3D游戏06——物理系统与碰撞

改进飞碟(Hit UFO)游戏:

  • 游戏内容要求:
  1. 按adpter模式设计图修改飞碟游戏
  2. 使它同时支持物理运动与运动学(变换)运动

Adapter模式

适配器模式(Adapter Pattern):将一个接口转换成客户希望的另一个接口,使接口不兼容的那些类可以一起工作,其别名为包装器(Wrapper)。

  • 程序的UML图:

在这里插入图片描述

物理引擎

物理引擎(Physics Engine)是一个软件组件,它将游戏世界对象赋予现实世界物理属性(重量、形状等),并抽象为刚体(Rigid)模型(也包括滑轮、绳索等),使得游戏物体在力的作用下,仿真现实世界的运动及其之间的碰撞过程。

  • 常用物理组件:

    • Rigidbody 刚体组件
    • 物体运动控制属性
    • Collider 碰撞器
    • 物体碰撞与碰撞检测属性
    • Mesh 网格
    • 物体形状属性
    • Joint 连接器
  • Unity中物体发生碰撞的条件

Static Colider静态碰撞器Rigidbody Colider刚体碰撞器Kinematic Rigidbody Colider运动学碰撞器
Static Colider静态碰撞器Y
Rigidbody Colider刚体碰撞器YYY
Kinematic Rigidbody Colider运动学碰撞器Y

部分实现

PhysicsEmitAction :

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

public class PhysicsEmitAction : SSAction
{
    public Vector3 speed;

    public static PhysicsEmitAction GetSSAction()
    {
        PhysicsEmitAction action = CreateInstance<PhysicsEmitAction>();
        return action;
    }
    public override void Start()
    {
    }
    public override void Update()
    {
        if (transform.position.y < -10 || transform.position.x <= -20 || transform.position.x >= 20)
        {
            gameObject.GetComponent<Rigidbody>().isKinematic = true;
            gameObject.GetComponent<Rigidbody>().velocity = Vector3.zero;
            transform.position = Vector3.down;
            callback.SSActionEvent(this);
        }
    }
}

PhysicsActionManager:

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

public class PhysicsActionManager : SSActionManager, ISSActionCallback, IActionManager
{
    public FirstSceneController sceneController;
    public List<PhysicsEmitAction> seq = new List<PhysicsEmitAction>();
    public UserClickAction userClickAction;
    public DiskFactory disks;

    protected void Start()
    {
        sceneController = (FirstSceneController)SSDirector.getInstance().currentSceneController;
        sceneController.actionManager = this;
        disks = Singleton<DiskFactory>.Instance;
    }
    public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intParam = 0, string strParam = null, Object objParam = null)
    {
        disks.RecycleDisk(source.gameObject);
        seq.Remove(source as PhysicsEmitAction);
        source.destory = true;
        if (FirstSceneController.times >= 30)
            sceneController.flag = 1;
    }
    public void CheckEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intParam = 0, string strParam = null, Object objParam = null)
    {
    }
    public void Pause()
    {
        if (sceneController.flag == 0)
        {
            foreach (var k in seq)
            {
                k.speed = k.transform.GetComponent<Rigidbody>().velocity;
                k.transform.GetComponent<Rigidbody>().isKinematic = true;
            }
            sceneController.flag = 2;
        }
        else if (sceneController.flag == 2)
        {
            foreach (var k in seq)
            {
                k.transform.GetComponent<Rigidbody>().isKinematic = false;
                k.transform.GetComponent<Rigidbody>().velocity = k.speed;
            }
            sceneController.flag = 0;
        }
    }
    public void PlayDisk()
    {
        if (disks.used.Count > 0)
        {
            GameObject disk = disks.used[0];
            float x = Random.Range(-5, 5);
            disk.GetComponent<Rigidbody>().isKinematic = false;
            disk.GetComponent<Rigidbody>().velocity = new Vector3(x, 8 * (Mathf.CeilToInt(FirstSceneController.times / 10) + 1), 6);
            disk.GetComponent<Rigidbody>().AddForce(new Vector3(0, 8.8f, 0), ForceMode.Force);
            PhysicsEmitAction physicsEmitAction = PhysicsEmitAction.GetSSAction();
            seq.Add(physicsEmitAction);
            this.RunAction(disk, physicsEmitAction, this);
            disks.used.RemoveAt(0);
        }
        if (Input.GetMouseButtonDown(0) && sceneController.flag == 0)
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitGameObject;
            if (Physics.Raycast(ray, out hitGameObject))
            {
                GameObject gameObject = hitGameObject.collider.gameObject;
                Debug.Log(gameObject.tag);
                if (gameObject.tag == "disk")
                {
                    gameObject.transform.position = new Vector3(100, 100, 100);
                    userClickAction = UserClickAction.GetSSAction();
                    this.RunAction(gameObject, userClickAction, this);
                }
            }
        }
        base.Update();
    }
}

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