3D游戏07——模型与动画

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

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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。
在这里插入图片描述
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:
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动画控制器

Patrol的控制器:
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Player的控制器:
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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)
在这里插入图片描述
在这里插入图片描述
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:?

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