3D游戏编程与设计——模型与动画章节作业与练习

3D游戏编程与设计——模型与动画章节作业与练习

作业与练习

智能巡逻兵

  • 提交要求:
  • 游戏设计要求:
    • 创建一个地图和若干巡逻兵(使用动画);
    • 每个巡逻兵走一个3~5个边的凸多边型,位置数据是相对地址。即每次确定下一个目标位置,用自己当前位置为原点计算;
    • 巡逻兵碰撞到障碍物,则会自动选下一个点为目标;
    • 巡逻兵在设定范围内感知到玩家,会自动追击玩家;
    • 失去玩家目标后,继续巡逻;
    • 计分:玩家每次甩掉一个巡逻兵计一分,与巡逻兵碰撞游戏结束;
  • 程序设计要求:
    • 必须使用订阅与发布模式传消息
      • subject:OnLostGoal
      • Publisher: ?
      • Subscriber: ?
    • 工厂模式生产巡逻兵
  • 友善提示1:生成 3~5个边的凸多边型
    • 随机生成矩形
    • 在矩形每个边上随机找点,可得到 3 - 4 的凸多边型
    • 5 ?
  • 友善提示2:参考以前博客,给出自己新玩法

游戏玩法设计

在一副地图里面,有若干个区域,每个区域有一个巡逻兵与一个水晶体,此外还有一个玩家,当玩家进入特定区域之后,当前区域的巡逻兵会朝向玩家前进,若巡逻兵碰到了玩家,玩家就会死掉,玩家的任务是在躲避巡逻兵的情况下,收拾掉地图上全部水晶,即可获得胜利。

项目结构

本次项目使用到了动作分离、MVC模式、工厂模式、订阅与发表模式。

结构如下:

  • Script:
    • ActionController:
      • BasicActionController:
        • CCMoveToAction.cs
        • CCTracertAction.cs
        • SSAction.cs
        • SSActionManager.cs
      • CCActionManager.cs
    • Collide:
      • AreaCollide.cs
      • CollectCollide.cs
      • PlayerCollide.cs
    • GameObjects:
      • Prop:
        • Prop.cs
        • PropFactory.cs
    • GUI:
      • InterfaceGUI.cs
    • SceneControllers:
      • FirstSceneController.cs
    • GameEventManager.cs
    • Interface.cs
    • Singleton.cs
    • SSDirector.cs

在这里插入图片描述

具体各个脚本文件的含义留到代码详解部分解释

预制体

需要三个预制体,分别是玩家、巡逻兵、地图。

巡逻兵制作:

巡逻兵预制体使用了StoneMonster第三方资源:

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首先给该对象设置刚体和碰撞器,并把PlayerCollide脚本拖入:

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其次,还需要设置该对象的Animator:

创建一个Animator controller如下,并拖入到该对象的Animator属性中。

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其中两个Parameters分别控制是巡逻状态还是攻击状态。

此外,使用资源包中的animations时候,记得设置animation type 为generic,如课上讲的那样。

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玩家制作:

与巡逻兵制作类似,西安则了TailedFox资源包:

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给该对象设置刚体和碰撞器:

在这里插入图片描述

其次,还需要设置该对象的Animator:

创建一个Animator controller如下,并拖入到该对象的Animator属性中。

在这里插入图片描述

在这里插入图片描述

除此之外,还需要添加InterfaceGUI脚本到camera中,并把camera添加为玩家的子对象,实现跟随视角。

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地图制作:

使用到了AxeyWorks资源包:

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与之前作业制作地图那次相似,制作一个地图预制体即可。

在这里插入图片描述

代码详解

  • CCMoveToAction.cs

创建一个“从一个位置移动到另一个位置”的通用动作。

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

public class CCMoveToAction : SSAction
{
    public Vector3 target;  // 目标位置
    public float speed;     // 移动速度
    public int block;       // 块号

    private CCMoveToAction() { }

    // 返回一个MoveTo动作
    public static CCMoveToAction getAction(int block, float speed, Vector3 position)
    {
        CCMoveToAction action = ScriptableObject.CreateInstance<CCMoveToAction>();
        action.target = position;
        action.speed = speed;
        action.block = block;
        return action;
    }

    // 更新
    public override void Update()
    {
        // 若已经到达了目标位置,删除该动作
        if (this.transform.position == target)
        {
            destroy = true;
            CallBack.SSActionCallback(this);
        }
        // 更新新的位置
        this.transform.position = Vector3.MoveTowards(transform.position, target, speed * Time.deltaTime);
    }

    public override void Start()
    {
        // 设置转向
        Quaternion rotation = Quaternion.LookRotation(target - transform.position, Vector3.up);
        transform.rotation = rotation;
    }
}
  • CCTracertAction.cs

