3D游戏第七次作业

3D游戏第七次作业

智能巡逻兵

游戏设计要求:

  • 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;

订阅与发布模式

订阅和发布模式是指发布者,即消息的发送者不会将消息直接发送给订阅者,即消息的接受者。 发布者和订阅者不知道彼此的存在。具体的订阅和发布模式的模型为:发布者publisher为时间或消息的拥有者,主题subject表示消息的发布媒体,接收器handle表示处理消息的方法,订阅者subscriber表示对主题感兴趣的人。

效果展示:

使用的现有预制:

实现代码:

Eventmaneger类:管理订阅发布模式

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

public class GameEventManager : MonoBehaviour
{
    //管理分数
    public delegate void ScoreEvent();
    public static event ScoreEvent ScoreChange;
    //管理游戏状态
    public delegate void GameoverEvent();
    public static event GameoverEvent GameoverChange;

  

    //摆脱巡逻兵,分数加1
    public void PlayerEscape()
    {
        if (ScoreChange != null)
        {
            ScoreChange();
        }
    }
    //与巡逻兵相撞,游戏结束
    public void PlayerGameover()
    {
        if (GameoverChange != null)
        {
            GameoverChange();
        }
    }
}

PlayerCollide类:玩家与巡逻兵碰撞检测

public class PlayerCollide : MonoBehaviour
{

    void OnCollisionEnter(Collision other)
    {
        //当玩家与侦察兵相撞
        if (other.gameObject.tag == "Player")
        {
            other.gameObject.GetComponent<Animator>().SetTrigger("death");
            this.GetComponent<Animator>().SetTrigger("shoot");
            Singleton<GameEventManager>.Instance.PlayerGameover();
        }
        /** 预留优化内容
         * 1)预留碰撞检测内容,用于箱子检测,碰撞效果是玩家可以推着箱子移动,
         * 从而灵活卡住通道、卡住巡逻兵等,提升游戏的趣味性、操作性;
         * 2)预留道具碰撞,玩家可以“拾取”道具,
         * 最简单的内容是直接加分
         * 提升部分是给道具加上“技能效果”,例如加速、穿墙等;
         */
        // if (other.gameObject.tag == "box")
        // {
        //     Singleton<GameEventManager>.Instance.PlayerEscape();
        // }
    }
}

AreaCollide类:判断玩家进入当前巡逻兵所在区域

public class AreaCollide : MonoBehaviour
{
    public int sign = 0;
    FirstSceneController sceneController;
    private void Start()
    {
        sceneController = SSDirector.GetInstance().CurrentScenceController as FirstSceneController;
    }
    void OnTriggerEnter(Collider collider)
    {
        //标记玩家进入自己的区域
        if (collider.gameObject.tag == "Player")
        {
            sceneController.wall_sign = sign;
        }
    }
}

PatrolCollide类:检测玩家进入到追击范围

public class PatrolCollide : MonoBehaviour
{
    //碰撞,判断追击
    void OnTriggerEnter(Collider collider)
    {
        if (collider.gameObject.tag == "Player")
        {
            //玩家进入侦察兵追捕范围
            this.gameObject.transform.parent.GetComponent<PatrolData>().follow_player = true;
            this.gameObject.transform.parent.GetComponent<PatrolData>().player = collider.gameObject;
        }
    }
    void OnTriggerExit(Collider collider)
    {
        if (collider.gameObject.tag == "Player")
        {
            //玩家离开巡逻兵范围
            this.gameObject.transform.parent.GetComponent<PatrolData>().follow_player = false;
            this.gameObject.transform.parent.GetComponent<PatrolData>().player = null;
        }
    }
}

PatrolFollowAction类:追击

public class PatrolFollowAction : SSAction
{
    private float speed = 2f;            //跟随玩家的速度
    private GameObject player;           //玩家
    private PatrolData data;             //侦查兵数据

    private PatrolFollowAction() { }
    public static PatrolFollowAction GetSSAction(GameObject player)
    {
        PatrolFollowAction action = CreateInstance<PatrolFollowAction>();
        action.player = player;
        return action;
    }

    public override void Update()
    {
        if (transform.localEulerAngles.x != 0 || transform.localEulerAngles.z != 0)
        {
            transform.localEulerAngles = new Vector3(0, transform.localEulerAngles.y, 0);
        }
        if (transform.position.y != 0)
        {
            transform.position = new Vector3(transform.position.x, 0, transform.position.z);
        }
         
        Follow();
        //如果侦察兵没有跟随对象,或者需要跟随的玩家不在侦查兵的区域内
        if (!data.follow_player || data.wall_sign != data.sign)
        {
            this.destroy = true;
            this.callback.SSActionEvent(this,1,this.gameobject);
        }
    }
    public override void Start()
    {
        data = this.gameobject.GetComponent<PatrolData>();
    }
    void Follow()
    {
        transform.position = Vector3.MoveTowards(this.transform.position, player.transform.position, speed * Time.deltaTime);
        this.transform.LookAt(player.transform.position);
    }
}

