[Unity教程]Unity战棋游戏教程

1.效果演示

https://www.bilibili.com/video/BV1Vu4y1d7eY?p=1

2.GameApp和单例父类实现

GameApp和单例父类实现_哔哩哔哩_bilibili

3.SoundManager编写实现bgm播放

SoundManager编写实现bgm播放_哔哩哔哩_bilibili

4.修改鼠标样式

修改鼠标样式_哔哩哔哩_bilibili

5.MVC基本脚本实现

https://www.bilibili.com/video/BV1Vu4y1d7eY?p=5

6.ControllerManager编写

ControllerManager编写_哔哩哔哩_bilibili

7.ViewManager编写

ViewManager编写_哔哩哔哩_bilibili

8.BaseView编写

BaseView编写_哔哩哔哩_bilibili

9.GameUIController和GameController编写

GameUIController和GameController编写,实现开始面板显示_哔哩哔哩_bilibili

10.设置界面开启和关闭

设置界面的开启与关闭_哔哩哔哩_bilibili

11.音效逻辑实现

音效逻辑实现(静音,音量大小)_哔哩哔哩_bilibili

12.ViewManager补充

ViewManager补充(增加层级显示设置)_哔哩哔哩_bilibili

13.MessageView脚本编写

MessageView脚本编写_哔哩哔哩_bilibili

14.LoadingController编写

LoadingController编写(场景跳转)_哔哩哔哩_bilibili

15.配置表读取

配置表读取(读取csv格式)_哔哩哔哩_bilibili

16.LevelController和SelectLevelView编写

LevelController和SelectLevelView编写_哔哩哔哩_bilibili

17.CameraManager脚本编写

CameraManager脚本编写_哔哩哔哩_bilibili

18.角色简单移动

角色简单移动逻辑_哔哩哔哩_bilibili

19.事件监听脚本编写

事件监听脚本编写_哔哩哔哩_bilibili

20.通过事件监听方式实现关卡详情面板显示隐藏

通过事件监听方式实现关卡详情面板显示隐藏_哔哩哔哩_bilibili

21.LevelModel脚本编写

LevelModel脚本编写_哔哩哔哩_bilibili

22.实现挑战到战斗场景逻辑

实现跳转到战斗场景逻辑(FightController脚本编写)_哔哩哔哩_bilibili

23.实现时间计时器逻辑

实现时间计时器逻辑_哔哩哔哩_bilibili

24.战斗基本脚本编写

战斗基本脚本编写(FightUnit和FightWorldManager)_哔哩哔哩_bilibili

25.MapManager编写

MapManager编写_哔哩哔哩_bilibili

26.选择英雄逻辑

选择英雄逻辑_哔哩哔哩_bilibili

27.实现拖拽图标逻辑

实现拖拽图标逻辑_哔哩哔哩_bilibili

28.实现英雄创建

实现英雄的创建_哔哩哔哩_bilibili

29.UserInputManager编写

UserInputManager编写(选中,未选中逻辑)_哔哩哔哩_bilibili

30.实现移动区域的显示和隐藏(广度优先搜索算法)

实现移动区域的显示和隐藏(广度优先搜索算法)_哔哩哔哩_bilibili

31.定义Enemy脚本,在场景摆放敌人

定义Enemy脚本,在场景摆放敌人_哔哩哔哩_bilibili

32.EnemyEditro编写

EnemyEditor编写_哔哩哔哩_bilibili

33.EnemyEnter代码补充

FightEnter代码补充_哔哩哔哩_bilibili

34.FightPlayerUnit和TipView脚本编写

FightPlayerUnit和TipView脚本编写_哔哩哔哩_bilibili

35.HeroDesView和EnemyDesView编写

HeroDesView和EnemyDesView编写_哔哩哔哩_bilibili

36.CommandManager编写

CommandManager编写_哔哩哔哩_bilibili

37.AStar脚本编写(A星寻路)

AStar脚本编写(A星寻路)_哔哩哔哩_bilibili

38.ShowPathCommand编写(显示路径)

ShowPathCommand编写(显示路径)_哔哩哔哩_bilibili

39.ShowPathCommand编写(正确显示方向指向)

ShowPathCommand编写(正确显示方向指向)_哔哩哔哩_bilibili

40.MoveCommand编写(移动到目的地)

MoveCommand编写(移动到目的地)_哔哩哔哩_bilibili

41.FightModel编写

FightModel编写_哔哩哔哩_bilibili

42.SelectOptionView编写

SelectOptionView编写(操作选项显示)_哔哩哔哩_bilibili

43.实现选项选中的取消,待机逻辑

实现选项中的取消,待机功能(修复取消移动后位置错误bug)_哔哩哔哩_bilibili

44.修改AddTempEvent处理逻辑

修改消息脚本中AddTempEvent处理逻辑_哔哩哔哩_bilibili

45.SkillProperty脚本编写

SkillProperty脚本编写_哔哩哔哩_bilibili

46.显示技能攻击区域

显示技能攻击区域_哔哩哔哩_bilibili

47.完善ModelBase逻辑

完善ModelBase逻辑(受伤,播放音效,计算距离 ,生成特效,朝向等)_哔哩哔哩_bilibili

48.DestroyObj编写

DestroyObj编写_哔哩哔哩_bilibili

49.SkillHelper帮助类

SkillHelper帮助类_哔哩哔哩_bilibili

50.SkillManager类编写

SkillManager类编写_哔哩哔哩_bilibili

51.SkillCommand编写

SkillCommand编写_哔哩哔哩_bilibili

52.重写敌人受伤逻辑

重写敌人受伤逻辑_哔哩哔哩_bilibili

53.FightOptionDesView界面逻辑编写

FightOptionDesView界面逻辑编写_哔哩哔哩_bilibili

54.FightEnemyUnit和WaitCommand脚本编写

FightEnemyUnit和WaitCommand脚本编写(玩家回合与敌人回合来回切换)_哔哩哔哩_bilibili

55.AiMoveCommand编写(敌人ai移动实现)

