目录
内容要求
这次要制作的游戏是简单的打飞碟的游戏,游戏的内容要求是这样的 :
- 游戏有 n 个 round,每个 round 都包括10 次 trial;
- 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;
- 每个 trial 的飞碟有随机性,总体难度随 round 上升;
- 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。
依旧遵循之前的MVC架构,下面就直接展示UML图和代码了:
代码部分
代码整体结构如下:
Model
这次的数据模型只有一个,那就是飞碟的相关数据。有飞碟的得分、初始x方向速度和初始y方向速度。飞碟的大小在预制中已经做好,由于没有手动改变飞碟大小的功能,所以这里没有大小的数据。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class DiskAttri: MonoBehaviour
{
public int score;
public float speedX;
public float speedY;
}
View
依旧是我们熟悉的UserGUI来加载游戏界面:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UserGUI : MonoBehaviour
{
public int mode;
public int score;
public int round;
public string gameMessage;
private IUserAction action;
public GUIStyle bigStyle, blackStyle, smallStyle;//自定义字体格式
public Font pixelFont;
private int menu_width = Screen.width / 5, menu_height = Screen.width / 10;//主菜单每一个按键的宽度和高度
// Start is called before the first frame update
void Start()
{
mode = 0;
gameMessage = "";
action = Director.getInstance().currentSceneController as IUserAction;
//大字体初始化
bigStyle = new GUIStyle();
bigStyle.normal.textColor = Color.black;
bigStyle.normal.background = null;
bigStyle.fontSize = 50;
bigStyle.alignment=TextAnchor.MiddleCenter;
//black
blackStyle = new GUIStyle();
blackStyle.normal.textColor = Color.black;
blackStyle.normal.background = null;
blackStyle.fontSize = 50;
blackStyle.alignment=TextAnchor.MiddleCenter;
//小字体初始化
smallStyle = new GUIStyle();
smallStyle.normal.textColor = Color.white;
smallStyle.normal.background = null;
smallStyle.fontSize = 20;
smallStyle.alignment=TextAnchor.MiddleCenter;
}
// Update is called once per frame
void Update()
{
}
void OnGUI() {
GUI.skin.button.fontSize = 35;
switch(mode) {
case 0:
mainMenu();
break;
case 1:
GameStart();
break;
}
}
void mainMenu() {
GUI.Label(new Rect(Screen.width / 2 - menu_width * 0.5f, Screen.height * 0.1f, menu_width, menu_height), "Hit UFO", bigStyle);
bool button = GUI.Button(new Rect(Screen.width / 2 - menu_width * 0.5f, Screen.height * 3 / 7, menu_width, menu_height), "Start");
if (button) {
mode = 1;
}
}
void GameStart() {
GUI.Label(new Rect(400, 60, 50, 200), gameMessage, bigStyle);
GUI.Label(new Rect(0,0,100,50), "Score: " + score, smallStyle);
GUI.Label(new Rect(750,0,100,50), "Round: " + round, smallStyle);
}
}
Controller
Controller作用于模型和视图上。它控制数据流向模型对象,并在数据变化时更新视图。它使视图与模型分离开。是游戏的控制逻辑实现的地方,可以说是游戏的主体部分。
Actions
由于采用和之前的游戏相似的项目框架,所以保留了主体的动作基类SSAction,动作管理基类SSActionManager和提供回调函数接口的动作事件接口IActionCallBack。这三个类实现的功能和之前类似,只在具体的动作方面和之前不同,这里命名为CCFlyAction。这一部分实现了飞碟在屏幕中“飞”的动作。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//飞碟从界面左右两侧飞入,离开界面时运动结束
public class CCFlyAction : SSAction
{
public float speedX;
public float speedY;
public static CCFlyAction GetSSAction(float x, float y) {
CCFlyAction action = ScriptableObject.CreateInstance<CCFlyAction>();
action.speedX = x;
action.speedY = y;
return action;
}
// Start is called before the first frame update
public override void Start()
{
}
