智能巡逻兵
设计要求:
- 创建一个地图和若干巡逻兵(使用动画);
- 每个巡逻兵走一个3~5个边的凸多边型,位置数据是相对地址。即每次确定下一个目标位置,用自己当前位置为原点计算;
- 巡逻兵碰撞到障碍物,则会自动选下一个点为目标;
- 巡逻兵在设定范围内感知到玩家,会自动追击玩家;
- 失去玩家目标后,继续巡逻;
- 计分:玩家每次甩掉一个巡逻兵计一分,与巡逻兵碰撞游戏结束;
游戏结构
基本沿用了上几次游戏设计的结构,增加了PatrolFactory和巡逻动作
订阅发布模式
发布订阅(pub/sub)是一种消息通信模式:发送者(pub)发送消息,订阅者(sub)接收消息。
Redis 客户端可以订阅任意数量的频道。
当有新消息通过 PUBLISH 命令发送给频道 channel1 时, 这个消息就会被发送给订阅它的三个客户端:
动画控制器
Patrol的控制器:
Player的控制器:
资源预制
游戏的资源预制,包括一个触发器,巡逻兵、玩家、场景和空对象(用于载入场景)
Coli Action执行碰撞动作,将该脚本挂载到触发器和巡逻兵上,玩家和巡逻兵碰撞后,发出通知:
using UnityEngine;
public class ColiAction : MonoBehaviour {
FirstSceneController sceneController;
GameObject myobject = null;
GameObject player;
public delegate void AddScore();
public static event AddScore myAddScore;
public delegate void GameOver();
public static event GameOver myGameOver;
private void Start()
{
sceneController = SSDirector.getInstance().currentSceneController as FirstSceneController;
player = sceneController.player;
}
private void OnTriggerEnter(Collider other)
{
if (other.gameObject == player)
{
int k = this.name[this.name.Length - 1] - '0';
myobject = sceneController.patrols[k];
foreach (var i in sceneController.actionManager.seq)
{
if (i.gameObject == myobject)
{
i.enable = false;
Vector3 a = new Vector3(myobject.transform.position.x, 0, myobject.transform.position.z);
Vector3 b = new Vector3(player.transform.position.x, 0, player.transform.position.z);
Quaternion rotation = Quaternion.LookRotation(b - a, Vector3.up);
myobject.transform.rotation = rotation;
}
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.gameObject == player)
{
int k = this.name[this.name.Length - 1] - '0';
foreach (var i in sceneController.actionManager.seq)
{
if (i.gameObject == myobject)
{
i.enable = true;
Vector3 a = new Vector3(myobject.transform.position.x, 0, myobject.transform.position.z);
Vector3 b = new Vector3(i.target.x, 0, i.target.z);
Quaternion rotation = Quaternion.LookRotation(b - a, Vector3.up);
myobject.transform.rotation = rotation;
}
}
myobject = null;
myAddScore();
}
}
private void OnCollisionEnter(Collision collision)
{
if(this.tag == "patrol" && collision.gameObject == player)
{
myGameOver();
var k = collision.gameObject.GetComponent<Animator>();
k.SetBool("death",true);
}
}
private void Update()
{
if (myobject != null && sceneController.flag == 0)
{
myobject.transform.position = Vector3.MoveTowards(myobject.transform.position, player.transform.position, 3 * Time.deltaTime);
}
}
}
FirstSceneController载入场景并订阅发布的消息,将脚本挂载到空对象上:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class FirstSceneController : MonoBehaviour, IUserAction, ISceneController{
public CCActionManager actionManager;
public GameObject player;
public List<GameObject> patrols = new List<GameObject>();
public PatrolFactory pf;
public int flag = 0;
public int score = 0;
private void Awake()
{
SSDirector director = SSDirector.getInstance();
director.setFPS(60);
director.currentSceneController = this;
this.gameObject.AddComponent<PatrolFactory>();
pf = Singleton<PatrolFactory>.Instance;
this.gameObject.AddComponent<UserGUI>();
director.currentSceneController.GenGameObjects();
this.gameObject.AddComponent<CCActionManager>();
}
private void OnEnable()
{
ColiAction.myAddScore += AddScore;
ColiAction.myGameOver += GameOver;
}
private void OnDisable()
{
ColiAction.myAddScore -= AddScore;
ColiAction.myGameOver -= GameOver;
}
private void GameOver()
{
Pause();
flag = 1;
}
private void Start()
{
}
public void GenGameObjects ()
{
int count = 0;
GameObject plane = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Plane"));
plane.transform.parent = this.transform;
for(int i=0;i<3;++i)
{
for(int j=0;j<3;++j)
{
if (i == 0 && j == 2)
{
player = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/player"));
player.transform.position = new Vector3(plane.transform.position.x + 9 * (i - 1), 0, plane.transform.position.z + 9 * (j - 1));
if (player.GetComponent<Rigidbody>())
{
player.GetComponent<Rigidbody>().freezeRotation = true;
}
}
else
{
GameObject trigger = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Trigger"));
trigger.transform.parent = plane.transform;
trigger.transform.position = new Vector3(plane.transform.position.x + 9 * (i - 1), 0, plane.transform.position.z + 10 * (j - 1));
trigger.name = "trigger" + count;
count++;
GameObject patrol = pf.GetPatrol();
patrol.transform.position = trigger.transform.position;
patrols.Add(patrol);
}
}
}
}
public void Restart()
{
SceneManager.LoadScene("1");
}
public void Pause ()
{
actionManager.Pause();
}
private void AddScore()
{
score++;
}
}
完整实现见代码:?