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);
}
}