// Update is called once per frame
public override void Update()
{
if (this.transform.gameObject.activeSelf == false) { //飞碟已经被"销毁"
this.destroy = true;
this.callback.SSActionEvent(this);
return;
}
Vector3 vec3 = Camera.main.WorldToScreenPoint (this.transform.position);
if (vec3.x < -100 || vec3.x > Camera.main.pixelWidth + 100 || vec3.y < -100 || vec3.y > Camera.main.pixelHeight + 100) {
this.destroy = true;
this.callback.SSActionEvent(this);
return;
}
transform.position += new Vector3(speedX, speedY, 0) * Time.deltaTime * 2;
}
}
具体的控制类
依然有指挥管理整个游戏的导演类Director和场景控制接口ISceneController,和之前的内容、功能一样,这里不再详细介绍。
Singleton单实例
Singleton模式指的是某个类只能生成一个实例,该类提供了一个全局访问点供外部获取该实例,其拓展是有限多例模式。
这里使用场景单实例,当所需的实例第一次被需要时,在场景内搜索该实例,下一次使用时不需要搜索直接返回。场景单实例的使用很简单,只需要将 MonoBehaviour 子类对象挂载任何一个游戏对象上,然后在任意位置使用代码 Singleton<YourMonoType>.Instance
获得该对象。
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;
}
}
}
简单工场
简单工厂又称为工厂方法,即类一个方法能够得到一个对象实例,使用者不需要知道该实例如何构建、初始化等细节。这个方法的使用是为了减少游戏对象创建和销毁的次数,并且屏蔽创建和销毁的具体逻辑,使程序易于拓展。简单工场就是生产和销毁游戏对象的工厂,对象的使用者需要游戏对象时向它要,用完后再扔给工厂,完全不用考虑它是怎么来的,怎么销毁的。工厂方法 + 单实例 + 对象池通常都是同时一起使用。
这里的DiskFactory就是生产飞碟的工厂,它是一个单实例类,用前面场景单实例创建。它有工厂方法 GetDisk 产生飞碟,有回收方法 FreeDisk。在制作方面,它使用模板模式根据预制和规则制作飞碟,其中对象模板包括飞碟对象与飞碟数据。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyException : System.Exception
{
public MyException() { }
public MyException(string message) : base(message) { }
}
public class DiskFactory : MonoBehaviour
{
List<GameObject> used;
List<GameObject> free;
System.Random rand;
// Start is called before the first frame update
void Start()
{
used = new List<GameObject>();
free = new List<GameObject>();
rand = new System.Random();
}
// Update is called once per frame
void Update()
{
}
public GameObject GetDisk(int round) {
GameObject disk;
if (free.Count != 0) {
disk = free[0];
free.Remove(disk);
}
else {
disk = GameObject.Instantiate(Resources.Load("Prefabs/disk", typeof(GameObject))) as GameObject;
disk.AddComponent<DiskAttri>();
}
// 根据不同round设置diskAttributes的值
// 随机的旋转角度
disk.transform.localEulerAngles = new Vector3(-rand.Next(20,40),0,0);
DiskAttri attri = disk.GetComponent<DiskAttri>();
attri.score = rand.Next(1,4);
//由分数来决定速度、颜色、大小
attri.speedX = (rand.Next(1,5) + attri.score + round) * 0.2f;
attri.speedY = (rand.Next(1,5) + attri.score + round) * 0.2f;
if (attri.score == 3) {
disk.GetComponent<Renderer>().material.color = Color.red;
disk.transform.localScale += new Vector3(-0.5f,0,-0.5f);
}
else if (attri.score == 2) {
disk.GetComponent<Renderer>().material.color = Color.green;
disk.transform.localScale += new Vector3(-0.2f,0,-0.2f);
}
else if (attri.score == 1) {
disk.GetComponent<Renderer>().material.color = Color.blue;
}
//飞碟可从两个方向飞入(左上和右上)
int direction = rand.Next(1,3);
if (direction == 1) { //左上
disk.transform.Translate(Camera.main.ScreenToWorldPoint(new Vector3(0, Camera.main.pixelHeight, 8)));
attri.speedY *= -1;
}
else if (direction == 2) { //右上
disk.transform.Translate(Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth, Camera.main.pixelHeight, 8)));
attri.speedX *= -1;