创建一个“跟踪对象”的通用动作。

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

public class CCTracertAction : SSAction
{
    public GameObject target;   // 目标对象
    public float speed;         // 移动速度

    private CCTracertAction() { }

    // 返回一个Tracert动作
    public static CCTracertAction getAction(GameObject target, float speed)
    {
        CCTracertAction action = ScriptableObject.CreateInstance<CCTracertAction>();
        action.target = target;
        action.speed = speed;
        return action;
    }
    public override void Update()
    {
        this.transform.position = Vector3.MoveTowards(transform.position, target.transform.position, speed * Time.deltaTime);
        Quaternion rotation = Quaternion.LookRotation(target.transform.position - gameObject.transform.position, Vector3.up);
        gameObject.transform.rotation = rotation;

        // 撞到了目标物或者脱离范围了,则删除此动作
        if (gameObject.GetComponent<Prop>().follow_player == false || transform.position == target.transform.position)
        {
            destroy = true;
            CallBack.SSActionCallback(this);
        }
    }

    public override void Start()
    {

    }
}
  • SSAction.cs

通用动作基类。

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

public class SSAction : ScriptableObject
{
    public bool enable = true;
    public bool destroy = false;

    public GameObject gameObject;
    public Transform transform;
    public SSActionCallback CallBack;

    public virtual void Start()
    {
        throw new System.NotImplementedException();
    }

    public virtual void Update()
    {
        throw new System.NotImplementedException();
    }
}
  • SSActionManager.cs

动作管理者基类。

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

public class SSActionManager : MonoBehaviour
{
    // 动作集
    private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>();
    // 等待被加入的动作(动作即将开始)
    private List<SSAction> waitingToAdd = new List<SSAction>();
    // 等待被删除的动作(动作已经完成)
    private List<int> watingToDelete = new List<int>();

    // 更新上面三个集合的状态
    protected void Update()
    {
        // 将等待被加入的动作加入到动作集中
        foreach (SSAction ac in waitingToAdd)
        {
            actions[ac.GetInstanceID()] = ac;
        }
        waitingToAdd.Clear();

        // 将已经完成的动作移除动作集,加入到等待被删除的动作集中,否则更新该动作。
        foreach (KeyValuePair<int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                watingToDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                ac.Update();
            }
        }

        // 将动作集中要被删除的动作删除掉
        foreach (int key in watingToDelete)
        {
            SSAction ac = actions[key];
            actions.Remove(key);
            DestroyObject(ac);
        }
        watingToDelete.Clear();
    }

    // 添加动作
    public void addAction(GameObject gameObject, SSAction action, SSActionCallback ICallBack)
    {
        action.gameObject = gameObject;
        action.transform = gameObject.transform;
        action.CallBack = ICallBack;
        waitingToAdd.Add(action);
        action.Start();
    }
}
  • CCActionManager.cs

动作管理者,主要是为传入的对象添加动作。

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

public class CCActionManager : SSActionManager, SSActionCallback
{
    public SSActionEventType Complete = SSActionEventType.Completed;
    Dictionary<int, CCMoveToAction> actionList = new Dictionary<int, CCMoveToAction>();

    // 跟随玩家
    public void Tracert(GameObject p, GameObject player)
    {
        if (actionList.ContainsKey(p.GetComponent<Prop>().block)) actionList[p.GetComponent<Prop>().block].destroy = true;
        CCTracertAction action = CCTracertAction.getAction(player, 0.8f);
        addAction(p.gameObject, action, this);
    }

    // 绕圈行走
    public void GoAround(GameObject p)
    {
        CCMoveToAction action = CCMoveToAction.getAction(p.GetComponent<Prop>().block, 0.6f, GetNewTarget(p));
        actionList.Add(p.GetComponent<Prop>().block, action);
        addAction(p.gameObject, action, this);
    }

    // 绕圈行走中获得新的目标位置
    private Vector3 GetNewTarget(GameObject p)
    {
        Vector3 pos = p.transform.position;
        int block = p.GetComponent<Prop>().block;
        float ZUp = 13.2f - (block / 3) * 9.65f;
        float ZDown = 5.5f - (block / 3) * 9.44f;
        float XUp = -4.7f + (block % 3) * 8.8f;
        float XDown = -13.3f + (block % 3) * 10.1f;
        Vector3 Move = new Vector3(Random.Range(-2f, 2f), 0, Random.Range(-2f, 2f));
        Vector3 Next = pos + Move;
        while (!(Next.x < XUp && Next.x > XDown && Next.z < ZUp && Next.z > ZDown))
        {
            Move = new Vector3(Random.Range(-1f, 1f), 0, Random.Range(-1f, 1f));
            Next = pos + Move;
        }
        return Next;
    }

