智能巡逻兵
要求
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
程序设计要求
- 必须使用订阅与发布模式传消息
- 工厂模式生产巡逻兵
组织结构
这次依然是使用了动作分离,MVC模式和工厂模式,以及新加了订阅与发表模式,结构如下所示:
人物和场景预制
为了完成场景的布置,我们从商店中选用比较好的成品人物,`FreeVoxelGirl`这个包提供了免费的人物模型和动作,主要是其包含人物的死亡、行走和跑步这一系列的动作。我们进行人物的预制如下,主要是添加了刚体的碰撞器以及控制器和标签`Player`,标签会在我们之后的代码中用到:
人物的动作控制器如下所示,包括了人物的跑步、站立和死亡三种动作:
同样的,我们也给我们的巡逻兵添加预制,如下所示:
其控制器如下所示:
巡逻兵还需要添加一个和玩家相碰撞之后的处理代码,如下所示:
public class PlayerCollide : MonoBehaviour
{
void OnCollisionEnter(Collision other)
{
if (other.gameObject.tag == "Player")
{
Debug.Log("sd");
GameEventManager.Instance.PlayerGameover();
}
}
}
然后就是地图的设计了,我们用现有的资源搭建了一个小地图,分成了九个区域:
每个区域还添加了触发器代码,让玩家进入区域之后巡逻兵可以进行追击:
public class AreaCollide : MonoBehaviour
{
public int sign = 0;
FirstSceneController sceneController;
private void Start()
{
sceneController = SSDirector.getInstance().currentScenceController as FirstSceneController;
}
void OnTriggerEnter(Collider collider)
{
if (collider.gameObject.tag == "Player")
{
sceneController.SetPlayerArea(sign);
GameEventManager.Instance.PlayerEscape();
}
}
}
代码实现
巡逻兵生产与动作
我们还是利用工厂模式进行巡逻兵的生产,将每个巡逻兵和对应的区域号对应起来存放到字典中:
public class PatrolFactory
{
public static PatrolFactory PF = new PatrolFactory();
private Dictionary<int, GameObject> store = new Dictionary<int, GameObject>();
private PatrolFactory() {}
int[] posX = { -7, 1, 7 };
int[] posZ = { 8, 2, -8 };
public Dictionary<int, GameObject> GetPatrol()
{
for (int i = 0; i < 3; ++ i)
{
for (int j = 0; j < 3; ++ j)
{
GameObject newPatrol = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Patrol"));
newPatrol.AddComponent<Patrol>();
newPatrol.transform.position = new Vector3(posX[j], 0, posZ[i]);
newPatrol.GetComponent<Patrol>().block = i * 3 + j;
newPatrol.SetActive(true);
store.Add(i * 3 + j, newPatrol);
}
}
return store;
}
public void StopPatrol()
{
for (int i = 0; i < 3; ++ i)
{
for (int j = 0; j < 3; ++ j)
{
store[i * 3 + j].transform.position = new Vector3(posX[j], 0, posZ[i]);
}
}
}
}
巡逻兵类的实现:
public class Patrol : MonoBehaviour
{
public int block;
public bool follow_player = false;
private void Start()
{
if (gameObject.GetComponent<Rigidbody>())
{
gameObject.GetComponent<Rigidbody>().freezeRotation = true;
}
}
void Update()
{
if (this.gameObject.transform.localEulerAngles.x != 0 || gameObject.transform.localEulerAngles.z != 0)
{
gameObject.transform.localEulerAngles = new Vector3(0, gameObject.transform.localEulerAngles.y, 0);
}
if (gameObject.transform.position.y != 0)
{
gameObject.transform.position = new Vector3(gameObject.transform.position.x, 0, gameObject.transform.position.z);
}
}
}
巡逻兵基础动作类的实现还是和之前的作业一样:
public class SSAction : ScriptableObject
{
public bool enable = true;
public bool destroy = false;
public GameObject gameObject;
public Transform transform;
public SSActionCallback CallBack;
public virtual void Start()
{
throw new System.NotImplementedException();
}
public virtual void Update()
{
throw new System.NotImplementedException();
}
}
基类的动作管理实现如下,主要是存储了每个动作和编号的对应关系以及保存了两个队列,待添加和待删除的队列,这也和之前的游戏基本一样:
public class SSActionManager : MonoBehaviour
{
private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>();
private List<SSAction> waitingToAdd = new List<SSAction>();
private List<int> watingToDelete = new List<int>();
protected void Update()
{
