1. 制作预制体
在Asserts store中下载资源,制作预制体
地面:
玩家:
巡逻兵:
水晶:
2. 动画控制器
玩家:
巡逻兵:
3. 代码
碰撞脚本
PlayerCollide
当玩家与侦察兵相撞,触发玩家的death变量,使玩家倒地,触发巡逻兵的shoot变量,使巡逻兵发动攻击,调用PlayerGameover表示游戏结束。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCollide : MonoBehaviour
{
void OnCollisionEnter(Collision other)
{
//当玩家与侦察兵相撞
if (other.gameObject.tag == "Player")
{
other.gameObject.GetComponent<Animator>().SetTrigger("death");
this.GetComponent<Animator>().SetTrigger("shoot");
Singleton<GameEventManager>.Instance.PlayerGameover();
}
}
}
PatrolCollide
当玩家进入侦察兵追捕范围,启动追捕模式,并将追捕对象设置为玩家,开始追捕。
当玩家跑出侦察兵追捕范围,关闭追捕模式,将追捕对象设置为空,结束追捕。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PatrolCollide : MonoBehaviour
{
void OnTriggerEnter(Collider collider)
{
if (collider.gameObject.tag == "Player")
{
//玩家进入侦察兵追捕范围
this.gameObject.transform.parent.GetComponent<PatrolData>().follow_player = true;
this.gameObject.transform.parent.GetComponent<PatrolData>().player = collider.gameObject;
}
}
void OnTriggerExit(Collider collider)
{
if (collider.gameObject.tag == "Player")
{
this.gameObject.transform.parent.GetComponent<PatrolData>().follow_player = false;
this.gameObject.transform.parent.GetComponent<PatrolData>().player = null;
}
}
}
CrystalCollide
当玩家与水晶相撞,设置水晶消失并减少水晶数量
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CrystalCollide : MonoBehaviour
{
void OnTriggerEnter(Collider collider)
{
if (collider.gameObject.tag == "Player" && this.gameObject.activeSelf)
{
this.gameObject.SetActive(false);
//减少水晶数量
Singleton<GameEventManager>.Instance.ReduceCrystalNum();
}
}
}
AreaCollide
当玩家进入该区域的时候,通过调用sceneController.wall_sign = sign;设置场景控制器的区域标识为自己的标识,这样巡逻兵就知道玩家现在在哪个区域了
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AreaCollide : MonoBehaviour
{
public int sign = 0;
FirstSceneController sceneController;
private void Start()
{
sceneController = SSDirector.GetInstance().CurrentScenceController as FirstSceneController;
}
void OnTriggerEnter(Collider collider)
{
//标记玩家进入自己的区域
if (collider.gameObject.tag == "Player")
{
sceneController.wall_sign = sign;
}
}
}
工厂模式
PropFactory
在每个格子内分别创建了1个巡逻兵,还设置了每个巡逻兵所在区域的标志。
随机生成十二个金矿,每个格子可能有多个金矿,也可能只有一个。
当游戏结束时候,需要工厂将巡逻兵的动画设置为初始状态。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PropFactory : MonoBehaviour
{
private GameObject patrol = null; //巡逻兵
private List<GameObject> used = new List<GameObject>(); //正在被使用的巡逻兵
private GameObject crystal = null; //水晶
private List<GameObject> usedcrystal = new List<GameObject>(); //正在被使用的水晶
private float range = 12; //水晶生成的坐标范围
private Vector3[] vec = new Vector3[9]; //保存每个巡逻兵的初始位置
public FirstSceneController sceneControler; //场景控制器
public List<GameObject> GetPatrols()
{
int[] pos_x = { -6, 4, 13 };
int[] pos_z = { -4, 6, -13 };
int index = 0;
//生成不同的巡逻兵初始位置
for(int i=0;i < 3;i++)
{
for(int j=0;j < 3;j++)
{
vec[index] = new Vector3(pos_x[i], 0, pos_z[j]);
index++;
}
}
for(int i=0; i < 9; i++)
{
patrol = Instantiate(Resources.Load<GameObject>("Prefabs/Patrol"));
patrol.transform.position = vec[i];
patrol.GetComponent<PatrolData>().sign = i + 1;
patrol.GetComponent<PatrolData>().start_position = vec[i];
used.Add(patrol);
}
return used;
}
public List<GameObject> GetCrystal()
{
for(int i=0;i<12;i++)
{
crystal = Instantiate(Resources.Load<GameObject>("Prefabs/Crystal"));
float ranx = Random.Range(-range, range);
float ranz = Random.Range(-range, range);
crystal.transform.position = new Vector3(ranx, 0, ranz);
usedcrystal.Add(crystal);
}
return usedcrystal;
}
