3D游戏设计第四次作业
1基本操作演练
1.1构建自己的游戏场景
下载Fantasy Skybox FREE后,使用其中的资源构建一个游戏场景,基本操作就是创建一个Terrain游戏对象,然后在平地上进行增高地形、使用各种地面素材给地面涂色、放置花和草。通过以上步骤构建了一个场景如下:
1.2总结游戏对象的使用
游戏对象的类型有以下几种:
游戏对象 | 功能 |
---|---|
Empty | 便于挂载代码 |
3D Object | 在场景中出现的3D物体 |
Effects | 产生各种效果 |
Light | 光照 |
Audio | 声源或混响区域 |
Video | 视频播放 |
UI | 与用户交互的各种控件 |
Camera | 摄像机 |
2 编程实践——牧师与魔鬼 动作分离版
要求:添加一个裁判类来通知场景控制器游戏是否结束。
2.1构造mvc架构
由于上一次作业中没有将脚本构造成mvc架构,所以首先将脚本修改为mvc架构。主要的类和接口有如下几个:导演类SSDircetor,场景控制器接口ISceneControl,场景控制类FirstController,用户动作接口IUserAction,用户交互类UserGUI。结构的划分主要参考老师课件。
首先是导演类,可以通过它获取正在运行的场景控制器。
public class SSDirector : System.Object
{
//导演类
private static SSDirector _instance;
public ISceneController currentSceneController{get;set;}
public bool running {get;set;}
public static SSDirector getInstance(){
if(_instance == null){
_instance = new SSDirector();
}
return _instance;
}
}
接着是场景控制器接口,其主要是提供加载资源的抽象函数。加载资源的函数是每一个场景控制器应该实现的方法。
public interface ISceneController
{
void LoadResources();
}
场景控制器类在这里只需要使用一个,它实现加载预制,更新每一帧的动作,响应点击事件,移动船,获得当前状态的功能。
public class FirstController : MonoBehaviour, ISceneController, IUserAction
{
Ray ray;
RaycastHit hit;
GameObject hitobj;
public GameObject boat;
GameObject[] depr = new GameObject[6];
GameObject[] sceneobj = new GameObject[3];
int status = 2;
int[] onBoat = {-1,-1};
int boatPosition = 0;//船的位置,0代表右岸,1代表左岸
bool running = false; // 船是否正在移动
public int[] place = {0,0,0,0,0,0};//代表角色的位置,0右岸,1是左岸,2在船上
Vector3[,] target = new Vector3[2,3];//代表船和人物在河上可能出现的坐标位置[i,j],i=0右岸,1左岸,j=0座号0,1座号1,2船
void Awake(){
SSDirector director = SSDirector.getInstance();
// Judge judge = new Judge();
director.currentSceneController = this;
director.currentSceneController.LoadResources();
target[0,0] = new Vector3(3.5f,0.25f,10);
target[0,1] = new Vector3(4.5f,0.25f,10);
target[0,2] = new Vector3(4,-1,10);
target[1,0] = new Vector3(-4.5f,0.25f,10);
target[1,1] = new Vector3(-3.5f,0.25f,10);
target[1,2] = new Vector3(-4,-1,10);
Init();
}
public void LoadResources(){
for(int i = 0;i<6;i++){
if(i<3){
GameObject gobj = Resources.Load("魔鬼") as GameObject;
depr[i] = Instantiate(gobj);
int tmp = i+1;
depr[i].transform.name = "魔鬼"+ tmp.ToString();
}
else{
GameObject gobj = Resources.Load("牧师") as GameObject;
depr[i] = Instantiate(gobj);
int tmp = i-2;
depr[i].transform.name = "牧师"+ tmp.ToString();
}
}
// 实例化船
GameObject obj = Resources.Load("船") as GameObject;
boat = Instantiate(obj);
// 实例化岸
for(int i = 0;i<2;i++){
int side = i==0?1:-1;
obj = Resources.Load("岸") as GameObject;
sceneobj[i] = Instantiate(obj);
sceneobj[i].transform.position = new Vector3(side*9,-5,10);
}
//实例化河
obj = Resources.Load("河") as GameObject;
sceneobj[2] = Instantiate(obj);
sceneobj[2].transform.position = new Vector3(0,-5,10);
}
public void Init(){
for(int i = 0;i<6;i++){
place[i] = 0;
depr[i].transform.position = new Vector3(5.5f+i,0.5f,10);
}
boat.transform.position = target[0,2];
boatPosition = 0;
running = false;
onBoat[0] = -1;
onBoat[1] = -1;
status =2;
}
// Start is called before the first frame update
void Start()
{
}
void Update(){
if(running){
var step = 10*Time.deltaTime;
boat.transform.position = Vector3.MoveTowards(boat.transform.position,target[boatPosition,2],step);
if(onBoat[0]!=-1)
depr[onBoat[0]].transform.position = Vector3.MoveTowards(
depr[onBoat[0]].transform.position,target[boatPosition,0],step);
if(onBoat[1]!=-1)
depr[onBoat[1]].transform.position = Vector3.MoveTowards(
depr[onBoat[1]].transform.position,target[boatPosition,1],step);
if(Vector3.Distance(boat.transform.position,target[boatPosition,2])<0.01f){
running = false;
}
}
else if(Input.GetMouseButtonDown(0)&&!running&&status==2){
ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if(Physics.Raycast(ray, out hit)){
hitobj = hit.collider.gameObject;
for(int i = 1;i<4;i++){
if(hitobj.name=="魔鬼"+i){
hitAction(hitobj,i-1);
}
else if(hitobj.name=="牧师"+i){
hitAction(hitobj,i+2);
}
}
}
}
}
void hitAction(GameObject obj,int num){
if(place[num]==2){
if(onBoat[0]==num){
onBoat[0] = -1;
}
else if(onBoat[1]==num){
onBoat[1] = -1;
}
int mul = boatPosition==0?1:-1;
place[num] = boatPosition;
obj.transform.position = new Vector3((5.5f+num)*mul,0.5f,10);
}
else if(place[num]==boatPosition){
int pos = -1;
if(onBoat[0]==-1){
onBoat[0] = num;
pos = 0;
}
else if(onBoat[1]==-1){
onBoat[1] = num;
pos = 1;
}
else return;
obj.transform.position = target[boatPosition,pos];
place[num] = 2;
}
if(Judge.GameStatus()==1){
status = 1;
}
}
public int getStatus(){
return status;
}
public void runBoat(){
if(onBoat[0]!=-1||onBoat[1]!=-1){
int ans = Judge.GameStatus();
if(ans==2){
boatPosition = boatPosition^1;
running = true;
}
else if(ans==0){
status = 0;
}
}
}
}
用户动作接口主要应用于场景控制器与GUI的方法,因此其功能是提供运行船、获得当前状态、初始化的抽象函数。
public interface IUserAction
{
public void runBoat();
public int getStatus();
public void Init();
}
同时在FirstController中也实现了IUserAction接口,使得能够在UserGUI中调用相应的方法。将FirstController转换为IUserAction类型,从而完成对用户交互的响应。
public class UserGUI : MonoBehaviour
{
private IUserAction action;
// Start is called before the first frame update
void Start()
{
action = SSDirector.getInstance().currentSceneController as IUserAction;
}
// Update is called once per frame
void OnGUI(){
float width = Screen.width /6;
float height = Screen.height /12;
if(GUI.Button(new Rect(20,10,80,40),"重置")){
action.Init();
}
int status = action.getStatus();
if(status==1){
GUI.Box(new Rect(Screen.width/2-75,Screen.height/2-50,150,100),"牧师和魔鬼成功到岸!");
}
else if(status == 0){
// 失败
GUI.Box(new Rect(Screen.width/2-75,Screen.height/2-50,150,100),"牧师被魔鬼吃掉了!");
}
if(GUI.Button(new Rect(Screen.width-100,Screen.height-50,80,40),"行驶")){
action.runBoat();
}
}
}
2.2构造裁判类
裁判类通过从导演类得到当前的场景控制器,接着根据场景控制器中表示当前各个角色的位置的数组place(其中0表示在右岸,1表示在左岸,下标小于3的是表示魔鬼,其余为牧师)判断当前游戏的状态,是进行中、胜利、失败。在通过场景控制器调用Judge.GameStatus得到游戏状态。
public class Judge:MonoBehaviour
{
public static FirstController controller;
void Start(){
controller = SSDirector.getInstance().currentSceneController as FirstController;
}
public static int GameStatus(){
int lDevils=0, rDevils=0, lPriests = 0,rPriests = 0;
for(int i = 0;i<6;i++){
if(i<3){
if(controller.place[i]==0) rDevils++;
if(controller.place[i]==1) lDevils++;
}
else{
if(controller.place[i]==0) rPriests++;
if(controller.place[i]==1) lPriests++;
}
}
if(lDevils>lPriests&&lPriests!=0 || rDevils>rPriests&&rPriests!=0){
return 0;
}
else if(lDevils==lPriests&&lDevils==3){
return 1;
}
return 2;
}
}
2.3运行与展示
需要将三个脚本挂载到游戏对象中:FirstController、UserGUI、Judge。成功运行后的效果与上一次作业类似,因此没有做视频展示。
游戏进行:
游戏失败:
游戏胜利:
代码在gitee仓库:https://gitee.com/k_co/3-d-games/tree/master/HW4