 200, 50), "score:", text_style);
            GUI.Label(new Rect(Screen.width - 70, 20, 200, 50), action.getScore().ToString(), bold_style);

            GUI.Label(new Rect(Screen.width - 120, 50, 200, 50), "trial:", text_style);
            GUI.Label(new Rect(Screen.width - 70, 50, 200, 50), (action.getTrail() + 1).ToString(), bold_style);

            GUI.Label(new Rect(Screen.width - 120, 80, 50, 50), "life:", text_style);
            GUI.Label(new Rect(Screen.width - 70, 80, 50, 50), action.getLife().ToString(), bold_style);

            if (action.getRound() > round) {
                round = action.getRound();
                if (round > 2) playing = false;
                changeRound = true;
            }
        }
    }
}}



四、 运行界面与代码传送门

unity mod manager怎么用_hitufo_02

unity mod manager怎么用_hitufo_03