public void StopPatrol()
{
//切换所有侦查兵的动画
for (int i = 0; i < used.Count; i++)
{
used[i].gameObject.GetComponent<Animator>().SetBool("run", false);
}
}
}
PatrolData
成员变量如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PatrolData : MonoBehaviour
{
public int sign; //标志巡逻兵在哪一块区域
public bool follow_player = false; //是否跟随玩家
public int wall_sign = -1; //当前玩家所在区域标志
public GameObject player; //玩家游戏对象
public Vector3 start_position; //当前巡逻兵初始位置
}
订阅与发布者模式
GameEventManager
作为发布者GameEventManager主要负责三个动作,分数变化、游戏结束、水晶数目
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameEventManager : MonoBehaviour
{
//分数变化
public delegate void ScoreEvent();
public static event ScoreEvent ScoreChange;
//游戏结束变化
public delegate void GameoverEvent();
public static event GameoverEvent GameoverChange;
//水晶数量变化
public delegate void CrystalEvent();
public static event CrystalEvent CrystalChange;
//玩家逃脱
public void PlayerEscape()
{
if (ScoreChange != null)
{
ScoreChange();
}
}
//玩家被捕
public void PlayerGameover()
{
if (GameoverChange != null)
{
GameoverChange();
}
}
//减少水晶数量
public void ReduceCrystalNum()
{
if (CrystalChange != null)
{
CrystalChange();
}
}
}
FirstSceneController
作为订阅者,订阅了GameEventManager中的事件,因此只要相应事件发生,就会导致场景控制器调用注册的方法。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class FirstSceneController : MonoBehaviour, IUserAction, ISceneController
{
public PropFactory patrol_factory; //巡逻者工厂
public ScoreRecorder recorder; //记录员
public PatrolActionManager action_manager; //运动管理器
public int wall_sign = -1; //当前玩家所处哪个格子
public GameObject player; //玩家
public Camera main_camera; //主相机
public int player_speed = 5; //玩家移动速度,初始为5
public float rotate_speed = 135f; //玩家旋转速度
private List<GameObject> patrols; //场景中巡逻者列表
private List<GameObject> crystals; //场景水晶列表
public int lastCrystalNumber; //上次收集到水晶后还剩下的水晶数
public bool game_over = false; //游戏结束
void Update()
{
for (int i = 0; i < patrols.Count; i++)
{
patrols[i].gameObject.GetComponent<PatrolData>().wall_sign = wall_sign;
}
//收集到新水晶,触发效果
if(lastCrystalNumber != recorder.GetCrystalNumber()){
lastCrystalNumber = recorder.GetCrystalNumber();
CrystalResult();
}
//分数到达20
if(GetScore() >= 30)
{
Gameover();
}
}
void Start()
{
SSDirector director = SSDirector.GetInstance();
director.CurrentScenceController = this;
patrol_factory = Singleton<PropFactory>.Instance;
action_manager = gameObject.AddComponent<PatrolActionManager>() as PatrolActionManager;
LoadResources();
main_camera.GetComponent<CameraFlow>().follow = player;
recorder = Singleton<ScoreRecorder>.Instance;
lastCrystalNumber = recorder.GetCrystalNumber();
}
public void LoadResources()
{
Instantiate(Resources.Load<GameObject>("Prefabs/Plane"));
player = Instantiate(Resources.Load("Prefabs/Player"), new Vector3(0, 9, 0), Quaternion.identity) as GameObject;
crystals = patrol_factory.GetCrystal();
patrols = patrol_factory.GetPatrols();
//所有侦察兵移动
for (int i = 0; i < patrols.Count; i++)
{
action_manager.GoPatrol(patrols[i]);
}
}
//水晶效果
public void CrystalResult(){
if(Random.Range(0, 10)%2 == 1){//触发得分效果
int t=1;
int score_toadd=Random.Range(1, 6);
while(t<=score_toadd){
AddScore();
t++;
}
}
else{//触发变速效果
player_speed=Random.Range(2, 11);
}
}
//玩家移动
public void MovePlayer(float translationX, float translationZ)
{
if(!game_over)
{
if (translationX != 0 || translationZ != 0)
{
player.GetComponent<Animator>().SetBool("run", true);
}
else
{
player.GetComponent<Animator>().SetBool("run", false);
}
//移动和旋转
