创建一个高扩展、高性能、高可配置的C#语言商业化射击游戏枪械网络同步流程是一个复杂且庞大的任务。这个任务涉及多个方面,包括但不限于网络同步、物理引擎、图形渲染、音效处理、用户界面、游戏逻辑等。由于篇幅和复杂度的限制,我将提供一个简化的框架和一些关键代码片段,帮助你理解如何实现这些功能。
项目结构
- Core: 核心逻辑和数据结构
- Networking: 网络同步逻辑
- Gameplay: 游戏逻辑
- UI: 用户界面
- Assets: 资源文件(模型、音效等)
核心逻辑和数据结构
Player.cs
public class Player
{
public string Id { get; set; }
public Vector3 Position { get; set; }
public Quaternion Rotation { get; set; }
public Weapon CurrentWeapon { get; set; }
public void Move(Vector3 direction)
{
// 移动逻辑
}
public void Shoot()
{
if (CurrentWeapon != null)
{
CurrentWeapon.Fire();
}
}
}
Weapon.cs
public abstract class Weapon
{
public string Name { get; set; }
public int Ammo { get; set; }
public float FireRate { get; set; }
public abstract void Fire();
}
public class Rifle : Weapon
{
public override void Fire()
{
if (Ammo > 0)
{
Ammo--;
// 射击逻辑
}
}
}
网络同步逻辑
NetworkManager.cs
public class NetworkManager
{
private static NetworkManager _instance;
public static NetworkManager Instance => _instance ?? (_instance = new NetworkManager());
private Dictionary<string, Player> players = new Dictionary<string, Player>();
public void Connect(string playerId)
{
// 连接逻辑
}
public void SyncPlayerState(string playerId, Vector3 position, Quaternion rotation)
{
if (players.ContainsKey(playerId))
{
players[playerId].Position = position;
players[playerId].Rotation = rotation;
}
}
public void SyncWeaponState(string playerId, string weaponName, int ammo)
{
if (players.ContainsKey(playerId))
{
var weapon = players[playerId].CurrentWeapon;
if (weapon != null && weapon.Name == weaponName)
{
weapon.Ammo = ammo;
}
}
}
}
游戏逻辑
GameManager.cs
public class GameManager
{
private List<Player> players = new List<Player>();
public void AddPlayer(Player player)
{
players.Add(player);
}
public void Update()
{
foreach (var player in players)
{
// 更新玩家状态
}
}
}
用户界面
UIManager.cs
public class UIManager
{
public void UpdateAmmoDisplay(int ammo)
{
// 更新弹药显示
}
public void ShowHitMarker()
{
// 显示命中标记
}
}
资源文件
资源文件包括模型、音效等,可以通过Unity等游戏引擎进行管理和加载。
整合
在Unity中,你可以通过MonoBehaviour脚本来整合这些逻辑。
PlayerController.cs
public class PlayerController : MonoBehaviour
{
private Player player;
void Start()
{
player = new Player
{
Id = "Player1",
Position = transform.position,
Rotation = transform.rotation,
CurrentWeapon = new Rifle { Name = "Rifle", Ammo = 30, FireRate = 0.1f }
};
NetworkManager.Instance.Connect(player.Id);
}
void Update()
{
// 移动和射击逻辑
if (Input.GetKey(KeyCode.W))
{
player.Move(Vector3.forward);
}
if (Input.GetMouseButtonDown(0))
{
player.Shoot();
NetworkManager.Instance.SyncWeaponState(player.Id, player.CurrentWeapon.Name, player.CurrentWeapon.Ammo);
}
// 同步玩家状态
NetworkManager.Instance.SyncPlayerState(player.Id, player.Position, player.Rotation);
}
}
结论
以上代码提供了一个基本的框架,展示了如何实现一个高扩展、高性能、高可配置的射击游戏枪械网络同步流程。实际的商业化游戏开发会更加复杂,需要考虑更多的细节和优化。建议使用Unity等游戏引擎来简化开发过程,并利用其强大的工具和社区资源。
好的,接下来我们将进一步扩展和完善这个框架,添加更多的功能和细节,以便更接近一个真实的商业化射击游戏。
扩展网络同步逻辑
为了实现更高效的网络同步,我们可以使用差异同步(Delta Sync)和压缩技术来减少网络带宽的使用。
NetworkManager.cs
public class NetworkManager
{
private static NetworkManager _instance;
public static NetworkManager Instance => _instance ?? (_instance = new NetworkManager());
private Dictionary<string, Player> players = new Dictionary<string, Player>();
public void Connect(string playerId)
{
// 连接逻辑
}
public void SyncPlayerState(string playerId, Vector3 position, Quaternion rotation)
