Unity入门案例(约翰的密室逃脱)

CameraFollow1.cs 

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

public class CameraFollow1 : MonoBehaviour
{
    //跟随的游戏人物
    private Transform Player;
    //相机与人物之间的距离
    Vector3 offset;
    // Start is called before the first frame update
    void Start()
    {
        Player = GameObject.Find("JohnLemon").transform;
        offset = transform.position - Player.position;
    }

    // Update is called once per frame
    void Update()
    {
        transform.position = offset + Player.position;
    }
}

PlayMovement.cs

using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class PlayMovement : MonoBehaviour
{
    //定义一个旋转的速度
    public float turnspeed = 20f;

    //定义游戏任务上的组件
    Animator m_Animator;
    Rigidbody m_Rigidbody;

    //游戏人物移动的方向
    Vector3 m_Movement;
    //游戏人物旋转的角度
    Quaternion m_Quaternion = Quaternion.identity;
    // Start is called before the first frame update
    void Start()
    {
        //获取游戏人物上的刚体,动画控制机组件
        m_Animator = GetComponent<Animator>();
        m_Rigidbody = GetComponent<Rigidbody>();
    }


    private void FixedUpdate()
    {
        //获取水平,竖直(z轴方向)是否有键值输入
        float horizontal = Input.GetAxis("Horizontal");
        float vertical = Input.GetAxis("Vertical");

        //设置游戏任务移动的方向
        m_Movement.Set(horizontal,0f,vertical);
        m_Movement.Normalize();

        //定义游戏人物是否移动的bool值
        //bool hasHorizontalInput=!Mathf.Approximately(horizontal,0f);
        bool hasHorizontalInput = !Mathf.Approximately(horizontal,0f);
        bool hasVerticalInput = !Mathf.Approximately(vertical,0f);
        //控制人物动画的转换
        bool iswalking = hasHorizontalInput || hasVerticalInput;
        m_Animator.SetBool("IsWalking", iswalking);
        //旋转的过渡,通过三元数转四元数的方式获取游戏人物当前应有的角度
        Vector3 desirForward = Vector3.RotateTowards(transform.forward, m_Movement, turnspeed * Time.deltaTime,0f);
        m_Quaternion = Quaternion.LookRotation(desirForward);
     }
    //游戏人物的旋转和移动
    private void OnAnimatorMove()
    {
        m_Rigidbody.MovePosition(m_Rigidbody.position + m_Movement * m_Animator.deltaPosition.magnitude);
        m_Rigidbody.MoveRotation(m_Quaternion);
    }

}

GameEnding.cs

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

public class GameEnding : MonoBehaviour
{
    //游戏胜利时,图片淡入淡出的时间
    public float fadeDuration = 1f;
    //游戏胜利时图片显示的时间
    public float displayDuration=1f;
    //游戏人物
    public GameObject Player;
    //游戏胜利时的画布背景
    public CanvasGroup ExitBK;
    //游戏失败时的画布背景
    public CanvasGroup FailBK;

    //游戏胜利时的bool值
    bool IsExit=false;
    //游戏失败时的bool值
    bool IsFail=false;
    //定义计时器,用于图片的渐变和完全显示
    public float timer=0f;

    //音频组件
    public AudioSource winaudio;
    public AudioSource failaudio;

    //bool值控制音效只播放一次
    bool IsPlay=false;
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject == Player)
        {
            //检测到玩家
            //游戏胜利
            IsExit = true;
        }
    }
    //游戏失败时的控制函数
    public void Caught()
    {
        IsFail = true;
    }
    // Update is called once per frame
    void Update()
    {
        //游戏胜利
        if (IsExit)
        {
            EndLevel(ExitBK, false,winaudio);
        }
        //游戏失败
        else if (IsFail)
        {
            EndLevel(FailBK, true,failaudio);
        }
    }

    //游戏胜利或失败时的方法
    void EndLevel(CanvasGroup igCanvasGroup,bool doRestart,AudioSource playaudio)
    {
        //游戏胜利或失败的音效播放
        if (!IsPlay)
        {
            playaudio.Play();
            IsPlay=true;
        }
        //玩家碰到触发器时,计时器开始计时
        timer+=Time.deltaTime;
        //控制CanvasGroup的不透明度
        igCanvasGroup.alpha = timer/fadeDuration;

        //游戏胜利/失败图片渐变了1秒,显示了1秒,游戏结束
        if(timer>fadeDuration+displayDuration) 
        {
            //游戏失败,重启游戏
            if (doRestart)
            {
                SceneManager.LoadScene(0);
            }
            //游戏胜利,退出游戏
            else if (!doRestart) 
            { 
                Application.Quit(); 
            }
            
        }
    }
}

 Observer.cs

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

public class Observer : MonoBehaviour
{
    //游戏角色
    public Transform Player;
    //GameEnding
    public GameEnding gameEnding;
    //游戏玩家是否进入到扫描棒的视线范围
    bool IsInRange=false;

    private void OnTriggerEnter(Collider other)
    {
        //扫描棒扫描到玩家了
        if (other.gameObject == Player.gameObject)
        {
            IsInRange = true;
        }
    }

    private void OnTriggerExit(Collider other)
    {
        //扫描棒扫描到玩家离开了
        if(other.gameObject == Player.gameObject)
        {
            IsInRange=false;
        }
    }
    // Update is called once per frame
    void Update()
    {
        if (IsInRange == true)
        {
            //射线检测
            Vector3 dir=Player.position-transform.position+Vector3.up;
            Ray ray = new Ray(transform.position,dir);
            RaycastHit raycastHit;

            if(Physics.Raycast(ray,out raycastHit))
            {
                if (raycastHit.collider.transform == Player)
                {
                    //游戏失败,玩家被抓住,调用gameEnding的Caught方法
                    gameEnding.Caught();
                }
            }
        }
        
    }
}

 WayPointsPatrol.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
public class WayPointsPatrol : MonoBehaviour
{
    //导航组件
    private NavMeshAgent navMeshAgent;
    //导航点的数组
    public Transform[] waypoints;
    //当前巡逻的目标点
    int m_currentpointIndex;
    // Start is called before the first frame update
    void Start()
    {
        //获取NavMeshAgent组件
        navMeshAgent = GetComponent<NavMeshAgent>();
        //从起点到达第一个巡逻点
        navMeshAgent.SetDestination(waypoints[0].position);
    }

    // Update is called once per frame
    void Update()
    {
        //到达目标点,前往下一个目标点
        if (navMeshAgent.remainingDistance<navMeshAgent.stoppingDistance)
        {
            m_currentpointIndex=(m_currentpointIndex + 1) % waypoints.Length;
            navMeshAgent.SetDestination(waypoints[m_currentpointIndex].position);
        }
    }
}

PS:根据b站教程完成 

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