player.transform.Translate(0, 0, translationZ * player_speed * Time.deltaTime);
player.transform.Rotate(0, translationX * rotate_speed * Time.deltaTime, 0);
//防止碰撞带来的移动
if (player.transform.localEulerAngles.x != 0 || player.transform.localEulerAngles.z != 0)
{
player.transform.localEulerAngles = new Vector3(0, player.transform.localEulerAngles.y, 0);
}
if (player.transform.position.y != 0)
{
player.transform.position = new Vector3(player.transform.position.x, 0, player.transform.position.z);
}
}
}
public int GetScore()
{
return recorder.GetScore();
}
public int GetCrystalNumber()
{
return recorder.GetCrystalNumber();
}
public int GetSpeed()
{
return player_speed;
}
public bool GetGameover()
{
return game_over;
}
public void Restart()
{
SceneManager.LoadScene("Scenes/mySence");
}
void OnEnable()
{
GameEventManager.ScoreChange += AddScore;
GameEventManager.GameoverChange += Gameover;
GameEventManager.CrystalChange += ReduceCrystalNumber;
}
void OnDisable()
{
GameEventManager.ScoreChange -= AddScore;
GameEventManager.GameoverChange -= Gameover;
GameEventManager.CrystalChange -= ReduceCrystalNumber;
}
void ReduceCrystalNumber()
{
recorder.ReduceCrystal();
}
void AddScore()
{
recorder.AddScore();
}
void Gameover()
{
game_over = true;
patrol_factory.StopPatrol();
action_manager.DestroyAllAction();
}
}
动作管理模块
SSActionManager
动作管理器SSActionManager需要控制巡逻兵的动作,使用列表管理巡逻兵追踪或者巡逻
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SSActionManager : MonoBehaviour, ISSActionCallback
{
private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>(); //将执行的动作的字典集合
private List<SSAction> waitingAdd = new List<SSAction>(); //等待去执行的动作列表
private List<int> waitingDelete = new List<int>(); //等待删除的动作的key
protected void Update()
{
foreach (SSAction ac in waitingAdd)
{
actions[ac.GetInstanceID()] = ac;
}
waitingAdd.Clear();
foreach (KeyValuePair<int, SSAction> kv in actions)
{
SSAction ac = kv.Value;
if (ac.destroy)
{
waitingDelete.Add(ac.GetInstanceID());
}
else if (ac.enable)
{
//运动学运动更新
ac.Update();
}
}
foreach (int key in waitingDelete)
{
SSAction ac = actions[key];
actions.Remove(key);
DestroyObject(ac);
}
waitingDelete.Clear();
}
public void RunAction(GameObject gameobject, SSAction action, ISSActionCallback manager)
{
action.gameobject = gameobject;
action.transform = gameobject.transform;
action.callback = manager;
waitingAdd.Add(action);
action.Start();
}
public void SSActionEvent(SSAction source, int intParam = 0, GameObject objectParam = null)
{
if(intParam == 0)
{
//侦查兵跟随玩家
PatrolFollowAction follow = PatrolFollowAction.GetSSAction(objectParam.gameObject.GetComponent<PatrolData>().player);
this.RunAction(objectParam, follow, this);
}
else
{
//侦察兵按照初始位置开始继续巡逻
GoPatrolAction move = GoPatrolAction.GetSSAction(objectParam.gameObject.GetComponent<PatrolData>().start_position);
this.RunAction(objectParam, move, this);
//玩家逃脱
Singleton<GameEventManager>.Instance.PlayerEscape();
}
}
public void DestroyAll()
{
foreach (KeyValuePair<int, SSAction> kv in actions)
{
SSAction ac = kv.Value;
ac.destroy = true;
}
}
}
PatrolActionManager
场景控制器调用PatrolActionManager中的方法,让巡逻兵开始巡逻,当游戏结束的时候,调用方法让巡逻兵停止巡逻
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PatrolActionManager : SSActionManager
{
private GoPatrolAction go_patrol; //巡逻兵巡逻
public void GoPatrol(GameObject patrol)
{
go_patrol = GoPatrolAction.GetSSAction(patrol.transform.position);
this.RunAction(patrol, go_patrol, this);
}
//停止所有动作
public void DestroyAllAction()
{
DestroyAll();