foreach (SSAction ac in waitingToAdd)
{
actions[ac.GetInstanceID()] = ac;
}
waitingToAdd.Clear();
foreach (KeyValuePair<int, SSAction> kv in actions)
{
SSAction ac = kv.Value;
if (ac.destroy)
{
watingToDelete.Add(ac.GetInstanceID());
}
else if (ac.enable)
{
ac.Update();
}
}
foreach (int key in watingToDelete)
{
SSAction ac = actions[key];
actions.Remove(key);
Object.Destroy(ac);
}
watingToDelete.Clear();
}
public void addAction(GameObject gameObject, SSAction action, SSActionCallback ICallBack)
{
action.gameObject = gameObject;
action.transform = gameObject.transform;
action.CallBack = ICallBack;
waitingToAdd.Add(action);
action.Start();
}
}
然后是巡逻兵向玩家行走的动作基类实现,这里主要是要获取两个参数,target
代表玩家,speed
代表速度,表示朝向玩家以何种速度前进。如果玩家已经不在巡逻兵的范围之内的,也就是follow_player
的值为假的时候,我们就销毁这个动作:
public class CCTracertAction : SSAction
{
public GameObject target;
public float speed;
private CCTracertAction() { }
public static CCTracertAction getAction(GameObject target, float speed)
{
CCTracertAction action = ScriptableObject.CreateInstance<CCTracertAction>();
action.target = target;
action.speed = speed;
return action;
}
public override void Update()
{
this.transform.position = Vector3.MoveTowards(transform.position, target.transform.position, speed * Time.deltaTime);
Quaternion rotation = Quaternion.LookRotation(target.transform.position - gameObject.transform.position, Vector3.up);
gameObject.transform.rotation = rotation;
if (gameObject.GetComponent<Patrol>().follow_player == false || transform.position == target.transform.position)
{
destroy = true;
CallBack.SSActionCallback(this);
}
}
public override void Start()
{
}
}
在没有玩家进入视野的时候,巡逻兵需要自己随机行进,我们也设置一个运动基类来表示这一动作:
public class CCMoveToAction : SSAction
{
public Vector3 target;
public float speed;
public int block;
private CCMoveToAction() { }
public static CCMoveToAction getAction(int block, float speed, Vector3 position)
{
CCMoveToAction action = ScriptableObject.CreateInstance<CCMoveToAction>();
action.target = position;
action.speed = speed;
action.block = block;
return action;
}
public override void Update()
{
if (this.transform.position == target)
{
destroy = true;
CallBack.SSActionCallback(this);
}
this.transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime);
}
public override void Start()
{
Quaternion rotation = Quaternion.LookRotation(target - transform.position, Vector3.up);
transform.rotation = rotation;
}
}
最后就是实现运动管理类和回调函数:
public class CCActionManager : SSActionManager, SSActionCallback
{
public SSActionEventType Complete = SSActionEventType.Completed;
Dictionary<int, CCMoveToAction> actionList = new Dictionary<int, CCMoveToAction>();
public void Tracert(GameObject p, GameObject player)
{
if (actionList.ContainsKey(p.GetComponent<Patrol>().block)) actionList[p.GetComponent<Patrol>().block].destroy = true;
CCTracertAction action = CCTracertAction.getAction(player, 0.8f);
addAction(p.gameObject, action, this);
}
public void GoAround(GameObject p)
{
CCMoveToAction action = CCMoveToAction.getAction(p.GetComponent<Patrol>().block, 0.6f, GetNewTarget(p));
actionList.Add(p.GetComponent<Patrol>().block, action);
addAction(p.gameObject, action, this);
}
private Vector3 GetNewTarget(GameObject p)
{
Vector3 pos = p.transform.position;
int block = p.GetComponent<Patrol>().block;