AiMoveCommand编写(敌人ai移动实现)_哔哩哔哩_bilibili

56.重写英雄受伤逻辑

重写英雄受伤逻辑_哔哩哔哩_bilibili

57.游戏胜利失败逻辑

游戏胜利失败逻辑_哔哩哔哩_bilibili

58.补充

补充(不移动操作的时候显示选项界面)_哔哩哔哩_bilibili

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回合制自己写的 战斗DEMO 加动画状态 Q键移动并攻击。 代码很简单。不要抱有太大希望 。作为新手学习使用。 public enum HeroStatus { idle = 0, //空闲 attack, //攻击 other, //其他 hit, //受击 die, //死亡 defense, //防御 cast, //施法 miss, //闪避 seriousInjury, //重伤 move, //移动 exit, //获取下一个状态 MAX, } public class hero : MonoBehaviour { public UISpriteAnimation m_spriteAnimation = null; public HeroStatus m_staus = HeroStatus.exit; //身体碰撞盒 public BoxCollider m_bodyBC = null; public string m_name = ""; public AttackCrash m_attackCrash = null; public byte m_posIndex = 0; void Awake() { m_spriteAnimation = transform.GetComponent(); m_bodyBC = transform.GetComponent(); } // Use this for initialization void Start () { m_spriteAnimation.AddFrameCallBack("attack", 1, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 4, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 7, AttackCallBack); } public float m_speed = 1f; public float m_offset = 0.5f; public Vector3 m_destination = Vector3.zero; public List m_actionList = new List(); // Update is called once per frame void Update () { switch (m_staus) { case HeroStatus.idle: //空闲状态 if (m_actionList.Count > 0) m_staus = HeroStatus.exit; break; case HeroStatus.attack: if (!m_spriteAnimation.isPlaying) { //攻击动画播放完毕 m_staus = HeroStatus.exit; } break; case HeroStatus.defense: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.hit: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.die: break; case HeroStatus.cast: break; case HeroStatus.miss: break; case HeroStatus.seriousInjury: break; case HeroStatus.move: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.exit: //获取下一个状态 if (m_actionList.Count > 0) { string str = "idle"; switch(m_actionList[0].status) { case HeroStatus.move: str = "idle"; break; default: str = Enum.GetName(typeof(HeroStatus), m_actionList[0].status); break; } m_spriteAnimation.namePrefix = str; m_spriteAnimation.loop = m_actionList[0].loop; m_destination = m_actionList[0].destinationMove; m_speed = m_actionList[0].speed; m_spriteAnimation.ResetToBeginning(); m_staus = m_actionList[0].status; m_actionList.RemoveAt(0); } else { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } break; // case HeroStatus.moveback: // //transform.position = Vector3.SmoothDamp(transform.position, destinationMove, ref cameraVelocity, smoothTime); // transform.position = Vector3.MoveTowards(transform.position, destinationMove, m_speed * Time.deltaTime); // if (transform.position == destinationMove) // m_staus = HeroStatus.idle; // break; } } public void SetPosition(byte pos, float x, float y) { m_posIndex = pos; transform.localPosition = new Vector3(x, y); } public void AttackCallBack() { //创建攻击特效 A攻击B B掉血222 B反击A闪避 UnityEngine.Object sourceObj = Resources.Load("AttackCrash"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(-70, 0, 0); } private void OnCollisionEnter(Collision co) { //进入碰撞 Debug.Log("进入碰撞!"); UnityEngine.Object sourceObj = Resources.Load("Effect"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(0, 0, 0); //Defense(); Hit(); } public void Attack(GameObject aims) { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.move; tmpAD.loop = true; UISprite tmpS = transform.GetComponent(); tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(aims.transform.localPosition.x + (tmpS.width/2), aims.transform.localPosition.y)); tmpAD.speed = Vector3.Distance(transform.position, tmpAD.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.attack; tmpAD1.loop = false; tmpAD1.destinationMove = Vector3.zero; tmpAD1.speed = 0; m_actionList.Add(tmpAD1); ActionData tmpAD2 = new ActionData(); tmpAD2.status = HeroStatus.move; tmpAD2.loop = true; tmpAD2.destinationMove = transform.position; tmpAD2.speed = Vector3.Distance(tmpAD.destinationMove, tmpAD2.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD2); } public void Defense() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.defense; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.25f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Hit() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.hit; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.3f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Idle() { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } public void Move() { // //transform.GetComponent().depth = 99; // GameObject go = GameObject.Find("enemy").gameObject; // destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(go.transform.localPosition.x + 98,go.transform.localPosition.y,go.transform.localPosition.z)); // m_speed = Vector3.Distance(transform.position, destinationMove) * 4; //4/1秒到达目的地 // m_staus = HeroStatus.moveto; // m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); // m_spriteAnimation.loop = true; // m_spriteAnimation.ResetToBeginning(); }
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