Unity遊戲設計之飛碟遊戲

編制一個射飛碟遊戲。html

具體要求以下:緩存

1 假設有一支槍在攝像機位置(0,1,-10),在(0,0,0-10-20)放置三個小球做爲距離標記,調整視角直到小球在下中部dom

2 將鼠標所在平面座標,轉換爲子彈(球體)射出的角度方向。子彈使用物理引擎,初速度恆定。(U3d 座標變換: http://www.cnblogs.com/tekkaman/p/3809409.htmlide

 

Vector3 mp = Input.mousePosition; //get Screen Position函數

print (mp.ToString());this

 

Vector3 mp1 = cam.camera.ScreenToViewportPoint (mp);spa

mp1.z = 10; //距攝像頭 10 位置立面.net

mp1 = cam.camera.ViewportToWorldPoint (mp1);設計

print (mp1.ToString());3d

 

3 遊戲要分多個 round , 飛碟數量每一個 round 都是 n 個,但色彩,大小;發射位置,速度,角度,每次發射數量按預約規則變化。

4 用戶按空格後,321倒數3秒,飛碟飛出(物理引擎控制),點擊鼠標,子彈飛出。飛碟落地,或被擊中,則準備下一次射擊。

5 如下是一些技術要求:

子彈僅須要一個,不用時處於 deactive 狀態

飛碟用一個帶緩存的工廠生產,template 中放置預製的飛碟對象

程序類圖設計大體以下:

 

具體實現:

腳本實現子彈射擊

腳本掛在在攝像機上

子彈射擊的思路:當用戶點擊鼠標時,從攝像機到鼠標建立一條射線,射線的方向便是子彈發射的方向,子彈採用剛體組件,所以發射子彈只須要給子彈施加一個力。子彈對象只有一個,下一次發射子彈時,必須改變子彈的位置(雖然有了剛體組件不建議修改transform,但也沒有其它方法改變子彈位置了吧)。爲了避免讓子彈繼承上一次發射的速度,必須將子彈的速度歸零重置。

子彈的擊中判斷:採用射線而不是物理引擎,由於物理引擎在高速物體碰撞時常常不能百分百檢測獲得。

 

完成飛碟工廠

建立新的命名空間Com.Mygame,單例類DiskFactory和SceneController都定義其中。飛碟工廠類的目的是管理飛碟實例,同時對外屏蔽飛碟實例的的提取和回收細節,對於須要使用飛碟的其餘對象,只能使用工廠類提供的3個函數,分別是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;  
		}
		// 獲取可用飛碟id  
		public int getDisk() {   
			for (int i = 0; i < diskList.Count; ++i) {  
				if (!diskList[i].activeInHierarchy) {  
					return i;   // 飛碟空閒  
				}  
			}  
			// 無空閒飛碟,則實例新的飛碟預設
			diskList.Add(GameObject.Instantiate(diskPrefab) as GameObject);  
			return diskList.Count-1;  
		}
		// 獲取飛碟對象  
		public GameObject getDiskObject(int id) {  
			if (id >= 0 && id < diskList.Count) {  
				return diskList[id];  
			}  
			return null;  
		}
		// 回收飛碟  
		public void free(int id) {  
			if (id >= 0 && id < diskList.Count) {  
				// 重置飛碟速度  
				diskList[id].GetComponent<Rigidbody>().velocity = Vector3.zero;  
				// 重置飛碟大小  
				diskList[id].transform.localScale = diskPrefab.transform.localScale;  
				diskList[id].SetActive(false);  
			}  
		}
	}
}
public class DiskFactoryBaseCode : MonoBehaviour {
	public GameObject disk;  
	void Awake () {  
		// 初始化預設對象  
		DiskFactory.getInstance().diskPrefab = disk;  
	}  
}

 

完成遊戲場景

場景類是整個飛碟射擊遊戲的核心類,主要負責飛碟動做的處理。參考師兄的設計:首先須要倒計時功能,能夠經過幾個整型變量和布爾變量完成。另外須要飛碟發射功能,經過setting函數保存好飛碟的發射信息,每次倒計時完成後,經過emitDisks獲取飛碟對象,並經過發射信息初始化飛碟,再給飛碟一個力就能夠發射了。而飛碟的回收在Update裏完成,一種是飛碟被擊中(飛碟不在場景中)了,須要調用Judge得到分數。另外一種是飛碟在場景中,可是掉在地上了,須要調用Judge丟失分數。

 

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;
		}
	}
}

 

場景控制器

場景控制類主要實現接口定義和保存注入對象。另外它有兩個私有變量round和point,分別記錄遊戲正在進行的回合,以及玩家目前的得分。

 

using UnityEngine;
using System.Collections;
using Com.Mygame;
namespace Com.Mygame {
	// Com.Mygame內添加

	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;
		}
		// 當前程序或派生類可用
		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() + "!";
		}
	}
}

 

補充遊戲規則–Judge計分系統

遊戲規則單獨做爲一個類,有利於往後修改。這裏須要處理的規則無非就兩個,得分和失分。另外,得分須要判斷是否能晉級下一關。能就調用接口函數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();  // 默認開始第一關  
	}  

	// 擊中飛碟得分  
	public void scoreADisk() {  
		scene.setPoint(scene.getPoint() + oneDiskScore);  
		if (scene.getPoint() == disksToWin*oneDiskScore) {  
			scene.nextRound();  
		}  
	}  

	// 掉落飛碟失分  
	public void failADisk() {  
		scene.setPoint(scene.getPoint() - oneDiskFail);  
	}  
}

 

在場景控制器中添加相應裁判的代碼

 

// Com.Mygame內添加
	public interface IjudgeEvent {
		void nextRound();
		void setPoint(int point);
	}
// 類內部添加而且類繼承IjudgeEvent
		private Judge _judge;  
		public void setJudge(Judge obj) { _judge = obj; }  
		internal Judge getJudge() { return _judge; }

 

在GameModel中調用裁判計分功能

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;
		}
	}

 

設置關卡

在SceneControllerBaseCode中添加關卡信息,經過添加loadRoundData來完成每一個關卡對遊戲對象屬性的設置。

public void loadRoundData(int round) {  
		switch(round) {  
		case 1:     // 第一關  
			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:     // 第二關  
			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:     // 第二關  
			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;  
		}  
	}

 

遊戲效果:

 

參考連接:

http://blog.csdn.net/simba_scorpio/article/details/51051241

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