    // 停止所有动作
    public void StopAll()
    {
        foreach (CCMoveToAction x in actionList.Values)
        {
            x.destroy = true;
        }
        actionList.Clear();
    }

    // 回调函数
    public void SSActionCallback(SSAction source)
    {
        if (actionList.ContainsKey(source.gameObject.GetComponent<Prop>().block)) actionList.Remove(source.gameObject.GetComponent<Prop>().block);
        GoAround(source.gameObject);
    }
}
  • AreaCollide.cs

玩家进入新区域,发布对应事件。

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

public class AreaCollide : MonoBehaviour
{
    public int sign = 0;
    FirstSceneController sceneController;

    private void Start()
    {
        sceneController = SSDirector.getInstance().currentScenceController as FirstSceneController;
    }

    void OnTriggerEnter(Collider collider)
    {
        // 标记玩家进入自己的区域
        if (collider.gameObject.tag == "Player")
        {
            sceneController.SetPlayerArea(sign);
            GameEventManager.Instance.PlayerEscape();
        }
    }
}
  • CollectCollide.cs

玩家获得水晶(碰撞)。

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

public class CollectCollide : MonoBehaviour
{
    void OnCollisionEnter(Collision other)
    {
        SSDirector director;
        // 当玩家与水晶相撞
        if (other.gameObject.tag == "Player")
        {
            Destroy(this.gameObject);
            director = SSDirector.getInstance();
            int i = director.currentScenceController.GetCollector();
            i = i + 1;
            director.currentScenceController.setCollect(i);
        }
    }
}


  • PlayerCollide.cs

巡逻兵发生碰撞,若是碰到玩家,则发布游戏结束事件。

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

public class PlayerCollide : MonoBehaviour
{
    void OnCollisionEnter(Collision other)
    {
        // 当玩家与侦察兵相撞
        if (other.gameObject.tag == "Player")
        {
            GameEventManager.Instance.PlayerGameover();
        }
    }
}

  • Prop.cs

巡逻兵数据对象

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

public class Prop : MonoBehaviour
{
    public int block;                      
    public bool follow_player = false;

    private void Start()
    {
        if (gameObject.GetComponent<Rigidbody>())
        {
            gameObject.GetComponent<Rigidbody>().freezeRotation = true;
        }
    }

    void Update()
    {
        if (this.gameObject.transform.localEulerAngles.x != 0 || gameObject.transform.localEulerAngles.z != 0)
        {
            gameObject.transform.localEulerAngles = new Vector3(0, gameObject.transform.localEulerAngles.y, 0);
        }
        if (gameObject.transform.position.y != 0)
        {
            gameObject.transform.position = new Vector3(gameObject.transform.position.x, 0, gameObject.transform.position.z);
        }
    }
}
  • PropFactory.cs

工厂模式生产巡逻兵

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

public class PropFactory
{
    public static PropFactory PF = new PropFactory();
    private Dictionary<int, GameObject> used = new Dictionary<int, GameObject>();

    private PropFactory()
    {
    }

    int[] pos_x = { -7, 0, 7 };
    int[] pos_z = { 8, 2, -8 };
    public Dictionary<int, GameObject> GetProp()
    {
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                GameObject newProp = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Prop"));
                newProp.AddComponent<Prop>();
                newProp.transform.position = new Vector3(pos_x[j], 0, pos_z[i]);
                newProp.GetComponent<Prop>().block = i * 3 + j;
                newProp.SetActive(true);
                used.Add(i * 3 + j, newProp);
            }
        }
        return used;
    }

    public void StopPatrol()
    {
        for (int i = 0; i < 3; i++)
        {
            for (int j = 0; j < 3; j++)
            {
                used[i * 3 + j].transform.position = new Vector3(pos_x[j], 0, pos_z[i]);
            }
        }
    }
}
  • InterfaceGUI.cs