}
}
PatrolFollowAction
巡逻兵追逐玩家,当玩家离开了巡逻兵触发器的范围或是玩家已经不在该区域内了,巡逻兵停止追逐
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PatrolFollowAction : SSAction
{
private float speed = 2f; //跟随玩家的速度
private GameObject player; //玩家
private PatrolData data; //侦查兵数据
private PatrolFollowAction() { }
public static PatrolFollowAction GetSSAction(GameObject player)
{
PatrolFollowAction action = CreateInstance<PatrolFollowAction>();
action.player = player;
return action;
}
public override void Update()
{
if (transform.localEulerAngles.x != 0 || transform.localEulerAngles.z != 0)
{
transform.localEulerAngles = new Vector3(0, transform.localEulerAngles.y, 0);
}
if (transform.position.y != 0)
{
transform.position = new Vector3(transform.position.x, 0, transform.position.z);
}
Follow();
//如果侦察兵没有跟随对象,或者需要跟随的玩家不在侦查兵的区域内
if (!data.follow_player || data.wall_sign != data.sign)
{
this.destroy = true;
this.callback.SSActionEvent(this,1,this.gameobject);
}
}
public override void Start()
{
data = this.gameobject.GetComponent<PatrolData>();
}
void Follow()
{
transform.position = Vector3.MoveTowards(this.transform.position, player.transform.position, speed * Time.deltaTime);
this.transform.LookAt(player.transform.position);
}
}
GoPatrolAction
巡逻兵巡逻,根据四个方向来选择要去到的目的地,当当前位置与目的地相差0.9f的时候,换一个方向继续巡逻
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GoPatrolAction : SSAction
{
private enum Dirction { EAST, NORTH, WEST, SOUTH };
private float pos_x, pos_z; //移动前的初始x和z方向坐标
private float move_length; //移动的长度
private float move_speed = 1.2f; //移动速度
private bool move_sign = true; //是否到达目的地
private Dirction dirction = Dirction.EAST; //移动的方向
private PatrolData data; //侦察兵的数据
private GoPatrolAction() { }
public static GoPatrolAction GetSSAction(Vector3 location)
{
GoPatrolAction action = CreateInstance<GoPatrolAction>();
action.pos_x = location.x;
action.pos_z = location.z;
//设定移动矩形的边长
action.move_length = Random.Range(4, 7);
return action;
}
public override void Update()
{
//防止碰撞发生后的旋转
if (transform.localEulerAngles.x != 0 || transform.localEulerAngles.z != 0)
{
transform.localEulerAngles = new Vector3(0, transform.localEulerAngles.y, 0);
}
if (transform.position.y != 0)
{
transform.position = new Vector3(transform.position.x, 0, transform.position.z);
}
//侦察移动
Gopatrol();
//如果侦察兵需要跟随玩家并且玩家就在侦察兵所在的区域,侦查动作结束
if (data.follow_player && data.wall_sign == data.sign)
{
this.destroy = true;
this.callback.SSActionEvent(this,0,this.gameobject);
}
}
public override void Start()
{
this.gameobject.GetComponent<Animator>().SetBool("run", true);
data = this.gameobject.GetComponent<PatrolData>();
}
void Gopatrol()
{
if (move_sign)
{
//不需要转向则设定一个目的地,按照矩形移动
switch (dirction)
{
case Dirction.EAST:
pos_x -= move_length;
break;
case Dirction.NORTH:
pos_z += move_length;
break;
case Dirction.WEST:
pos_x += move_length;
break;
case Dirction.SOUTH:
pos_z -= move_length;
break;
}
move_sign = false;
}
this.transform.LookAt(new Vector3(pos_x, 0, pos_z));
float distance = Vector3.Distance(transform.position, new Vector3(pos_x, 0, pos_z));
//当前位置与目的地距离浮点数的比较
if (distance > 0.9)
{
transform.position = Vector3.MoveTowards(this.transform.position, new Vector3(pos_x, 0, pos_z), move_speed * Time.deltaTime);
}
else
{
dirction = dirction + 1;
if(dirction > Dirction.SOUTH)
{
dirction = Dirction.EAST;
}
move_sign = true;
}
}
}
主控制模块
FirstSceneController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class FirstSceneController : MonoBehaviour, IUserAction, ISceneController
