3D游戏编程设计作业四

打飞碟小游戏--作业要求

编写一个简单的鼠标打飞碟(Hit UFO)游戏

  • 游戏内容要求:

    1. 游戏有 n 个 round,每个 round 都包括10 次 trial;
    2. 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;
    3. 每个 trial 的飞碟有随机性,总体难度随 round 上升;
    4. 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
    • 近可能使用前面 MVC 结构实现人机交互与游戏模型分离

 

作业实现

游戏场景如下

最终项目的cs文件如下

本次代码编写同样采取了MVC模式,其中导演类SSDirector,SSAction与上次牧师与魔鬼的实验基本相同,照搬了上次的代码

 

Disk类

Disk是飞碟的实现,定义了飞碟的初始位置,x方向的速度,飞碟的颜色和对应的得分等属性

public class Disk : MonoBehaviour{
	//方向
	public Vector3 direction { get { return direction; } set { gameObject.transform.Rotate(value); } }

	//飞碟初始位置
	public Vector3 StartPoint {get{return gameObject.transform.position; } set { gameObject.transform.position = value;}}//开始点
    public Color color {get{return gameObject.GetComponent<Renderer>().material.color;}set{gameObject.GetComponent<Renderer>().material.color = value;}}//颜色
    public float Speed {get;set;}//速度
	public int score {get;set;}//得分
}

DiskFactory类

飞碟的工厂类定义了飞碟的创建和回收工作,创建时给飞碟分配初始的位置和初速度,并且对其飞行的角度进行随机设定。

public class DiskFactory {
    public GameObject disk = null;

    private List<Disk> used = new List<Disk>();//正在使用的飞碟
	private List<Disk> free = new List<Disk>();//未被激活的飞碟
    public static DiskFactory diskfactory = new DiskFactory();

    public DiskFactory(){
        //Debug.Log("333");
        disk = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/disk2"));
        disk.AddComponent<Disk>();
        disk.SetActive(false);
    }

    public Disk GetDisk(int round){
        FreeDisk();
        float random_speed;//飞碟速度
		int random_num;
		int _score;//飞碟得分
        //根据round随机飞碟数量和速度
        if (round == 1){
            random_num = Random.Range(0, 3);
            random_speed = Random.Range(20, 30);
        }
        else if (round == 2){
            random_num = Random.Range(0, 5);
            random_speed = Random.Range(60, 90);
        }
        else {
            random_num = Random.Range(0, 7);
            random_speed = Random.Range(90, 120);
        } 
        //设定飞船属性
		Vector3 random_start;
		Color _color;
		if(random_num <= 3){
			_score = 1;
			random_start = new Vector3(Random.Range(-60, -90), Random.Range(30,90), 0);
			_color = Color.white; 
		}
        else if(random_num <= 5 && random_num > 3){
			_score = 3;
			random_start = new Vector3(Random.Range(-30, -10), Random.Range(30,70), 0);
            _color = Color.black;
		}
        else{
			_score = 5;
			random_start =  new Vector3(Random.Range(10, 30), Random.Range(30, 70), 0);
			_color = Color.red;
		}

		//从空闲列表中获取同类型
		GameObject diskdata = null;
        if (free.Count > 0){
            diskdata = free[0].gameObject;
            free.Remove(free[0]);
        }

		else{
			diskdata = GameObject.Instantiate<GameObject>(disk, Vector3.zero, Quaternion.identity);
		}
		diskdata.SetActive(true);
        Disk newdisk;
        newdisk = diskdata.AddComponent<Disk>();
		//添加属性
		newdisk.Speed = random_speed;
		float RanX = UnityEngine.Random.Range(-1f, 1f) < 0 ? -1 : 1;
		newdisk.direction = new Vector3(RanX, 1, 0);
		newdisk.score = _score;
		newdisk.StartPoint = random_start;
		newdisk.color = _color;
		used.Add(newdisk); //添加到使用列表
        return newdisk; 
    }

    //飞碟回收
	public void FreeDisk(){
		for(int i = 0;i < used.Count;i ++){
			//如果是要回收的
            if(!used[i].gameObject.activeSelf){
				free.Add(used[i]);
				used.Remove(used[i]);
				break;
			}
		}
    }
}

每次创建飞碟时首先判断空闲列表中是否有空的飞碟,是则从空闲列表中获取,否则才创建新的飞碟,这样飞碟的总数就不会一直增加,实现完成的效果如下,可以看到飞碟被不断回收利用

CCFlyAction类

模仿上次牧师与魔鬼的CCAction类,定义了飞碟的飞行动作,大致是一个类平抛运动

public class CCFlyAction : SSAction {

	public float speedx;
	public float speedy = 0;//y方向初速度
	public float gravity = 10;//添加重力

