3D游戏第五次作业

3D游戏第五次作业

一、编写一个简单的鼠标打飞碟(Hit UFO)游戏

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。
  5. 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
  6. 近可能使用前面 MVC 结构实现人机交互与游戏模型分离

效果展示:

实现:

预制飞盘对象,使用MVC 结构的工厂模式,代码结构如下:

SSDirector类

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

public class SSDirector : System.Object {
    private static SSDirector _instance;

    public ISceneController CurrentScenceController { get; set; }

    public static SSDirector GetInstance() {
        if (_instance == null) {
            _instance = new SSDirector();
        }
        return _instance;
    }
}

Interface接口类:定义接口

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

public interface ISceneController {
    void LoadResources();                                  
}

public interface IUserAction {
    void Hit(Vector3 pos);
    float GetScore();
    int GetRound();
    int GetTrial();
    void GameOver();
    void ReStart();
}

public enum SSActionEventType : int { Started, Competeted }

public interface ISSActionCallback {
    void SSActionEvent(SSAction source, 
        SSActionEventType events = SSActionEventType.Competeted,
        int intParam = 0, string strParam = null, Object objectParam = null);
}

Singleton类:场景单实例类,获取单实例

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

public class Singleton<T> : MonoBehaviour where T : MonoBehaviour {
    protected static T instance;
    public static T Instance {
        get {
            if (instance == null) {
                instance = (T)FindObjectOfType(typeof(T));
                if (instance == null) {
                    Debug.LogError("An instance of " + typeof(T)
                        + " is needed in the scene, but there is none.");
                }
            }
            return instance;
        }
    }

}

Disk类:飞盘对象

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

public class Disk : MonoBehaviour {
    public int type = 1;
    public int score = 1;                               
    public Color color = Color.white;                    
}

DiskFactory类:工厂模式负责生产和回收飞碟

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 工厂
public class DiskFactory : MonoBehaviour {
    private List<Disk> used = new List<Disk>();
    private List<Disk> free = new List<Disk>();

    public GameObject GetDisk(int type) {
        GameObject disk_prefab = null;
        //寻找空闲飞碟,如果无空闲飞碟则重新实例化飞碟
        if (free.Count>0) {
            for(int i = 0; i < free.Count; i++) {
                if (free[i].type == type) {
                    disk_prefab = free[i].gameObject;
                    free.Remove(free[i]);
                    break;
                }
            }     
        }

        if(disk_prefab == null) {
            if(type == 1) {
                disk_prefab = Instantiate(
                Resources.Load<GameObject>("Prefabs/disk1"),
                new Vector3(0, -10f, 0), Quaternion.identity);
            }
            else if (type == 2) {
                disk_prefab = Instantiate(
                Resources.Load<GameObject>("Prefabs/disk2"),
                new Vector3(0, -10f, 0), Quaternion.identity);
            }
            else {
                disk_prefab = Instantiate(
                Resources.Load<GameObject>("Prefabs/disk3"),
                new Vector3(0, -10f, 0), Quaternion.identity);
            }

            disk_prefab.GetComponent<Renderer>().material.color = disk_prefab.GetComponent<Disk>().color;
        }

        used.Add(disk_prefab.GetComponent<Disk>());
        disk_prefab.SetActive(true);
        return disk_prefab;
    }

    public void FreeDisk() {
        for(int i=0; i<used.Count; i++) {
            if (used[i].gameObject.transform.position.y <= -10f) {
                free.Add(used[i]);
                used.Remove(used[i]);
            }
        }          
    }

    public void Reset() {
        FreeDisk();
    }
}

SSAction类:动作基类

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

/*动作基类*/
public class SSAction : ScriptableObject {
    public bool enable = true;                      //是否进行
    public bool destroy = false;                    //是否删除

    public GameObject gameobject;                   //动作对象
    public Transform transform;                     //动作对象的transform
    public ISSActionCallback callback;              //回调函数

    /*防止用户自己new对象*/
    protected SSAction() { }

    public virtual void Start() {
        throw new System.NotImplementedException();
    }

    public virtual void Update() {
        throw new System.NotImplementedException();
    }
}