{
if (players.ContainsKey(playerId))
{
var player = players[playerId];
if (player.Position != position || player.Rotation != rotation)
{
player.Position = position;
player.Rotation = rotation;
// 发送差异数据到服务器
SendPlayerStateToServer(playerId, position, rotation);
}
}
}
public void SyncWeaponState(string playerId, string weaponName, int ammo)
{
if (players.ContainsKey(playerId))
{
var weapon = players[playerId].CurrentWeapon;
if (weapon != null && weapon.Name == weaponName && weapon.Ammo != ammo)
{
weapon.Ammo = ammo;
// 发送差异数据到服务器
SendWeaponStateToServer(playerId, weaponName, ammo);
}
}
}
private void SendPlayerStateToServer(string playerId, Vector3 position, Quaternion rotation)
{
// 实现发送数据到服务器的逻辑
}
private void SendWeaponStateToServer(string playerId, string weaponName, int ammo)
{
// 实现发送数据到服务器的逻辑
}
}
扩展游戏逻辑
我们可以添加更多的游戏机制,例如重装弹药、切换武器等。
Player.cs
public class Player
{
public string Id { get; set; }
public Vector3 Position { get; set; }
public Quaternion Rotation { get; set; }
public Weapon CurrentWeapon { get; set; }
public List<Weapon> Inventory { get; set; } = new List<Weapon>();
public void Move(Vector3 direction)
{
// 移动逻辑
}
public void Shoot()
{
if (CurrentWeapon != null)
{
CurrentWeapon.Fire();
}
}
public void Reload()
{
if (CurrentWeapon != null)
{
CurrentWeapon.Reload();
}
}
public void SwitchWeapon(int index)
{
if (index >= 0 && index < Inventory.Count)
{
CurrentWeapon = Inventory[index];
}
}
}
Weapon.cs
public abstract class Weapon
{
public string Name { get; set; }
public int Ammo { get; set; }
public int MaxAmmo { get; set; }
public float FireRate { get; set; }
public abstract void Fire();
public abstract void Reload();
}
public class Rifle : Weapon
{
public override void Fire()
{
if (Ammo > 0)
{
Ammo--;
// 射击逻辑
}
}
public override void Reload()
{
Ammo = MaxAmmo;
// 重装弹药逻辑
}
}
扩展用户界面
我们可以添加更多的UI元素,例如武器切换、重装弹药等。
UIManager.cs
public class UIManager
{
public void UpdateAmmoDisplay(int ammo)
{
// 更新弹药显示
}
public void ShowHitMarker()
{
// 显示命中标记
}
public void UpdateWeaponDisplay(string weaponName)
{
// 更新武器显示
}
}
整合
在Unity中,你可以通过MonoBehaviour脚本来整合这些逻辑。
PlayerController.cs
public class PlayerController : MonoBehaviour
{
private Player player;
private UIManager uiManager;
void Start()
{
player = new Player
{
Id = "Player1",
Position = transform.position,
Rotation = transform.rotation,
CurrentWeapon = new Rifle { Name = "Rifle", Ammo = 30, MaxAmmo = 30, FireRate = 0.1f }
};
player.Inventory.Add(player.CurrentWeapon);
player.Inventory.Add(new Rifle { Name = "Sniper", Ammo = 5, MaxAmmo = 5, FireRate = 1.0f });
NetworkManager.Instance.Connect(player.Id);
uiManager = FindObjectOfType<UIManager>();
}
void Update()
{
// 移动和射击逻辑
if (Input.GetKey(KeyCode.W))
{
player.Move(Vector3.forward);
}
if (Input.GetMouseButtonDown(0))
{
player.Shoot();
NetworkManager.Instance.SyncWeaponState(player.Id, player.CurrentWeapon.Name, player.CurrentWeapon.Ammo);
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
if (Input.GetKeyDown(KeyCode.R))
{
player.Reload();
NetworkManager.Instance.SyncWeaponState(player.Id, player.CurrentWeapon.Name, player.CurrentWeapon.Ammo);
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
if (Input.GetKeyDown(KeyCode.Alpha1))
{
player.SwitchWeapon(0);
uiManager.UpdateWeaponDisplay(player.CurrentWeapon.Name);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