GoPatrolAction 类:巡逻

public class GoPatrolAction : SSAction
{
    private enum Dirction { EAST, NORTH, WEST, SOUTH };
    private float pos_x, pos_z;                 //移动前的初始x和z方向坐标
    private float move_length;                  //移动的长度
    private float move_speed = 1.2f;            //移动速度
    private bool move_sign = true;              //是否到达目的地
    private Dirction dirction = Dirction.EAST;  //移动的方向
    private PatrolData data;                    //侦察兵的数据
    

    private GoPatrolAction() { }
    public static GoPatrolAction GetSSAction(Vector3 location)
    {
        GoPatrolAction action = CreateInstance<GoPatrolAction>();
        action.pos_x = location.x;
        action.pos_z = location.z;
        //设定移动矩形的边长
        action.move_length = Random.Range(4, 7);
        return action;
    }
    public override void Update()
    {
        //防止碰撞发生后的旋转
        if (transform.localEulerAngles.x != 0 || transform.localEulerAngles.z != 0)
        {
            transform.localEulerAngles = new Vector3(0, transform.localEulerAngles.y, 0);
        }            
        if (transform.position.y != 0)
        {
            transform.position = new Vector3(transform.position.x, 0, transform.position.z);
        }
        //侦察移动
        Gopatrol();
        //如果侦察兵需要跟随玩家并且玩家就在侦察兵所在的区域,侦查动作结束
        if (data.follow_player && data.wall_sign == data.sign)
        {
            this.destroy = true;
            this.callback.SSActionEvent(this,0,this.gameobject);
        }
    }
    public override void Start()
    {
        this.gameobject.GetComponent<Animator>().SetBool("run", true);
        data  = this.gameobject.GetComponent<PatrolData>();
    }

    void Gopatrol()
    {
        if (move_sign)
        {
            //不需要转向则设定一个目的地,按照矩形移动
            switch (dirction)
            {
                case Dirction.EAST:
                    pos_x -= move_length;
                    break;
                case Dirction.NORTH:
                    pos_z += move_length;
                    break;
                case Dirction.WEST:
                    pos_x += move_length;
                    break;
                case Dirction.SOUTH:
                    pos_z -= move_length;
                    break;
            }
            move_sign = false;
        }
        this.transform.LookAt(new Vector3(pos_x, 0, pos_z));
        float distance = Vector3.Distance(transform.position, new Vector3(pos_x, 0, pos_z));
        //当前位置与目的地距离浮点数的比较
        if (distance > 0.9)
        {
            transform.position = Vector3.MoveTowards(this.transform.position, new Vector3(pos_x, 0, pos_z), move_speed * Time.deltaTime);
        }
        else
        {
            dirction = dirction + 1;
            if(dirction > Dirction.SOUTH)
            {
                dirction = Dirction.EAST;
            }
            move_sign = true;
        }
    }
}

CameraFollow类:控制玩家移动

public class Diretion {
        public const int UP = 0;
        public const int DOWN = 2;
        public const int LEFT = -1;
        public const int RIGHT =1;
    }
    //玩家移动
    public void MovePlayer(int dir)
    {
        if(!game_over)
        {
            if (dir == 0 || dir == 1 || dir == -1 || dir == 2)
            {
                player.GetComponent<Animator>().SetBool("run", true);
            }
            else
            {
                player.GetComponent<Animator>().SetBool("run", false);
            }
            //移动和旋转
            //player.transform.Translate(0, 0, translationZ * player_speed * Time.deltaTime);
            //player.transform.Rotate(0, translationX * rotate_speed * Time.deltaTime, 0);
            player.transform.rotation = Quaternion.Euler(new Vector3(0, dir * 90, 0));
        switch (dir) {
            case Diretion.UP:
                player.transform.position += new Vector3(0, 0, 0.1f);
                break;
            case Diretion.DOWN:
                player.transform.position += new Vector3(0, 0, -0.1f);
                break;
            case Diretion.LEFT:
                player.transform.position += new Vector3(-0.1f, 0, 0);
                break;
            case Diretion.RIGHT:
                player.transform.position += new Vector3(0.1f, 0, 0);
                break;
        }

CameraFollow类:控制摄像机跟随移动

public class CameraFollow : MonoBehaviour
{
    public GameObject follow;            //跟随的物体
    public float smothing = 5f;          //相机跟随的速度
    Vector3 offset;                      //相机与物体相对偏移位置

    void Start()
    {
        offset = transform.position - follow.transform.position;
    }

    void FixedUpdate()
    {
        Vector3 target = follow.transform.position + offset;
        //摄像机自身位置到目标位置平滑过渡
        transform.position = Vector3.Lerp(transform.position, target, smothing * Time.deltaTime);
    }
}

 

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