SSActionManager类:动作管理基类

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

/*动作管理基类*/
public class SSActionManager : MonoBehaviour, ISSActionCallback {
    private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>();    //动作字典
    private List<SSAction> waitingAdd = new List<SSAction>();                       //等待执行的动作列表
    private List<int> waitingDelete = new List<int>();                              //等待删除动作的key的列表                

    protected void Update() {
        //获取动作实例将等待执行的动作加入字典并清空待执行列表
        foreach (SSAction ac in waitingAdd) {
            actions[ac.GetInstanceID()] = ac;
        }
        waitingAdd.Clear();

        //对于字典中每一个pair,看是执行还是删除
        foreach (KeyValuePair<int, SSAction> kv in actions) {
            SSAction ac = kv.Value;
            if (ac.destroy) {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable) {
                ac.Update();
            }
        }

        //删除所有已完成的动作并清空待删除列表
        foreach (int key in waitingDelete) {
            SSAction ac = actions[key];
            actions.Remove(key);
            Object.Destroy(ac);
        }
        waitingDelete.Clear();
    }

    public void RunAction(GameObject gameobject, SSAction action, ISSActionCallback manager) {
        action.gameobject = gameobject;
        action.transform = gameobject.transform;
        action.callback = manager;
        waitingAdd.Add(action);
        action.Start();
    }

    public void SSActionEvent(
        SSAction source, SSActionEventType events = SSActionEventType.Competeted,
        int intParam = 0, string strParam = null, Object objectParam = null) {
    }
}

SequenceAction类:组合动作类

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

public class SequenceAction : SSAction, ISSActionCallback
{
    
    public List<SSAction> sequence;    //动作的列表
    public int repeat = -1;            //-1就是无限循环做组合中的动作
    public int start = 0;              //当前做的动作的索引

    public static SequenceAction GetSSAcition(int repeat, int start, List<SSAction> sequence)
    {
        SequenceAction action = ScriptableObject.CreateInstance<SequenceAction>();
        action.repeat = repeat;
        action.sequence = sequence;
        action.start = start;
        return action;
    }

    public override void Update()
    {
        if (sequence.Count == 0) return;
        if (start < sequence.Count)
        {
            sequence[start].Update();    
        }
    }

    public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Competeted,
        int intParam = 0, string strParam = null, Object objectParam = null)
    {
        source.destroy = false;   
        this.start++;
        if (this.start >= sequence.Count)
        {
            this.start = 0;
            if (repeat > 0) repeat--;
            if (repeat == 0)
            {
                this.destroy = true;
                this.callback.SSActionEvent(this); 
            }
        }
    }

    public override void Start()
    {
        foreach (SSAction action in sequence)
        {
            action.gameobject = this.gameobject;
            action.transform = this.transform;
            action.callback = this;            
            action.Start();
        }
    }

    void OnDestroy()
    {
    }
}

DiskFlyAction类:飞盘运动类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 模拟飞行
public class DiskFlyAction : SSAction {
    public float gravity = -1;                                 //向下的加速度
    private Vector3 start_vector;                              //初速度向量
    private Vector3 gravity_vector = Vector3.zero;             //加速度的向量,初始时为0
    private Vector3 current_angle = Vector3.zero;              //当前时间的欧拉角
    private float time;                                        //已经过去的时间

    private DiskFlyAction() { }
    public static DiskFlyAction GetSSAction(int lor, float angle, float power) {
        //初始化物体将要运动的初速度向量
        DiskFlyAction action = CreateInstance<DiskFlyAction>();
        if (lor == -1) {
            action.start_vector = Quaternion.Euler(new Vector3(0, 0, -angle)) * Vector3.left * power;
        }
        else {
            action.start_vector = Quaternion.Euler(new Vector3(0, 0, angle)) * Vector3.right * power;
        }
        return action;
    }

    public override void Update() {
        //计算物体的向下的速度,v=at
        time += Time.fixedDeltaTime;
        gravity_vector.y = gravity * time;

        //位移模拟
        transform.position += (start_vector + gravity_vector) * Time.fixedDeltaTime;
        current_angle.z = Mathf.Atan((start_vector.y + gravity_vector.y) / start_vector.x) * Mathf.Rad2Deg;
        transform.eulerAngles = current_angle;

        //如果物体y坐标小于-1,动作就做完了
        if (this.transform.position.y < -1) {
            this.destroy = true;
            this.callback.SSActionEvent(this);      
        }
    }

    public override void Start() { }
}

FlyActionManager类:飞盘运动管理类

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

public class FlyActionManager : SSActionManager {
    public DiskFlyAction fly;  
    public FirstController scene_controller;           

    protected void Start() {
        scene_controller = (FirstController)SSDirector.GetInstance().CurrentScenceController;
        scene_controller.action_manager = this;     
    }

