3D游戏编程作业第五章 与游戏世界交互

1、编写一个简单的鼠标打飞碟(Hit UFO)游戏

游戏内容要求:

  • 游戏有 n 个 round,每个 round 都包括10 次 trial;
  • 每个 trial 的飞碟的色彩、大小、发射位置、速度、角度、同时出现的个数都可能不同。它们由该 round 的 ruler 控制;
  • 每个 trial 的飞碟有随机性,总体难度随 round 上升;
  • 鼠标点中得分,得分规则按色彩、大小、速度不同计算,规则可自由设定。

游戏的要求:

  • 使用带缓存的工厂模式管理不同飞碟的生产与回收,该工厂必须是场景单实例的!具体实现见参考资源 Singleton 模板类
  • 尽可能使用前面 MVC 结构实现人机交互与游戏模型分离

游戏的设计

  1. 先弄好一个飞碟预制,并加上Physcis中的Rigidbody组件,在Inspector中勾选Use Gravity,使得物体的运动受重力影响。在这里插入图片描述

  2. 导演类、飞碟属性类、场景控制接口跟上一次的牧师与魔鬼没什么区别

  3. 工厂:用工厂模式来管理飞碟的生产与回收。由于需要使用带缓存的工厂,所以使用两个list来储存正在使用的飞碟与未使用的飞碟。控制飞碟的初始化。

public class DiskFactory : MonoBehaviour
{
    private List<Disk> toDelete = new List<Disk>();
    private List<Disk> toUse = new List<Disk>();
    public Color[] colors = {Color.white,Color.yellow,Color.red,Color.blue,Color.green,Color.black};//可选颜色
    public GameObject GetDisk(int round){//根据回合数对飞碟设置属性并返回
        GameObject newDisk = null;
        if (toUse.Count > 0){
            newDisk = toUse[0].gameObject;
            toUse.Remove(toUse[0]);
        }
        else{
            newDisk = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/disk"), Vector3.zero, Quaternion.identity);
            newDisk.AddComponent<Disk>();
        }
        // 飞碟的速度为round*7
        newDisk.GetComponent<Disk>().speed = 7.0f * round;
        // 飞碟随round越来越小
        newDisk.GetComponent<Disk>().size = (1 - round*0.1f);
        // 飞碟颜色随机
        int color = UnityEngine.Random.Range(0, 6);//共有六种颜色
        newDisk.GetComponent<Disk>().color = colors[color];
        // 飞碟的发射方向
        float RanX = UnityEngine.Random.Range(-1, 3) < 1 ? -1 : 1;//-1,0则为负方向,1,2则为正方向
        newDisk.GetComponent<Disk>().direction = new Vector3(-RanX, UnityEngine.Random.Range(-2f, 2f), 0);
        // 飞碟的初始位置
        newDisk.GetComponent<Disk>().position = new Vector3(RanX*13, UnityEngine.Random.Range(-2f, 2f), UnityEngine.Random.Range(-1f, 1f));
        toDelete.Add(newDisk.GetComponent<Disk>());
        newDisk.SetActive(false);
        newDisk.name = newDisk.GetInstanceID().ToString();
        return newDisk;
    }
    public void FreeDisk(GameObject disk){
        Disk cycledDisk = null;
        foreach (Disk toCycle in toDelete){
            if (disk.GetInstanceID() == toCycle.gameObject.GetInstanceID()){
                cycledDisk = toCycle;
            }
        }
        if (cycledDisk != null){
            cycledDisk.gameObject.SetActive(false);
            toUse.Add(cycledDisk);
            toDelete.Remove(cycledDisk);
        }
    }
}
  1. 动作管理ActionManager.cs:管理飞碟的运动以及与用户交互:每当有光标拾取到飞碟时,分数加一,飞碟消失。
public class ActionManager : MonoBehaviour
{
    public Vector3 direction;//运动方向
    public float speed;//初速度
    public GameObject cam;
    
    public void diskFly(Vector3 direction,float speed){//赋予飞碟初速度和方向
        this.direction = direction;
        this.speed = speed;
    }
    // Start is called before the first frame update
    void Start(){
        cam = GameObject.Find("Main Camera");
    }
    // Update is called once per frame
    void Update(){
    	this.gameObject.transform.position += speed * direction * Time.deltaTime;
    	if (Input.GetButtonDown("Fire1")){   //光标拾取物体的结果,即鼠标集中飞碟的结果
    	    Debug.Log("Fired Pressed");
            Debug.Log(Input.mousePosition);
            Vector3 mp = Input.mousePosition; //get Screen Position
            
            //create ray, origin is camera, and direction to mousepoint
            Camera ca;
            if (cam != null) ca = cam.GetComponent<Camera>();
            else ca = Camera.main;
            