float ZUp = 13.2f - (block / 3) * 9.65f;
float ZDown = 5.5f - (block / 3) * 9.44f;
float XUp = -4.7f + (block % 3) * 8.8f;
float XDown = -13.3f + (block % 3) * 10.1f;
Vector3 Move = new Vector3(Random.Range(-2f, 2f), 0, Random.Range(-2f, 2f));
Vector3 Next = pos + Move;
while (!(Next.x < XUp && Next.x > XDown && Next.z < ZUp && Next.z > ZDown))
{
Move = new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f));
Next = pos + Move;
}
return Next;
}
public void StopAll()
{
foreach (CCMoveToAction x in actionList.Values)
{
x.destroy = true;
}
actionList.Clear();
}
public void SSActionCallback(SSAction source)
{
if (actionList.ContainsKey(source.gameObject.GetComponent<Patrol>().block))
actionList.Remove(source.gameObject.GetComponent<Patrol>().block);
GoAround(source.gameObject);
}
}
接口,场景控制器和GUI
接口类声明在命名空间Interface中,UserAction类中主要为GUI和场景控制器交互的的方法,SSActionCallback中则为运动控制器的回调函数:
namespace Interfaces
{
public interface ISceneController
{
void LoadResources();
}
public interface UserAction
{
int GetScore();
void Restart();
bool GetGameState();
//移动玩家
void MovePlayer(float translationX, float translationZ);
}
public enum SSActionEventType : int { Started, Completed }
public interface SSActionCallback
{
void SSActionCallback(SSAction source);
}
}
场景控制器FirstSceneController
继承了接口ISceneController和UserAction,并且在其中实现了接口声明的函数。场景控制器还是订阅者,在初始化时将自身相应的事件处理函数提交给消息处理器,在相应事件发生时被自动调用:
public class FirstSceneController : MonoBehaviour, ISceneController, UserAction
{
GameObject player = null;
PatrolFactory PF;
int score = 0;
int PlayerArea = 4;
bool gameState = false;
Dictionary<int, GameObject> allProp = null;
CCActionManager CCManager = null;
void Awake()
{
SSDirector director = SSDirector.getInstance();
director.currentScenceController = this;
PF = PatrolFactory.PF;
if (CCManager == null)
CCManager = gameObject.AddComponent<CCActionManager>();
if (player == null && allProp == null)
{
Instantiate(Resources.Load<GameObject>("Prefabs/Plane"), new Vector3(0, 0, 0), Quaternion.identity);
player = Instantiate(Resources.Load("Prefabs/Player"), new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
var camera = GameObject.Find("Camera");
camera.transform.parent = player.transform;
camera.transform.position = player.transform.position + new Vector3(0, 5, -5);
allProp = PF.GetPatrol();
}
if (player.GetComponent<Rigidbody>())
player.GetComponent<Rigidbody>().freezeRotation = true;
}
// Update is called once per frame
void Update()
{
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);
}
}
void OnEnable()
{
GameEventManager.ScoreChange += AddScore;
GameEventManager.GameoverChange += Gameover;
}
void OnDisable()
{
GameEventManager.ScoreChange -= AddScore;
GameEventManager.GameoverChange -= Gameover;
}
public void LoadResources()
{
}
public int GetScore()
{
return score;
}
public void Restart()
{
player.GetComponent<Animator>().Play("New State");
PF.StopPatrol();
gameState = true;
score = 0;
player.transform.position = new Vector3(0, 0, 0);
allProp[PlayerArea].GetComponent<Patrol>().follow_player = true;
CCManager.Tracert(allProp[PlayerArea], player);
foreach (GameObject x in allProp.Values)
{
if (!x.GetComponent<Patrol>().follow_player)
{
CCManager.GoAround(x);
}
}
}
public bool GetGameState()
{