player.SwitchWeapon(1);
uiManager.UpdateWeaponDisplay(player.CurrentWeapon.Name);
}
// 同步玩家状态
NetworkManager.Instance.SyncPlayerState(player.Id, player.Position, player.Rotation);
}
}
结论
通过进一步扩展和完善,我们已经为这个射击游戏添加了更多的功能和细节。实际的商业化游戏开发会更加复杂,需要考虑更多的细节和优化。建议使用Unity等游戏引擎来简化开发过程,并利用其强大的工具和社区资源。你还需要考虑更多的游戏机制、优化网络同步、处理各种边界情况等。希望这些代码片段和框架能为你提供一个良好的起点。
好的,接下来我们将进一步扩展和完善这个框架,添加更多的功能和细节,以便更接近一个真实的商业化射击游戏。
扩展网络同步逻辑
为了实现更高效的网络同步,我们可以使用差异同步(Delta Sync)和压缩技术来减少网络带宽的使用。
NetworkManager.cs
public class NetworkManager
{
private static NetworkManager _instance;
public static NetworkManager Instance => _instance ?? (_instance = new NetworkManager());
private Dictionary<string, Player> players = new Dictionary<string, Player>();
public void Connect(string playerId)
{
// 连接逻辑
}
public void SyncPlayerState(string playerId, Vector3 position, Quaternion rotation)
{
if (players.ContainsKey(playerId))
{
var player = players[playerId];
if (player.Position != position || player.Rotation != rotation)
{
player.Position = position;
player.Rotation = rotation;
// 发送差异数据到服务器
SendPlayerStateToServer(playerId, position, rotation);
}
}
}
public void SyncWeaponState(string playerId, string weaponName, int ammo)
{
if (players.ContainsKey(playerId))
{
var weapon = players[playerId].CurrentWeapon;
if (weapon != null && weapon.Name == weaponName && weapon.Ammo != ammo)
{
weapon.Ammo = ammo;
// 发送差异数据到服务器
SendWeaponStateToServer(playerId, weaponName, ammo);
}
}
}
private void SendPlayerStateToServer(string playerId, Vector3 position, Quaternion rotation)
{
// 实现发送数据到服务器的逻辑
}
private void SendWeaponStateToServer(string playerId, string weaponName, int ammo)
{
// 实现发送数据到服务器的逻辑
}
}
扩展游戏逻辑
我们可以添加更多的游戏机制,例如重装弹药、切换武器等。
Player.cs
public class Player
{
public string Id { get; set; }
public Vector3 Position { get; set; }
public Quaternion Rotation { get; set; }
public Weapon CurrentWeapon { get; set; }
public List<Weapon> Inventory { get; set; } = new List<Weapon>();
public void Move(Vector3 direction)
{
// 移动逻辑
}
public void Shoot()
{
if (CurrentWeapon != null)
{
CurrentWeapon.Fire();
}
}
public void Reload()
{
if (CurrentWeapon != null)
{
CurrentWeapon.Reload();
}
}
public void SwitchWeapon(int index)
{
if (index >= 0 && index < Inventory.Count)
{
CurrentWeapon = Inventory[index];
}
}
}
Weapon.cs
public abstract class Weapon
{
public string Name { get; set; }
public int Ammo { get; set; }
public int MaxAmmo { get; set; }
public float FireRate { get; set; }
public abstract void Fire();
public abstract void Reload();
}
public class Rifle : Weapon
{
public override void Fire()
{
if (Ammo > 0)
{
Ammo--;
// 射击逻辑
}
}
public override void Reload()
{
Ammo = MaxAmmo;
// 重装弹药逻辑
}
}
扩展用户界面
我们可以添加更多的UI元素,例如武器切换、重装弹药等。
UIManager.cs
public class UIManager
{
public void UpdateAmmoDisplay(int ammo)
{
// 更新弹药显示
}
public void ShowHitMarker()
{
// 显示命中标记
}
public void UpdateWeaponDisplay(string weaponName)
{
// 更新武器显示
}
}
整合
在Unity中,你可以通过MonoBehaviour脚本来整合这些逻辑。
PlayerController.cs
public class PlayerController : MonoBehaviour
{
private Player player;
private UIManager uiManager;
void Start()
{
player = new Player
{
Id = "Player1",
Position = transform.position,
Rotation = transform.rotation,
CurrentWeapon = new Rifle { Name = "Rifle", Ammo = 30, MaxAmmo = 30, FireRate = 0.1f }
};
player.Inventory.Add(player.CurrentWeapon);