    //控制飞碟飞行
    public void DiskFly(GameObject disk, float angle, float power) {
        int lor = 1;
        if (disk.transform.position.x > 0) lor = -1;
        fly = DiskFlyAction.GetSSAction(lor, angle, power);
        this.RunAction(disk, fly, this);
    }
}

ScoreRecorder类:记录分数类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*记录分数*/
public class ScoreRecorder : MonoBehaviour {
    private float score;
    void Start () {
        score = 0;
    }
    public void Record(GameObject disk) {
        score += disk.GetComponent<Disk>().score;
    }
    public float GetScore() {
        return score;
    }
    public void Reset() {
        score = 0;
    }
}

FirstControllor类:总控制类

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

public class FirstController : MonoBehaviour, ISceneController, IUserAction {
    public FlyActionManager action_manager;
    public DiskFactory disk_factory;
    public UserGUI user_gui;
    public ScoreRecorder score_recorder;
    private int round = 1;                                                  
    private int trial = 0;
    //private float speed = 1f;                                             
    private bool running = false;

    void Start () {
        SSDirector director = SSDirector.GetInstance();     
        director.CurrentScenceController = this;
        disk_factory = Singleton<DiskFactory>.Instance;
        score_recorder = Singleton<ScoreRecorder>.Instance;
        action_manager = gameObject.AddComponent<FlyActionManager>() as FlyActionManager;
        user_gui = gameObject.AddComponent<UserGUI>() as UserGUI;
    }

    int count = 0;
    //调整轮次,以及根据轮次修改发射规则
	void Update () {
        if(running) {
            count++;
            if (Input.GetButtonDown("Fire1")) {
                Vector3 pos = Input.mousePosition;
                Hit(pos);
            }
            switch (round) {
                case 1: {
                        if (count >= 150) {
                            count = 0;
                            SendDisk(1);
                            trial += 1;
                            if (trial == 10) {
                                round += 1;
                                trial = 0;
                            }
                        }
                        break;
                    }
                case 2: {
                        if (count >= 100) {
                            count = 0;
                            if (trial % 2 == 0) SendDisk(1);
                            else SendDisk(2);
                            trial += 1;
                            if (trial == 10) {
                                round += 1;
                                trial = 0;
                            }
                        }
                        break;
                    }
                case 3: {
                        if (count >= 50) {
                            count = 0;
                            if (trial % 3 == 0) SendDisk(1);
                            else if(trial % 3 == 1) SendDisk(2);
                            else SendDisk(3);
                            trial += 1;
                            if (trial == 10) {
                                running = false;
                            }
                        }
                        break;
                    }
                default:break;
            } 
            disk_factory.FreeDisk();
        }
    }

    public void LoadResources() {
        disk_factory.GetDisk(round);
        disk_factory.FreeDisk();
    }

    //发射飞碟
    private void SendDisk(int type) {
        //从工厂中拿一个飞碟
        GameObject disk = disk_factory.GetDisk(type);

        //飞碟位置
        float ran_y = 0;
        float ran_x = Random.Range(-1f, 1f) < 0 ? -1 : 1;
 
        //飞碟初始所受的力和角度
        float power = 0;
        float angle = 0;
        if (type == 1) {
            ran_y = Random.Range(1f, 5f);
            power = Random.Range(5f, 20f);
            angle = Random.Range(25f,30f);
        }
        else if (type == 2) {
            ran_y = Random.Range(2f, 3f);
            power = Random.Range(10f, 20f);
            angle = Random.Range(15f, 17f);
        }
        else {
            ran_y = Random.Range(5f, 6f);
            power = Random.Range(15f, 20f);
            angle = Random.Range(10f, 17f);
        }
        disk.transform.position = new Vector3(ran_x*16f, ran_y, 0);
        action_manager.DiskFly(disk, angle, power);
    }

