游戏规则与游戏要求
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游戏规则
使用WSAD或方向键上下左右移动player,进入巡逻兵的追捕后逃脱可积累一分,若与巡逻兵碰撞则游戏结束,收集完地图上的所有水晶即可获胜。 -
游戏设计要求:
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创建一个地图和若干巡逻兵(使用动画);
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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;
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巡逻兵碰撞到障碍物,则会自动选下一个点为目标;
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巡逻兵在设定范围内感知到玩家,会自动追击玩家;
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失去玩家目标后,继续巡逻;
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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;
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程序设计要求:
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必须使用订阅与发布模式传消息
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工厂模式生产巡逻兵
##发布与订阅模式(PUB/SUB PATTERN)
在学习发布与订阅模式之前,有必要先了解一下观察者模式。
观察者模式在软件设计中是一个对象,维护一个依赖列表,当任何状态发生改变自动通知它们。
在观察者模式中,观察者需要直接订阅目标事件;在目标发出内容改变的事件后,直接接收事件并作出响应。
在发布-订阅模式,消息的发送方,叫做发布者(publishers),消息不会直接发送给特定的接收者(订阅者)。发布者和订阅者之间多了一个发布通道;一方面从发布者接收事件,另一方面向订阅者发布事件;订阅者需要从事件通道订阅事件,以此避免发布者和订阅者之间产生依赖关系。
C#委托(delegate)和事件(event)
委托是一个类,它定义了方法的类型,使得可以将方法当作另一个方法的参数来进行传递,它所实现的功能与C/C++中的函数指针十分相似。它允许你传递一个类A的方法m给另一个类B的对象,使得类B的对象能够调用这个方法m。
在C#中事件是一类特殊的委托。事件在类中声明且生成,且通过使用同一个类或其他类中的委托与事件处理程序关联。包含事件的类用于发布事件。这被称为 发布器(publisher) 类。其他接受该事件的类被称为 订阅器(subscriber) 类。
在类的内部声明事件,首先必须声明该事件的委托类型,然后,声明事件本身。编译器会自动生成两个函数add()和remove(),用于实现订阅和取消订阅,可以使用+=和-=来操作。
本次游戏中的应用
GameEventManager类,消息发布媒体
public class GameEventManager : MonoBehaviour
{
//分数变化
public delegate void ScoreEvent();
public static event ScoreEvent ScoreChange;
//游戏结束变化
public delegate void GameoverEvent();
public static event GameoverEvent GameoverChange;
//水晶数量变化
public delegate void CrystalEvent();
public static event CrystalEvent CrystalChange;
//玩家逃脱
public void PlayerEscape()
{
if (ScoreChange != null)
{
ScoreChange();
}
}
//玩家被捕
public void PlayerGameover()
{
if (GameoverChange != null)
{
GameoverChange();
}
}
//减少水晶数量
public void ReduceCrystalNum()
{
if (CrystalChange != null)
{
CrystalChange();
}
}
}
PatrolCollide 类,消息发布者,发布是否遭遇的消息
public class PatrolCollide : MonoBehaviour
{
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")
{
this.gameObject.transform.parent.GetComponent<PatrolData>().follow_player = false;
this.gameObject.transform.parent.GetComponent<PatrolData>().player = null;
}
}
}
PlayerCollide 类,消息发布者,发布碰撞消息
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();
}
}
}
FirstSceneController 类,消息订阅者,接受消息后,调用其他函数进行操作。
public class FirstSceneController : MonoBehaviour, IUserAction, ISceneController
{
public PropFactory patrol_factory; //巡逻者工厂
public ScoreRecorder recorder; //记录员
public PatrolActionManager action_manager; //运动管理器
public int wall_sign = -1; //当前玩家所处哪个格子
public GameObject player; //玩家
public GameObject main_camera; //主相机
public GameObject second_camera; //FPP
private List<GameObject> patrols; //场景中巡逻者列表
private List<GameObject> crystals; //场景水晶列表
private float player_speed = 5; //玩家移动速度
private float rotate_speed = 135f; //玩家旋转速度
private bool game_over = false; //游戏结束
void Update()
{
for (int i = 0; i < patrols.Count; i++)
{
patrols[i].gameObject.GetComponent<PatrolData>().wall_sign = wall_sign;
}
//水晶收集完毕
if (recorder.crystal_number == 0)
{
Gameover();
}
}
void Awake()
{
SSDirector director = SSDirector.GetInstance();
director.CurrentScenceController = this;
patrol_factory = Singleton<PropFactory>.Instance;
action_manager = gameObject.AddComponent<PatrolActionManager>() as PatrolActionManager;
LoadResources();
main_camera.GetComponent<CameraFlow>().follow = player;
second_camera.GetComponent<FPPCamera>().role = player;
recorder = Singleton<ScoreRecorder>.Instance;
}
public void LoadResources()
{
player = Instantiate(Resources.Load("Prefabs/Player"), new Vector3(0, 9, 0), Quaternion.identity) as GameObject;
crystals = patrol_factory.GetCrystal();
patrols = patrol_factory.GetPatrols();
//所有侦察兵移动
for (int i = 0; i < patrols.Count; i++)
{
action_manager.GoPatrol(patrols[i]);
}
}
//玩家移动
public void MovePlayer(float translationX, float translationZ)
{
if (!game_over)
{
if (translationX != 0 || translationZ != 0)
{
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);
//防止碰撞带来的移动
if (player.transform.localEulerAngles.x != 0 || player.transform.localEulerAngles.z != 0)
{
player.transform.localEulerAngles = new Vector3(0, player.transform.localEulerAngles.y, 0);
}
if (player.transform.position.y != 0)
{
player.transform.position = new Vector3(player.transform.position.x, 0, player.transform.position.z);
}
}
}
public int GetScore()
{
return recorder.score;
}
public int GetCrystalNumber()
{
return recorder.crystal_number;
}
public bool GetGameover()
{
return game_over;
}
public void Restart()
{
SceneManager.LoadScene("myScene");
}
void OnEnable()
{
GameEventManager.ScoreChange += AddScore;
GameEventManager.GameoverChange += Gameover;
GameEventManager.CrystalChange += ReduceCrystalNumber;
}
void OnDisable()
{
GameEventManager.ScoreChange -= AddScore;
GameEventManager.GameoverChange -= Gameover;
GameEventManager.CrystalChange -= ReduceCrystalNumber;
}
void ReduceCrystalNumber()
{
recorder.crystal_number--;
}
void AddScore()
{
recorder.score++;
}
void Gameover()
{
game_over = true;
patrol_factory.StopPatrol();
action_manager.DestroyAllAction();
}
public void SwitchCamera()
{
main_camera.SetActive(!main_camera.activeSelf);
second_camera.SetActive(!second_camera.activeSelf);
}
}
动作管理
巡逻兵有两个动作,巡逻和追击玩家,先分别实现动作。
GoPatrolAction 类,实现巡逻动作
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;
}
}
}
PatrolFollowAction类,实现追击玩家动作。
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);
}
}
在SSActionManager类中,通过回调函数在巡逻和追击之间循环切换
public void SSActionEvent(SSAction source, int intParam = 0, GameObject objectParam = null)
{
if (intParam == 0)
{
//侦查兵跟随玩家
PatrolFollowAction follow = PatrolFollowAction.GetSSAction(objectParam.gameObject.GetComponent<PatrolData>().player);
this.RunAction(objectParam, follow, this);
}
else
{
//侦察兵按照初始位置开始继续巡逻
GoPatrolAction move = GoPatrolAction.GetSSAction(objectParam.gameObject.GetComponent<PatrolData>().start_position);
this.RunAction(objectParam, move, this);
//玩家逃脱
Singleton<GameEventManager>.Instance.PlayerEscape();
}
}
代码地址
https://github.com/CurryYuan/Unity-3d-Homework/tree/master/Patrolman