player.Inventory.Add(new Rifle { Name = "Sniper", Ammo = 5, MaxAmmo = 5, FireRate = 1.0f });
NetworkManager.Instance.Connect(player.Id);
uiManager = FindObjectOfType<UIManager>();
}
void Update()
{
// 移动和射击逻辑
if (Input.GetKey(KeyCode.W))
{
player.Move(Vector3.forward);
}
if (Input.GetMouseButtonDown(0))
{
player.Shoot();
NetworkManager.Instance.SyncWeaponState(player.Id, player.CurrentWeapon.Name, player.CurrentWeapon.Ammo);
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
if (Input.GetKeyDown(KeyCode.R))
{
player.Reload();
NetworkManager.Instance.SyncWeaponState(player.Id, player.CurrentWeapon.Name, player.CurrentWeapon.Ammo);
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
if (Input.GetKeyDown(KeyCode.Alpha1))
{
player.SwitchWeapon(0);
uiManager.UpdateWeaponDisplay(player.CurrentWeapon.Name);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
player.SwitchWeapon(1);
uiManager.UpdateWeaponDisplay(player.CurrentWeapon.Name);
}
// 同步玩家状态
NetworkManager.Instance.SyncPlayerState(player.Id, player.Position, player.Rotation);
}
}
结论
通过进一步扩展和完善,我们已经为这个射击游戏添加了更多的功能和细节。实际的商业化游戏开发会更加复杂,需要考虑更多的细节和优化。建议使用Unity等游戏引擎来简化开发过程,并利用其强大的工具和社区资源。你还需要考虑更多的游戏机制、优化网络同步、处理各种边界情况等。希望这些代码片段和框架能为你提供一个良好的起点。
好的,接下来我们将进一步扩展和完善这个框架,添加更多的功能和细节,以便更接近一个真实的商业化射击游戏。
扩展游戏机制
我们可以添加更多的游戏机制,例如生命值、受伤和死亡逻辑、拾取物品等。
HealthSystem.cs
public class HealthSystem
{
public int MaxHealth { get; private set; }
public int CurrentHealth { get; private set; }
public HealthSystem(int maxHealth)
{
MaxHealth = maxHealth;
CurrentHealth = maxHealth;
}
public void TakeDamage(int damage)
{
CurrentHealth -= damage;
if (CurrentHealth <= 0)
{
Die();
}
}
public void Heal(int amount)
{
CurrentHealth += amount;
if (CurrentHealth > MaxHealth)
{
CurrentHealth = MaxHealth;
}
}
private void Die()
{
// 死亡逻辑
}
}
Player.cs
public class Player
{
public string Id { get; set; }
public Vector3 Position { get; set; }
public Quaternion Rotation { get; set; }
public Weapon CurrentWeapon { get; set; }
public List<Weapon> Inventory { get; set; } = new List<Weapon>();
public HealthSystem Health { get; private set; }
public Player(int maxHealth)
{
Health = new HealthSystem(maxHealth);
}
public void Move(Vector3 direction)
{
// 移动逻辑
}
public void Shoot()
{
if (CurrentWeapon != null)
{
CurrentWeapon.Fire();
}
}
public void Reload()
{
if (CurrentWeapon != null)
{
CurrentWeapon.Reload();
}
}
public void SwitchWeapon(int index)
{
if (index >= 0 && index < Inventory.Count)
{
CurrentWeapon = Inventory[index];
}
}
public void TakeDamage(int damage)
{
Health.TakeDamage(damage);
// 同步生命值到服务器
NetworkManager.Instance.SyncHealthState(Id, Health.CurrentHealth);
}
public void Heal(int amount)
{
Health.Heal(amount);
// 同步生命值到服务器
NetworkManager.Instance.SyncHealthState(Id, Health.CurrentHealth);
}
}
NetworkManager.cs
public class NetworkManager
{
private static NetworkManager _instance;
public static NetworkManager Instance => _instance ?? (_instance = new NetworkManager());
private Dictionary<string, Player> players = new Dictionary<string, Player>();
public void Connect(string playerId)
{
// 连接逻辑
}
public void SyncPlayerState(string playerId, Vector3 position, Quaternion rotation)
{
if (players.ContainsKey(playerId))
{
var player = players[playerId];
if (player.Position != position || player.Rotation != rotation)
{
player.Position = position;
player.Rotation = rotation;
// 发送差异数据到服务器