    //检测射线与飞碟是否碰撞,如碰撞则计分并回收飞碟
    public void Hit(Vector3 pos) {
        Ray ray = Camera.main.ScreenPointToRay(pos);
        RaycastHit[] hits;
        hits = Physics.RaycastAll(ray);
        for (int i = 0; i < hits.Length; i++) {
            RaycastHit hit = hits[i];
            if (hit.collider.gameObject.GetComponent<Disk>() != null) {
                score_recorder.Record(hit.collider.gameObject);
                hit.collider.gameObject.transform.position = new Vector3(0, -10, 0);
            }
        }
    }

    public float GetScore() {
        return score_recorder.GetScore();
    }

    public int GetRound() {
        return round;
    }

    public int GetTrial() {
        return trial;
    }

    //重新开始
    public void ReStart() {
        running = true;
        score_recorder.Reset();
        disk_factory.Reset();
        round = 1;
        trial = 1;
        //speed = 2f;
    }
    //游戏结束
    public void GameOver() {
        running = false;
    }
}

GUI

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

public class UserGUI : MonoBehaviour {
    private IUserAction action;   
    //每个GUI的style
    GUIStyle bold_style = new GUIStyle();
    GUIStyle text_style = new GUIStyle();
    GUIStyle over_style = new GUIStyle();
    private bool game_start = false;
    
    //控制规则显示
    bool isShow = false;

    void Start () {
        action = SSDirector.GetInstance().CurrentScenceController as IUserAction;
    }
	
	void OnGUI () {
        bold_style.normal.textColor = new Color(1, 0, 0);
        bold_style.fontSize = 16;
        text_style.normal.textColor = new Color(0, 0, 0, 1);
        text_style.fontSize = 16;
        over_style.normal.textColor = new Color(1, 0, 0);
        over_style.fontSize = 25;

        GUIStyle button_style = new GUIStyle("button")
		{
			fontSize = 15
		};
        

        if (GUI.Button(new Rect(10, 10, 60, 30), "Rule", button_style))
		{
			if (isShow)
				isShow = false;
			else
				isShow = true;
		}
		if(isShow)
		{
			GUI.Label(new Rect(Screen.width / 2 - 400 , 70, 100, 50), "点击Start开始游戏", text_style);
			GUI.Label(new Rect(Screen.width / 2 - 400, 90, 250, 50), "游戏过程中鼠标左键为hit", text_style);
			GUI.Label(new Rect(Screen.width / 2 - 400, 110, 250, 50), "随着时间的推移,难度会上升", text_style);
            GUI.Label(new Rect(Screen.width / 2 - 400, 130, 250, 50), "上吧!!!", text_style);
		}

        if (game_start) {

            GUI.Label(new Rect(Screen.width - 150, 5, 200, 50), "Score:"+ action.GetScore().ToString(), text_style);
            GUI.Label(new Rect(100, 5, 50, 50), "Round:" + action.GetRound().ToString(), text_style);
            GUI.Label(new Rect(180, 5, 50, 50), "Trial:" + action.GetTrial().ToString(), text_style);

            if (action.GetRound() == 3 && action.GetTrial() == 10) {
                GUI.Label(new Rect(Screen.width / 2 - 50, Screen.height / 2 - 100, 100, 100), "GAME OVER", over_style);
                GUI.Label(new Rect(Screen.width / 2 - 50, Screen.height / 2 - 50, 50, 50), "YOUR SCORE:   " + action.GetScore().ToString(), over_style);
                if (GUI.Button(new Rect(Screen.width / 2 - 20, Screen.height / 2, 100, 50), "RESTART")) {
                    action.ReStart();
                    return;
                }
                action.GameOver();
            }
        }
        else {
            GUI.Label(new Rect(Screen.width / 2 - 50, Screen.height / 2 - 100, 100, 100), "Hit UFO", over_style);
            
            if (GUI.Button(new Rect(Screen.width / 2 - 50, Screen.height / 2, 100, 50), "START")) {
                game_start = true;
                action.ReStart();
            }
        }
    }
   
}

二、编写一个简单的自定义 Component 

DiskEditor类:序列化飞碟属性,如颜色,大小,分数并添加自定义属性

using UnityEngine;
using UnityEditor;
using System.Collections;
[CustomEditor(typeof(Disk))]
[CanEditMultipleObjects]
public class DiskEditor : Editor
{
	SerializedProperty score;  
	SerializedProperty color;    
	SerializedProperty scale;    

	void OnEnable()
	{
		score = serializedObject.FindProperty("score");
		color = serializedObject.FindProperty("color");
		scale = serializedObject.FindProperty("scale");
	}

	public override void OnInspectorGUI()
	{
		serializedObject.Update();
		EditorGUILayout.IntSlider(score, 0, 5, new GUIContent("score"));
		serializedObject.ApplyModifiedProperties();
	}
}

 

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