	// Use this for initialization
	public override void Start () {}

	public static CCFlyAction getAction(float speed){
		CCFlyAction action = CreateInstance<CCFlyAction>();
		action.speedx = speed;//初始化初速度
		return action;
	}
	
	// Update is called once per frame
	public override void Update () {
		this.transform.position += new Vector3(speedx*Time.deltaTime, -speedy * Time.deltaTime + 0.5f * gravity * Time.deltaTime * Time.deltaTime,0);
		speedy += gravity*Time.deltaTime;//类平抛运动
		//模拟飞碟飞行完成没有被击毁,注意要比扣血的y小
		if(transform.position.y <= -8){
			destory = true;
			callback.SSActionEvent(this);//反馈
		}
	}
}

CCFlyActionManager类

场记工作的分担,给特定的飞碟添加飞行动作

public class CCFlyActionManager : SSActionManger,ISSActionCallback {

    public SSActionEventType Complete = SSActionEventType.Competeted;
    
	public void SSActionEvent(SSAction source) {
        //count--;
        Complete = SSActionEventType.Competeted;
        source.gameObject.SetActive(false);
    }

	public void UFOfly(Disk disk){
		Complete = SSActionEventType.Started;
        CCFlyAction action = CCFlyAction.getAction(disk.Speed);
        addAction(disk.gameObject, action, this);//激活对象,添加动作
	}
}

ScoreManager类 

管理分数的加减,打到对应的飞碟增加对应的分数

public class ScoreManager : MonoBehaviour {

	public int score;
    void Start (){
        score = 0;
    }
    public void Record(Disk disk){
        score +=  disk.score;
    }
    public void Reset(){
        score = 0;
    }
}

UserGUI类

控制页面的分数和回合数输出,和场记类进行交互,原先写了一个生命值属性,即在该类中增加一个blood属性,每一次在场记类里判断没打到飞碟就减少生命值,但由于飞碟速度的原因难度太大,没有时间调节bug就删了该属性,增加了一个达到超过100分则判断获胜并用UILabel展示

public class UserGUI : MonoBehaviour {

	private UserAction action;
	public int blood = 5;
    private bool is_play = false;
	// Use this for initialization
	void Start () {
		action = SSDirector.getInstance().currentScenceController as UserAction;
		blood = 5;
        is_play = true;
        action.reStart();
	}
	
	// Update is called once per frame
	void OnGUI () {
//给用户击中事件
		if(is_play) {
			if (Input.GetButtonDown("Fire1")){
                Vector3 pos = Input.mousePosition;
                action.hit(pos);
            }
		}
		GUIStyle style = new GUIStyle();//获胜或失败
        GUIStyle bloodStyle = new GUIStyle();
        GUIStyle scoreStyle = new GUIStyle();
		GUIStyle buttonStyle = new GUIStyle();
        style.fontSize = 40;
        style.alignment = TextAnchor.MiddleCenter;
        style.normal.textColor = Color.red;
		buttonStyle = new GUIStyle("Button");
        buttonStyle.fontSize = 40;
		scoreStyle.fontSize = 30;
		scoreStyle.normal.textColor = Color.red;

		bloodStyle.fontSize = 30;
		bloodStyle.normal.textColor = Color.red;
		/*GUI.Label(new Rect(Screen.width - 300, 5, 50, 50), "Blood:", bloodStyle);
            //显示当前血量
		for (int i = 0; i < blood; i++){
			GUI.Label(new Rect(Screen.width - 180 + 20 * i, 5, 10, 10), "O", bloodStyle);
		}*/
		GUI.Label(new Rect(Screen.width - 300, Screen.height / 2-180, 100, 50), "Score: " + action.getScore().ToString(),scoreStyle);
        GUI.Label(new Rect(Screen.width - 150, Screen.height / 2-180, 100, 50), "Round: " + action.getRound().ToString(),scoreStyle);
		/*if(blood == 0){ 
			GUI.Label(new Rect(Screen.width/2-50,Screen.height/2-70,100,50),"GameOver!",style);
			action.endGame();
            if (GUI.Button(new Rect(Screen.width / 2 - 70, Screen.height / 2, 140, 70), "Restart",buttonStyle)){
                blood = 5;
                action.reStart();
            }
		}*/
		//超过100分则获胜
		if(action.getScore() >= 100){
			GUI.Label(new Rect(Screen.width/2-50,Screen.height/2-70,100,50),"You win!",style);
			action.endGame();
            if (GUI.Button(new Rect(Screen.width / 2 - 70, Screen.height / 2, 140, 70), "Restart",buttonStyle)){
                blood = 5;
                action.reStart();
            }
		}
	}
	/*public void ReduceBlood(){
        if(blood > 0)
            blood--;
    }*/
}