SendPlayerStateToServer(playerId, position, rotation);
}
}
}
public void SyncWeaponState(string playerId, string weaponName, int ammo)
{
if (players.ContainsKey(playerId))
{
var weapon = players[playerId].CurrentWeapon;
if (weapon != null && weapon.Name == weaponName && weapon.Ammo != ammo)
{
weapon.Ammo = ammo;
// 发送差异数据到服务器
SendWeaponStateToServer(playerId, weaponName, ammo);
}
}
}
public void SyncHealthState(string playerId, int health)
{
if (players.ContainsKey(playerId))
{
var player = players[playerId];
if (player.Health.CurrentHealth != health)
{
player.Health.CurrentHealth = health;
// 发送差异数据到服务器
SendHealthStateToServer(playerId, health);
}
}
}
private void SendPlayerStateToServer(string playerId, Vector3 position, Quaternion rotation)
{
// 实现发送数据到服务器的逻辑
}
private void SendWeaponStateToServer(string playerId, string weaponName, int ammo)
{
// 实现发送数据到服务器的逻辑
}
private void SendHealthStateToServer(string playerId, int health)
{
// 实现发送数据到服务器的逻辑
}
}
扩展用户界面
我们可以添加更多的UI元素,例如生命值显示、拾取物品等。
UIManager.cs
public class UIManager
{
public void UpdateAmmoDisplay(int ammo)
{
// 更新弹药显示
}
public void ShowHitMarker()
{
// 显示命中标记
}
public void UpdateWeaponDisplay(string weaponName)
{
// 更新武器显示
}
public void UpdateHealthDisplay(int health)
{
// 更新生命值显示
}
}
扩展拾取物品逻辑
我们可以添加拾取物品的逻辑,例如拾取弹药、医疗包等。
Item.cs
public abstract class Item
{
public string Name { get; set; }
public abstract void Use(Player player);
}
public class AmmoItem : Item
{
public int AmmoAmount { get; set; }
public override void Use(Player player)
{
if (player.CurrentWeapon != null)
{
player.CurrentWeapon.Ammo += AmmoAmount;
if (player.CurrentWeapon.Ammo > player.CurrentWeapon.MaxAmmo)
{
player.CurrentWeapon.Ammo = player.CurrentWeapon.MaxAmmo;
}
}
}
}
public class HealthItem : Item
{
public int HealAmount { get; set; }
public override void Use(Player player)
{
player.Heal(HealAmount);
}
}
PlayerController.cs
public class PlayerController : MonoBehaviour
{
private Player player;
private UIManager uiManager;
void Start()
{
player = new Player(100)
{
Id = "Player1",
Position = transform.position,
Rotation = transform.rotation,
CurrentWeapon = new Rifle { Name = "Rifle", Ammo = 30, MaxAmmo = 30, FireRate = 0.1f }
};
player.Inventory.Add(player.CurrentWeapon);
player.Inventory.Add(new Rifle { Name = "Sniper", Ammo = 5, MaxAmmo = 5, FireRate = 1.0f });
NetworkManager.Instance.Connect(player.Id);
uiManager = FindObjectOfType<UIManager>();
}
void Update()
{
// 移动和射击逻辑
if (Input.GetKey(KeyCode.W))
{
player.Move(Vector3.forward);
}
if (Input.GetMouseButtonDown(0))
{
player.Shoot();
NetworkManager.Instance.SyncWeaponState(player.Id, player.CurrentWeapon.Name, player.CurrentWeapon.Ammo);
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
if (Input.GetKeyDown(KeyCode.R))
{
player.Reload();
NetworkManager.Instance.SyncWeaponState(player.Id, player.CurrentWeapon.Name, player.CurrentWeapon.Ammo);
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
if (Input.GetKeyDown(KeyCode.Alpha1))
{
player.SwitchWeapon(0);
uiManager.UpdateWeaponDisplay(player.CurrentWeapon.Name);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
player.SwitchWeapon(1);
uiManager.UpdateWeaponDisplay(player.CurrentWeapon.Name);
}
// 同步玩家状态
NetworkManager.Instance.SyncPlayerState(player.Id, player.Position, player.Rotation);
}
private void OnTriggerEnter(Collider other)
{