attri.speedY *= -1;
}
used.Add(disk);
disk.SetActive(true);
return disk;
}
public void FreeDisk(GameObject disk) {
disk.SetActive(false);
//将位置和大小恢复到预制
disk.transform.position = new Vector3(0, 0,0);
disk.transform.localScale = new Vector3(2f,0.1f,2f);
if (!used.Contains(disk)) {
throw new MyException("Try to remove a item from a list which doesn't contain it.");
}
used.Remove(disk);
free.Add(disk);
}
}
回合控制和计分器
回合控制器,主要负责每回合游戏的主要逻辑,主要有下面三个部分:
- gameOver:判断游戏是否结束
- GetHit:用于获取并处理用户的点击动作,当用户用鼠标左键点击到某个飞碟对象时,交由计分器计分,并将用户点击到的飞碟移除
- Update:用于产生飞碟与更新状态,飞碟每0.5s发射一次,每次发射10个,当所有回合都完成后结束游戏。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class RoundController : MonoBehaviour, ISceneController, IUserAction
{
int round = 0;
int max_round = 5;
float timer = 0.5f;
GameObject disk;
DiskFactory factory ;
public CCActionManager actionManager;
public ScoreRecorder scoreController;
public UserGUI userGUI;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
if (userGUI.mode == 0)
return;
GetHit();
gameOver();
if (round > max_round) {
return;
}
timer -= Time.deltaTime;
if (timer <= 0 && actionManager.RemainActionCount() == 0) {
//从工厂中得到10个飞碟,为其加上动作
for (int i = 0; i < 10; ++i) {
disk = factory.GetDisk(round);
actionManager.MoveDisk(disk);
}
round += 1;
if (round <= max_round) {
userGUI.round = round;
}
timer = 4.0f;
}
}
void Awake() {
Director director = Director.getInstance();
director.currentSceneController = this;
director.currentSceneController.LoadSource();
gameObject.AddComponent<UserGUI>();
gameObject.AddComponent<CCActionManager>();
gameObject.AddComponent<ScoreRecorder>();
gameObject.AddComponent<DiskFactory>();
factory = Singleton<DiskFactory>.Instance;
userGUI = gameObject.GetComponent<UserGUI>();
}
public void LoadSource()
{
}
public void gameOver()
{
if (round > max_round && actionManager.RemainActionCount() == 0){
userGUI.gameMessage = "Game Over!";
}
}
public void GetHit() {
if (Input.GetButtonDown("Fire1")) {
//create ray, origin is camera, and direction to mousepoint
Camera ca = Camera.main;
Ray ray = ca.ScreenPointToRay(Input.mousePosition);
//Return the ray's hit
RaycastHit hit;
if (Physics.Raycast(ray, out hit)) {
scoreController.Record(hit.transform.gameObject);
hit.transform.gameObject.SetActive(false);
}
}
}
}
计分器的功能很简单,就是加上点击到飞碟的分数:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScoreRecorder : MonoBehaviour
{
int score;
public RoundController roundController;
public UserGUI userGUI;
// Start is called before the first frame update
void Start()
{
roundController = (RoundController)Director.getInstance().currentSceneController;
roundController.scoreController = this;
userGUI = this.gameObject.GetComponent<UserGUI>();
}
public void Record(GameObject disk) {
score += disk.GetComponent<DiskAttri>().score;
userGUI.score = score;
}
}
总结
这次游戏的重点在于工厂方法 + 单实例 + 对象池,用类似工厂中流水线的方法来生产和销毁游戏对象,采用的整体框架和之前类似。上面的代码可以实现简单的打飞碟,但是还是有许多可以改进的地方:1.飞碟的运动是用坐标的移动实现的,真实感较差,可以用施加力并增加重力来让运动效果更逼真;2.飞碟数量较多时会重叠,这是因为它们没有碰撞体积,可以给飞碟增加刚体属性,设置碰撞效果;3.飞碟大小不可自定义;4.可以给点击飞碟添加击碎效果……