FirstController类

场记类的作用和牧师与魔鬼相同,即管理游戏中的一切事物,这里需要注意的点是需要增加一个计数器,在指定的帧才释放飞碟,否则每一帧都释放难度太大,该游戏中场记的作用主要是判断游戏的开始和停止,和ScoreManager配合计算得分,和DiskFactory配合判断是否需要回收飞碟,给定一个升级round的分数线

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using myinterface;

public class FirstController : MonoBehaviour, ISceneController, UserAction{

	public CCFlyActionManager fly_manager;
	public DiskFactory DF;
	public UserGUI user_gui;
	public ScoreManager score_manager;
	public int round = 1;
	public bool start = false;//游戏开始
	public bool over = false;//游戏结束
	private int score2 = 10;//升级分数
	private int score3 = 25;
	private List<Disk> disk_notshot = new List<Disk>();          //没有被打中的飞碟队列

	// Use this for initialization
	void Start () {
		SSDirector director = SSDirector.getInstance();
		director.currentScenceController = this;
		DF = DiskFactory.diskfactory;
		
		//score_manager = new ScoreManager();
		score_manager = Singleton<ScoreManager>.Instance;
		/*if(score_manager == null){
			Debug.Log("333");
		}*/
		fly_manager = gameObject.AddComponent<CCFlyActionManager>() as CCFlyActionManager;
		user_gui = gameObject.AddComponent<UserGUI>() as UserGUI;
        //start = true;
	}
	
	// Update is called once per frame
	int count = 0;
	void Update () {
		//出现飞碟的时间延迟
		int val = 0;
        switch (round){
            case 1:
                val = Random.Range(60, 80);
                break;
            case 2:
                val = Random.Range(45, 60);
                break;
            case 3:
                val = Random.Range(30, 45);
                break;
        }
		if(start == true){
			count ++;
			if(count >= val){
				Disk d = DF.GetDisk(round);
				fly_manager.UFOfly(d);
				disk_notshot.Add(d);//加入未打中的对列并检测
				count = 0;
			}
			for (int i = 0; i < disk_notshot.Count; i++){
				Disk temp = disk_notshot[i];
				//Debug.Log("333");
				//飞碟飞出摄像机视野也没被打中
				if (temp.transform.position.y <= -6 && temp.gameObject.activeSelf == true){
					//DF.FreeDisk(disk_notshot[i]);
					disk_notshot.Remove(disk_notshot[i]);
					//玩家血量-1
					//user_gui.ReduceBlood();
					//Debug.Log(user_gui.blood);
				}
        	}
			if (score_manager.score >= score2 && round == 1){
				round++;
			}
			if (score_manager.score >= score3 && round == 2){
				round++;
			}
        }
	}

	public void LoadResources(){
        
    }

    public int getRound(){
        return round;
    }

	public void hit(Vector3 pos){
		Ray ray = Camera.main.ScreenPointToRay(pos);
        RaycastHit[] hits;
        hits = Physics.RaycastAll(ray);
		bool not_hit = false;
        for (int i = 0; i < hits.Length; i++){
            RaycastHit hit = hits[i];
			//击中
            if (hit.collider.gameObject.GetComponent<Disk>() != null){
                not_hit = true;
            }
			if(!not_hit)
				return;
			score_manager.Record(hit.collider.gameObject.GetComponent<Disk>());
			//显示爆炸粒子效果
			Transform explode = hit.collider.gameObject.transform.GetChild(0);
			explode.GetComponent<ParticleSystem>().Play();
			StartCoroutine(WaitingParticle(0.08f, hit, DF, hit.collider.gameObject));
		}
	}

	//暂停几秒后回收飞碟
    IEnumerator WaitingParticle(float wait_time, RaycastHit hit, DiskFactory disk_factory, GameObject d)
    {
        yield return new WaitForSeconds(wait_time);
        //等待之后执行的动作  
        hit.collider.gameObject.transform.position = new Vector3(0, -5, 0);
        //DF.FreeDisk(d);
    }
	public int getScore(){
		return score_manager.score;
	}
    public void reStart(){
		score_manager.score = 0;
        round = 1;
		start = true;
	}

	public void endGame(){
		start = false;
	}
}

最后加一个天空盒让场景好看一点

预设物体时需要添加碰撞器才能触发点击效果

完整代码在这里github

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