var item = other.GetComponent<Item>();
if (item != null)
{
item.Use(player);
if (item is AmmoItem)
{
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
else if (item is HealthItem)
{
uiManager.UpdateHealthDisplay(player.Health.CurrentHealth);
}
Destroy(other.gameObject);
}
}
}
结论
通过进一步扩展和完善,我们已经为这个射击游戏添加了更多的功能和细节。实际的商业化游戏开发会更加复杂,需要考虑更多的细节和优化。建议使用Unity等游戏引擎来简化开发过程,并利用其强大的工具和社区资源。你还需要考虑更多的游戏机制、优化网络同步、处理各种边界情况等。希望这些代码片段和框架能为你提供一个良好的起点。
好的,接下来我们将进一步扩展和完善这个框架,添加更多的功能和细节,以便更接近一个真实的商业化射击游戏。
扩展游戏机制
我们可以添加更多的游戏机制,例如敌人AI、游戏胜利和失败条件、多人游戏的匹配系统等。
EnemyAI.cs
public class EnemyAI : MonoBehaviour
{
public float detectionRange = 10f;
public float attackRange = 5f;
public int damage = 10;
public float attackCooldown = 1f;
private Player targetPlayer;
private float lastAttackTime;
void Update()
{
FindTargetPlayer();
if (targetPlayer != null)
{
MoveTowardsPlayer();
if (Vector3.Distance(transform.position, targetPlayer.Position) <= attackRange)
{
AttackPlayer();
}
}
}
private void FindTargetPlayer()
{
// 简单的目标选择逻辑,可以扩展为更复杂的AI
var players = FindObjectsOfType<PlayerController>();
foreach (var playerController in players)
{
var player = playerController.GetPlayer();
if (Vector3.Distance(transform.position, player.Position) <= detectionRange)
{
targetPlayer = player;
break;
}
}
}
private void MoveTowardsPlayer()
{
// 移动逻辑
transform.position = Vector3.MoveTowards(transform.position, targetPlayer.Position, Time.deltaTime);
}
private void AttackPlayer()
{
if (Time.time - lastAttackTime >= attackCooldown)
{
targetPlayer.TakeDamage(damage);
lastAttackTime = Time.time;
}
}
}
GameManager.cs
public class GameManager : MonoBehaviour
{
public static GameManager Instance { get; private set; }
private void Awake()
{
if (Instance == null)
{
Instance = this;
DontDestroyOnLoad(gameObject);
}
else
{
Destroy(gameObject);
}
}
public void CheckGameOver()
{
var players = FindObjectsOfType<PlayerController>();
bool allPlayersDead = true;
foreach (var playerController in players)
{
if (playerController.GetPlayer().Health.CurrentHealth > 0)
{
allPlayersDead = false;
break;
}
}
if (allPlayersDead)
{
GameOver();
}
}
private void GameOver()
{
// 游戏结束逻辑
Debug.Log("Game Over!");
}
public void CheckVictory()
{
// 检查胜利条件
// 例如,所有敌人被消灭
var enemies = FindObjectsOfType<EnemyAI>();
if (enemies.Length == 0)
{
Victory();
}
}
private void Victory()
{
// 胜利逻辑
Debug.Log("Victory!");
}
}
PlayerController.cs
public class PlayerController : MonoBehaviour
{
private Player player;
private UIManager uiManager;
void Start()
{
player = new Player(100)
{
Id = "Player1",
Position = transform.position,
Rotation = transform.rotation,
CurrentWeapon = new Rifle { Name = "Rifle", Ammo = 30, MaxAmmo = 30, FireRate = 0.1f }
};
player.Inventory.Add(player.CurrentWeapon);
player.Inventory.Add(new Rifle { Name = "Sniper", Ammo = 5, MaxAmmo = 5, FireRate = 1.0f });
NetworkManager.Instance.Connect(player.Id);
uiManager = FindObjectOfType<UIManager>();
}
void Update()
{
// 移动和射击逻辑
if (Input.GetKey(KeyCode.W))
{
player.Move(Vector3.forward);
}
if (Input.GetMouseButtonDown(0))
{
player.Shoot();
NetworkManager.Instance.SyncWeaponState(player.Id, player.CurrentWeapon.Name, player.CurrentWeapon.Ammo);
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
if (Input.GetKeyDown(KeyCode.R))
{
player.Reload();
NetworkManager.Instance.SyncWeaponState(player.Id, player.CurrentWeapon.Name, player.CurrentWeapon.Ammo);