return gameState;
}
public void SetPlayerArea(int x)
{
if (PlayerArea != x && gameState)
{
allProp[PlayerArea].GetComponent<Animator>().SetBool("run", false);
allProp[PlayerArea].GetComponent<Patrol>().follow_player = false;
PlayerArea = x;
}
}
void AddScore()
{
if (gameState)
{
score ++;
allProp[PlayerArea].GetComponent<Patrol>().follow_player = true;
CCManager.Tracert(allProp[PlayerArea], player);
allProp[PlayerArea].GetComponent<Animator>().SetBool("run", true);
}
}
void Gameover()
{
CCManager.StopAll();
allProp[PlayerArea].GetComponent<Patrol>().follow_player = false;
player.GetComponent<Animator>().SetTrigger("death");
gameState = false;
}
public void MovePlayer(float translationX, float translationZ)
{
if (gameState && player != null)
{
if (translationX != 0 || translationZ != 0)
{
player.GetComponent<Animator>().SetBool("run", true);
}
else
{
player.GetComponent<Animator>().SetBool("run", false);
}
player.transform.Translate(0, 0, translationZ * 4f * Time.deltaTime);
player.transform.Rotate(0, translationX * 50f * Time.deltaTime, 0);
}
}
}
GUI界面主要实现显示分数和计时,并且在游戏结束的时候显示开始按钮以重开游戏。
public class InterfaceGUI : MonoBehaviour
{
UserAction UserActionController;
ISceneController SceneController;
public GameObject t;
bool ss = false;
float S;
// Use this for initialization
void Start()
{
UserActionController = SSDirector.getInstance().currentScenceController as UserAction;
SceneController = SSDirector.getInstance().currentScenceController as ISceneController;
S = Time.time;
}
private void OnGUI()
{
if (!ss) S = Time.time;
GUI.Label(new Rect(Screen.width - 160, 30, 150, 30), "Score: " + UserActionController.GetScore().ToString() + " Time: " + ((int)(Time.time - S)).ToString());
if (ss)
{
if (!UserActionController.GetGameState())
{
ss = false;
}
}
else
{
if (GUI.Button(new Rect(Screen.width / 2 - 30, Screen.height / 2 - 30, 100, 50), "Start"))
{
ss = true;
SceneController.LoadResources();
S = Time.time;
UserActionController.Restart();
}
}
}
private void Update()
{
float translationX = Input.GetAxis("Horizontal");
float translationZ = Input.GetAxis("Vertical");
UserActionController.MovePlayer(translationX, translationZ);
}
}
游戏事件管理器
游戏事件管理器是订阅与发布模式中的中继者,消息的订阅者通过与管理器中相应的事件委托绑定,在管理器相应的函数被发布者调用(也就是发布者发布相应消息时),订阅者绑定的相应事件处理函数也会被调用。订阅与发布模式实现了一部分消息的发布者和订阅者之间的解耦,让发布者和订阅者不必产生直接联系,其实现如下所示:
public class GameEventManager
{
public static GameEventManager Instance = new GameEventManager();
public delegate void ScoreEvent();
public static event ScoreEvent ScoreChange;
public delegate void GameoverEvent();
public static event GameoverEvent GameoverChange;
private GameEventManager() { }
public void PlayerEscape()
{
if (ScoreChange != null)
{
ScoreChange();
}
}
public void PlayerGameover()
{
if (GameoverChange != null)
{
GameoverChange();
}
}
}
导演类
导演类还是和之前的作业一样,实现如下:
public class SSDirector : System.Object
{
private static SSDirector _instance;
public ISceneController currentScenceController { get; set; }
public bool running { get; set; }
public static SSDirector getInstance()
{
if (_instance == null)
{
_instance = new SSDirector();
}
return _instance;
}
public int getFPS()
{
return Application.targetFrameRate;
}
public void setFPS(int fps)
{
Application.targetFrameRate = fps;
}
}
效果展示
我们给地图再添加了一些围栏、小物品之后,最终效果如下所示: