编程实践
坦克对战游戏 AI 设计
实践要求
- 使用“感知-思考-行为”模型,建模 AI 坦克
- 场景中要放置一些障碍阻挡对手视线
- 坦克需要放置一个矩阵包围盒触发器,以保证 AI 坦克能使用射线探测对手方位
- AI 坦克必须在有目标条件下使用导航,并能绕过障碍。(失去目标时策略自己思考)
- 实现人机对战
实现过程:
地图:
从商店下载游戏:“Kawaii” Tank 或 其它坦克模型,这里下的是官方教程里的的Tanks! Tutorial资源包
将地图预制加入场景 Assert→Prefabs→LevelArt
打开Navigation面板,设置以下物体(仙人掌、岩石、树、军事基地、油田场地)设为不可通过
进行Bake,以方便寻路
Bake结果
制作预制
1)Enemy:
添加Nav Mesh Agent,使之能够通过三角网格计算其中任意两点之间的最短路径用于游戏对象的导航,作为“感知-思考-行为”模型中的“感知”。为提升玩家体验可以将,敌方坦克的速度、角速度、加速度设为较小的值。为了让子弹在碰撞Tank时能够识别出玩家和敌方坦克,将Eenmy的Tag设为“TankEnemy”。OnCollisionEnter要求碰撞器is Trigger设为false。
2)Player
添加Nav Mesh Agent,is Trigger设为false,同样为了让子弹在碰撞Tank时能够识别出玩家和敌方坦克,将Eenmy的Tag设为“Tankplayer”。为方便玩家控制Tank运动,将刚体属性中阻力和角阻力增大。
3)Bullet
OnCollisionEnter要求碰撞器is Trigger设为false
拖入Assert,制成预制
代码:
- Tank基类的设计:Tank基类供AI Tank和玩家的Tank派生,基类Tank应该具有两种Tank的共有的属性和方法,包括血量,被射击后血量的变化,获取Tank的血量,以及射击动作
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tank : MonoBehaviour
{
private float hp = 1000.0f;
// 初始化
public Tank()
{
hp = 1000.0f;
}
public float getHP()
{
return hp;
}
public void setHP(float hp)
{
this.hp = hp;
Debug.Log("Set Hp");
}
public void beShooted()
{
hp -= 100;
}
public void shoot(TankType type)
{
GameObject bullet = Singleton<MyFactory>.Instance.getBullets(type);
bullet.transform.position = new Vector3(transform.position.x, 2.0f, transform.position.z) + transform.forward * 2.0f;
bullet.transform.forward = transform.forward; //方向
bullet.GetComponent<Rigidbody>().AddForce(bullet.transform.forward * 20, ForceMode.Impulse);
}
}
- AI Tank的设计
1)AI Tank派生自Tank基类,具有基本属性和基本方法,这里需要添加自己的独特功能: 自动向玩家Tank靠近,并能够执行设计动作射击(这里每隔一段时间发射炮弹)。
2)追踪的方法,可以使用课程中介绍的NavMeshAgent组件来创建具有寻路能力的AITank,将玩家tank位置设为目标,将自动追踪。并且基于NavMesh推理能够避免彼此以及移动障碍物。
3)射击:基于协程实现,当玩家Tank出现在AI Tank距离10以内时,AI Tank自动射击
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class AITank : Tank
{
public delegate void RecycleEnemy(GameObject enemy);
public static event RecycleEnemy recycleEnemy;//当enemy被摧毁时,通知工厂回收;
// player tank的位置
private Vector3 playerLocation;
private bool gameover;
private void Start()
{
playerLocation = GameDirector.getInstance().currentSceneController.getPlayer().transform.position;
StartCoroutine(shoot());
}
void Update()
{
playerLocation = GameDirector.getInstance().currentSceneController.getPlayer().transform.position;
gameover = GameDirector.getInstance().currentSceneController.getGameOver();
if (!gameover)
{
if (getHP() <= 0 && recycleEnemy != null)
{
recycleEnemy(this.gameObject);
}
else
{
// 自动向player移动
NavMeshAgent agent = gameObject.GetComponent<NavMeshAgent>();
agent.SetDestination(playerLocation);
}
}
else
{
NavMeshAgent agent = gameObject.GetComponent<NavMeshAgent>();
agent.velocity = Vector3.zero;
agent.ResetPath();
}
}
// 协程实现每隔一段时间进行射击
IEnumerator shoot()
{
while (!gameover)
{
for (float i = 1; i > 0; i -= Time.deltaTime)
{
yield return 0;
}
if (Vector3.Distance(playerLocation, gameObject.transform.position) < 12)
{
shoot(TankType.ENEMY);
}
}
}
}
- 玩家Tank的射击:继承基类,定义玩家控制Tank的移动控制方式,和射击动作
这里用W和S控制前进后退,用A和D来控制转向
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : Tank
{
public delegate void DestroyPlayer(); // game over
public static event DestroyPlayer destroyEvent;
void Start()
{
setHP(1000);
}
// Update is called once per frame
void Update()
{
if (getHP() <= 0)
{
this.gameObject.SetActive(false);
destroyEvent();
}
}
//w,s控制前进后退
public void moveForward()
{
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * 10;
}
public void moveBackWard()
{
gameObject.GetComponent<Rigidbody>().velocity = gameObject.transform.forward * -10;
}
//a,d控制原地左右旋转的方向
public void turn(float offsetX)
{
//在x轴上添加增量,改变玩家坦克的欧拉角,从而根据主轴旋转
float x = gameObject.transform.localEulerAngles.x;
float y = gameObject.transform.localEulerAngles.y + offsetX * 5;
gameObject.transform.localEulerAngles = new Vector3(x, y, 0);
}
}
子弹类的设计是游戏规则能够实现的一个重要部分:子弹在被坦克,射出时,会使用工厂进行创建,并给它标记发出坦克的类型。碰撞器,使用OnCollisionEnter检测子弹撞击坦克的事件。撞击后,会根据被撞击者的tag来区分出敌我Tank,当发射者和被撞击者不同时,才会触发setHp函数进行血量的减少。为了让游戏的可玩性更强,设置了玩家的攻击力高于AI坦克,降低游戏难度
public class Bullet : MonoBehaviour
{
public float explosionRadius = 3.0f;
private TankType tankType;
//设置发射子弹的坦克类型
public void setTankType(TankType type)
{
tankType = type;
}
private void OnCollisionEnter(Collision collision)
{
Debug.Log("CollisionEnder");
if (collision.transform.gameObject.tag == "tankEnemy" && this.tankType == TankType.ENEMY ||
collision.transform.gameObject.tag == "tankPlayer" && this.tankType == TankType.PLAYER)
{
return;
}
MyFactory factory = Singleton<MyFactory>.Instance;
ParticleSystem explosion = factory.getParticleSystem();
explosion.transform.position = gameObject.transform.position;
//获取爆炸范围内的所有碰撞体
Collider[] colliders = Physics.OverlapSphere(gameObject.transform.position, explosionRadius);
foreach (var collider in colliders)
{
float hurt;
// 如果是玩家发出的子弹伤害高一点
if (collider.tag == "tankEnemy" && this.tankType == TankType.PLAYER)
{
hurt = 300.0F;
collider.GetComponent<Tank>().setHP(collider.GetComponent<Tank>().getHP() - hurt);
Debug.Log("Enemy Hp: ");
}
else if (collider.tag == "tankPlayer" && this.tankType == TankType.ENEMY)
{
hurt = 100.0F;
collider.GetComponent<Tank>().setHP(collider.GetComponent<Tank>().getHP() - hurt);
Debug.Log("Player Hp: ");
}
explosion.Play();
}
if (gameObject.activeSelf)
{
factory.recycleBullet(gameObject);
}
}
}
工厂类,统一生产、回收玩家、AI坦克、子弹、爆炸粒子等对象
public enum TankType { PLAYER, ENEMY };
public class MyFactory : MonoBehaviour
{
public GameObject player;
public GameObject enemy;
public GameObject bullet;
public ParticleSystem explosion;
private List<GameObject> usingTanks;
private List<GameObject> freeTanks;
private List<GameObject> usingBullets;
private List<GameObject> freeBullets;
private GameObject role;
private List<ParticleSystem> particles;
private void Awake()
{
usingTanks = new List<GameObject>();
freeTanks = new List<GameObject>();
usingBullets = new List<GameObject>();
freeBullets = new List<GameObject>();
particles = new List<ParticleSystem>();
role = GameObject.Instantiate<GameObject>(player) as GameObject;
role.SetActive(true);
role.transform.position = Vector3.zero;
}
// Use this for initialization
void Start()
{
Enemy.recycleEnemy += recycleEnemy;
}
// Update is called once per frame
public GameObject getPlayer()
{
return role;
}
public GameObject getEnemys()
{
GameObject newTank = null;
if (freeTanks.Count <= 0)
{
newTank = GameObject.Instantiate<GameObject>(enemy) as GameObject;
usingTanks.Add(newTank);
newTank.transform.position = new Vector3(Random.Range(-1000, 1000), 0, Random.Range(-1000, 1000));
}
else
{
newTank = freeTanks[0];
freeTanks.RemoveAt(0);
usingTanks.Add(newTank);
}
newTank.SetActive(true);
return newTank;
}
public GameObject getBullets(TankType type)
{
GameObject newBullet;
if (freeBullets.Count <= 0)
{
newBullet = GameObject.Instantiate<GameObject>(bullet) as GameObject;
usingBullets.Add(newBullet);
newBullet.transform.position = new Vector3(Random.Range(-100, 100), 0, Random.Range(-100, 100));
}
else
{
newBullet = freeBullets[0];
freeBullets.RemoveAt(0);
usingBullets.Add(newBullet);
}
newBullet.GetComponent<Bullet>().setTankType(type);
newBullet.SetActive(true);
return newBullet;
}
public ParticleSystem getParticleSystem()
{
foreach (var particle in particles)
{
if (!particle.isPlaying)
{
return particle;
}
}
ParticleSystem newPS = GameObject.Instantiate<ParticleSystem>(explosion);
particles.Add(newPS);
return newPS;
}
public void recycleEnemy(GameObject enemyTank)
{
usingTanks.Remove(enemyTank);
freeTanks.Add(enemyTank);
enemyTank.GetComponent<Rigidbody>().velocity = Vector3.zero;
enemyTank.SetActive(false);
}
public void recycleBullet(GameObject Bullet)
{
usingBullets.Remove(Bullet);
freeBullets.Add(Bullet);
Bullet.GetComponent<Rigidbody>().velocity = Vector3.zero;
Bullet.SetActive(false);
}
}
场记负责获得工厂实例,初始化资源,并对玩家操作进行响应;UserGUI和用户交互,检测用户按键输入,依靠场记的函数进行动作操作,比较简单。