            Ray ray = ca.ScreenPointToRay(Input.mousePosition);
            //Return the ray's hits
            RaycastHit[] hits = Physics.RaycastAll(ray);
            foreach (RaycastHit hit in hits){
                print(hit.transform.gameObject.name);
                if (hit.collider.gameObject.tag.Contains("Finish")){ //plane tag
                    Debug.Log("hit " + hit.collider.gameObject.name + "!");
                }
                Singleton<DiskFactory>.Instance.FreeDisk(hit.transform.gameObject);//飞碟消失
                //this.gameObject.GetComponent<UserGUI>().score ++;
                //SceneController.getInstance().addScore();
                Director.getInstance ().currentSceneController.getSceneController().addScore();//分数加一
            }
        }
    }
}
  1. 场景控制FirstSceneController.cs:第一场景控制器,负责控制游戏场景的加载和切换。
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
    protected static T instance;
    public static T Instance
    {
        get
        {
            if (instance == null)
            {
                instance = (T)FindObjectOfType(typeof(T));
                if (instance == null) {  
                    Debug.LogError ("An instance of " + typeof(T) +
                    " is needed in the scene, but there is none.");  
                }  
            }
            return instance;
        }
    }
}

public class FirstSceneController : MonoBehaviour, ISceneController{
    public int diskFlyTimes; //已经发射的飞碟个数,每回合10个,最多30个
    public float time;// 时间,用于控制飞碟发射间隔
    public int round;  // 当前回合数
    // 飞碟队列
    public Queue<GameObject> diskQueue = new Queue<GameObject>();//飞碟队列
    public SceneController  sceneCtrl;
    
    // Start is called before the first frame update
    void Start(){
        // 当前场景控制器
        Director.getInstance().currentSceneController = this;
        this.gameObject.AddComponent<DiskFactory>();
        this.gameObject.AddComponent<UserGUI>();
        Director.getInstance().currentSceneController.Init();//初始化FirstSceneController相关数据
    }
    
    // 初始化每个回合的飞碟队列,每个回合的飞碟属性不同
    void initQueue(){
        for(int i = 0;i < 10;i ++)
            diskQueue.Enqueue(Singleton<DiskFactory>.Instance.GetDisk(round));
    }
    
    // Update is called once per frame
    void Update() {
       // round = sceneCtrl.getRound();
        time += Time.deltaTime;
        // 发射飞碟的间隔回合数成反比
        if(time >= 2.0f-0.3*round){
            if(diskFlyTimes >= 30){//游戏结束
                Reset();
            }else if ((diskFlyTimes % 10) == 0 ){//更新回合(此步骤必须在发射飞碟前面)
                round ++;//在initQueue();前面才行
                sceneCtrl.addRound();//回合数增加
                initQueue();//初始化新的飞盘队列
            }
            if (diskFlyTimes < 30){
                time = 0;
                ThrowDisk();//发射飞盘
                diskFlyTimes ++;//飞盘数增加
                sceneCtrl.addTotal();//综费盘数增加
            }
        }
    }
    
    public void ThrowDisk()
    {
        if(diskQueue.Count > 0)
        {
            GameObject disk = diskQueue.Dequeue();
            disk.GetComponent<Renderer>().material.color = disk.GetComponent<Disk>().color;
            disk.transform.position = disk.GetComponent<Disk>().position;
            disk.transform.localScale = disk.GetComponent<Disk>().size * disk.transform.localScale;
            disk.SetActive(true);
            disk.AddComponent<ActionManager>();
            disk.GetComponent<ActionManager>().diskFly(disk.GetComponent<Disk>().direction, disk.GetComponent<Disk>().speed);
        }
    }
    
    public void Init()
    {
        sceneCtrl = new SceneController();//SceneController元素归0
        diskFlyTimes = 0;
        time = 0;
        round = 0;
        diskQueue.Clear();//清空飞盘队列
    }
    public SceneController  getSceneController(){
        return sceneCtrl;
    }
    void Reset()
    {
        this.gameObject.GetComponent<UserGUI>().reset = 1;
    }
}
  1. 场景控制SceneController.cs:控制游戏的输出信息:回合数,总飞碟数,所得分数
public class SceneController
{
    public int round ;  //回合数
    public int total ;  //总飞碟数
    public int score ;//得到的分数
    
    private static SceneController sceneCtrl;
    
    public SceneController() {//用于SceneController归0
        score = 0;
        total = 0;
        score = 0;
    }
    public static SceneController getInstance(){
        if (sceneCtrl == null){
            sceneCtrl = new SceneController();
        }
        return sceneCtrl;
    }
    
    public void addRound(){
        round++;
    }
    public void addTotal(){
        total++;
    }
    public void addScore(){
        score++;
    }
    
    public int getRound(){
        return round;
    }
    public int getTotal() {
        return total;
    }
    public int getScore() {
        return score;
    }
}
  1. UserGUI.cs负责输出提示信息,包括回合数,未击中飞碟数,分数,以及在游戏结束时输出重新开始的按钮。
public class UserGUI : MonoBehaviour
{
       public int reset;
       GUIStyle style; 
       GUIStyle buttonStyle;
   
    // Start is called before the first frame update
    void Start()
    {
        reset = 0;
        style = new GUIStyle();
        style.fontSize = 30;
        style.normal.textColor = Color.red;// 
        buttonStyle = new GUIStyle("button");
  	buttonStyle.fontSize = 30;
  	buttonStyle.normal.textColor = Color.red;//
    }
    	
    // Update is called once per frame
    void Update(){}
    
    {
        if(reset == 1){
            if(GUI.Button(new Rect(380, 250, 100, 80), "Reset",buttonStyle)){
                Director.getInstance().currentSceneController.Init();
                reset = 0;
            }
        }
        
        int round = Director.getInstance().currentSceneController.getSceneController().getRound();
        int total = Director.getInstance().currentSceneController.getSceneController().getTotal();
        int score = Director.getInstance().currentSceneController.getSceneController().getScore();
        int miss = total - score;//未击中的飞碟数
        string text = "Round: " + round.ToString() + "\nMiss:  " + miss.ToString() + "\nScores:  " + score.ToString();
        GUI.Label(new Rect(10, 10, Screen.width, 50),text,style);      
    }
}

运行

在这里插入图片描述

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