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
if (Input.GetKeyDown(KeyCode.Alpha1))
{
player.SwitchWeapon(0);
uiManager.UpdateWeaponDisplay(player.CurrentWeapon.Name);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
player.SwitchWeapon(1);
uiManager.UpdateWeaponDisplay(player.CurrentWeapon.Name);
}
// 同步玩家状态
NetworkManager.Instance.SyncPlayerState(player.Id, player.Position, player.Rotation);
// 检查游戏状态
GameManager.Instance.CheckGameOver();
GameManager.Instance.CheckVictory();
}
private void OnTriggerEnter(Collider other)
{
var item = other.GetComponent<Item>();
if (item != null)
{
item.Use(player);
if (item is AmmoItem)
{
uiManager.UpdateAmmoDisplay(player.CurrentWeapon.Ammo);
}
else if (item is HealthItem)
{
uiManager.UpdateHealthDisplay(player.Health.CurrentHealth);
}
Destroy(other.gameObject);
}
}
public Player GetPlayer()
{
return player;
}
}
扩展多人游戏匹配系统
我们可以添加一个简单的匹配系统来实现多人游戏。
MatchmakingManager.cs
public class MatchmakingManager
{
private static MatchmakingManager _instance;
public static MatchmakingManager Instance => _instance ?? (_instance = new MatchmakingManager());
private List<string> waitingPlayers = new List<string>();
public void JoinQueue(string playerId)
{
waitingPlayers.Add(playerId);
if (waitingPlayers.Count >= 2)
{
StartMatch();
}
}
private void StartMatch()
{
var player1 = waitingPlayers[0];
var player2 = waitingPlayers[1];
waitingPlayers.RemoveAt(0);
waitingPlayers.RemoveAt(0);
// 开始匹配逻辑
Debug.Log($"Match started between {player1} and {player2}");
}
}
NetworkManager.cs
public class NetworkManager
{
private static NetworkManager _instance;
public static NetworkManager Instance => _instance ?? (_instance = new NetworkManager());
private Dictionary<string, Player> players = new Dictionary<string, Player>();
public void Connect(string playerId)
{
// 连接逻辑
MatchmakingManager.Instance.JoinQueue(playerId);
}
public void SyncPlayerState(string playerId, Vector3 position, Quaternion rotation)
{
if (players.ContainsKey(playerId))
{
var player = players[playerId];
if (player.Position != position || player.Rotation != rotation)
{
player.Position = position;
player.Rotation = rotation;
// 发送差异数据到服务器
SendPlayerStateToServer(playerId, position, rotation);
}
}
}
public void SyncWeaponState(string playerId, string weaponName, int ammo)
{
if (players.ContainsKey(playerId))
{
var weapon = players[playerId].CurrentWeapon;
if (weapon != null && weapon.Name == weaponName && weapon.Ammo != ammo)
{
weapon.Ammo = ammo;
// 发送差异数据到服务器
SendWeaponStateToServer(playerId, weaponName, ammo);
}
}
}
public void SyncHealthState(string playerId, int health)
{
if (players.ContainsKey(playerId))
{
var player = players[playerId];
if (player.Health.CurrentHealth != health)
{
player.Health.CurrentHealth = health;
// 发送差异数据到服务器
SendHealthStateToServer(playerId, health);
}
}
}
private void SendPlayerStateToServer(string playerId, Vector3 position, Quaternion rotation)
{
// 实现发送数据到服务器的逻辑
}
private void SendWeaponStateToServer(string playerId, string weaponName, int ammo)
{
// 实现发送数据到服务器的逻辑
}
private void SendHealthStateToServer(string playerId, int health)
{
// 实现发送数据到服务器的逻辑
}
}
结论
通过进一步扩展和完善,我们已经为这个射击游戏添加了更多的功能和细节,包括敌人AI、游戏胜利和失败条件、多人游戏的匹配系统等。实际的商业化游戏开发会更加复杂,需要考虑更多的细节和优化。建议使用Unity等游戏引擎来简化开发过程,并利用其强大的工具和社区资源。你还需要考虑更多的游戏机制、优化网络同步、处理各种边界情况等。希望这些代码片段和框架能为你提供一个良好的起点。