枪械网络同步流程

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

  1. Core: 核心逻辑和数据结构
  2. Networking: 网络同步逻辑
  3. Gameplay: 游戏逻辑
  4. UI: 用户界面
  5. 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。

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