{
public PropFactory patrol_factory; //巡逻者工厂
public ScoreRecorder recorder; //记录员
public PatrolActionManager action_manager; //运动管理器
public int wall_sign = -1; //当前玩家所处哪个格子
public GameObject player; //玩家
public Camera main_camera; //主相机
public int player_speed = 5; //玩家移动速度,初始为5
public float rotate_speed = 135f; //玩家旋转速度
private List<GameObject> patrols; //场景中巡逻者列表
private List<GameObject> crystals; //场景水晶列表
public int lastCrystalNumber; //上次收集到水晶后还剩下的水晶数
public bool game_over = false; //游戏结束
void Update()
{
for (int i = 0; i < patrols.Count; i++)
{
patrols[i].gameObject.GetComponent<PatrolData>().wall_sign = wall_sign;
}
//收集到新水晶,触发效果
if(lastCrystalNumber != recorder.GetCrystalNumber()){
lastCrystalNumber = recorder.GetCrystalNumber();
CrystalResult();
}
//分数到达20
if(GetScore() >= 30)
{
Gameover();
}
}
void Start()
{
SSDirector director = SSDirector.GetInstance();
director.CurrentScenceController = this;
patrol_factory = Singleton<PropFactory>.Instance;
action_manager = gameObject.AddComponent<PatrolActionManager>() as PatrolActionManager;
LoadResources();
main_camera.GetComponent<CameraFlow>().follow = player;
recorder = Singleton<ScoreRecorder>.Instance;
lastCrystalNumber = recorder.GetCrystalNumber();
}
public void LoadResources()
{
Instantiate(Resources.Load<GameObject>("Prefabs/Plane"));
player = Instantiate(Resources.Load("Prefabs/Player"), new Vector3(0, 9, 0), Quaternion.identity) as GameObject;
crystals = patrol_factory.GetCrystal();
patrols = patrol_factory.GetPatrols();
//所有侦察兵移动
for (int i = 0; i < patrols.Count; i++)
{
action_manager.GoPatrol(patrols[i]);
}
}
//水晶效果
public void CrystalResult(){
if(Random.Range(0, 10)%2 == 1){//触发得分效果
int t=1;
int score_toadd=Random.Range(1, 6);
while(t<=score_toadd){
AddScore();
t++;
}
}
else{//触发变速效果
player_speed=Random.Range(2, 11);
}
}
//玩家移动
public void MovePlayer(float translationX, float translationZ)
{
if(!game_over)
{
if (translationX != 0 || translationZ != 0)
{
player.GetComponent<Animator>().SetBool("run", true);
}
else
{
player.GetComponent<Animator>().SetBool("run", false);
}
//移动和旋转
player.transform.Translate(0, 0, translationZ * player_speed * Time.deltaTime);
player.transform.Rotate(0, translationX * rotate_speed * Time.deltaTime, 0);
//防止碰撞带来的移动
if (player.transform.localEulerAngles.x != 0 || player.transform.localEulerAngles.z != 0)
{
player.transform.localEulerAngles = new Vector3(0, player.transform.localEulerAngles.y, 0);
}
if (player.transform.position.y != 0)
{
player.transform.position = new Vector3(player.transform.position.x, 0, player.transform.position.z);
}
}
}
public int GetScore()
{
return recorder.GetScore();
}
public int GetCrystalNumber()
{
return recorder.GetCrystalNumber();
}
public int GetSpeed()
{
return player_speed;
}
public bool GetGameover()
{
return game_over;
}
public void Restart()
{
SceneManager.LoadScene("Scenes/mySence");
}
void OnEnable()
{
GameEventManager.ScoreChange += AddScore;
GameEventManager.GameoverChange += Gameover;
GameEventManager.CrystalChange += ReduceCrystalNumber;
}
void OnDisable()
{
GameEventManager.ScoreChange -= AddScore;
GameEventManager.GameoverChange -= Gameover;
GameEventManager.CrystalChange -= ReduceCrystalNumber;
}
void ReduceCrystalNumber()
{
recorder.ReduceCrystal();
}
void AddScore()
{
recorder.AddScore();
}
void Gameover()
{
game_over = true;
patrol_factory.StopPatrol();
action_manager.DestroyAllAction();
}
}
4. 实现效果
视频效果
视频效果
完整代码
完整代码