初始化游戏画面中的Text标志以及获得用户键盘输入。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Interfaces;
using UnityEngine.UI;

public class InterfaceGUI : MonoBehaviour
{
    UserAction UserActionController;
    ISceneController SceneController;
    CCActionManager CCManger;

    public GameObject t;
    bool ss = false;
    bool win = false;
    float S;
    PropFactory PF;

    void Start()
    {
        UserActionController = SSDirector.getInstance().currentScenceController as UserAction;
        SceneController = SSDirector.getInstance().currentScenceController as ISceneController;
        S = Time.time;
    }

    private void OnGUI()
    {
        if (!ss) S = Time.time;
        GUI.Label(new Rect(0, 30, 75, 30), "Crystal: " + SceneController.GetCollector().ToString());
        GUI.Label(new Rect(Screen.width - 160, 30, 150, 30), "Score: " + UserActionController.GetScore().ToString() + "  Time:  " + ((int)(Time.time - S)).ToString());
        if (ss)
        {
            if (!UserActionController.GetGameState())
            {
                ss = false;
            }
            if (SceneController.GetCollector() >= 9)
            {
                win = true;
                ss = false;
            }
        }
        else
        {
            if (win)
            {
                GUIStyle fontStyle = new GUIStyle();
                fontStyle.alignment = TextAnchor.MiddleCenter;
                fontStyle.fontSize = 25;
                fontStyle.normal.textColor = Color.white;
                GUI.Label(new Rect(Screen.width / 2 - 25, Screen.height / 2 - 80, 100, 50), "WINNER!", fontStyle);
                PF = PropFactory.PF;
                PF.StopPatrol();

                if (GUI.Button(new Rect(Screen.width / 2 - 30, Screen.height / 2 - 30, 100, 50), "EXIT"))
                {
                    UnityEditor.EditorApplication.isPlaying = false;
                }
            }

            else if (GUI.Button(new Rect(Screen.width / 2 - 30, Screen.height / 2 - 30, 100, 50), "Start"))
            {
                ss = true;
                SceneController.LoadResources();
                S = Time.time;
                UserActionController.Restart();
            }
        }
    }

    private void Update()
    {
        // 获取方向键的偏移量
        float translationX = Input.GetAxis("Horizontal");
        float translationZ = Input.GetAxis("Vertical");
        // 移动玩家
        UserActionController.MovePlayer(translationX, translationZ);
    }
}
  • FirstSceneController.cs

游戏场景控制器。

场景控制器是订阅者,在初始化时将自身相应的事件处理函数提交给消息处理器,在相应事件发生时被自动调用。

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

public class FirstSceneController : MonoBehaviour, ISceneController, UserAction
{
    GameObject player = null;
    PropFactory PF;
    int score = 0;
    int PlayerArea = 4;
    bool gameState = false;
    int collector = 0;
    Dictionary<int, GameObject> allProp = null;
    CCActionManager CCManager = null;

    public void setCollect(int collect)
    {
        collector = collect;
    }

    public int GetCollector()
    {
        return collector;
    }

    void Awake()
    {
        SSDirector director = SSDirector.getInstance();
        director.currentScenceController = this;
        PF = PropFactory.PF;
        if(CCManager == null)
        {
            CCManager = gameObject.AddComponent<CCActionManager>();
        }
        if(player == null && allProp == null)
        {
            Instantiate(Resources.Load<GameObject>("Prefabs/Plane"), new Vector3(0, 0, 0), Quaternion.identity);
            player = Instantiate(Resources.Load("Prefabs/Player"), new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
            allProp = PF.GetProp();
        }
        if (player.GetComponent<Rigidbody>())
        {
            player.GetComponent<Rigidbody>().freezeRotation = true;
        }
    }

    void Update()
    {
        if (player.transform.localEulerAngles.x != 0 || player.transform.localEulerAngles.z != 0)
        {
            player.transform.localEulerAngles = new Vector3(0, player.transform.localEulerAngles.y, 0);
        }
        if (player.transform.position.y <= 0)
        {
            player.transform.position = new Vector3(player.transform.position.x, 0, player.transform.position.z);
        }
    }

    void OnEnable()
    {
        GameEventManager.ScoreChange += AddScore;
        GameEventManager.GameoverChange += Gameover;
    }

    void OnDisable()
    {
        GameEventManager.ScoreChange -= AddScore;
        GameEventManager.GameoverChange -= Gameover;
    }

    public void LoadResources()
    {

    }

    public int GetScore()
    {
        return score;
    }

    public void Restart()
    {
        player.GetComponent<Animator>().Play("idle");
        PF.StopPatrol();
        gameState = true;
        score = 0;
        player.transform.position = new Vector3(0, 0, 0);
        allProp[PlayerArea].GetComponent<Prop>().follow_player = true;
        CCManager.Tracert(allProp[PlayerArea], player);
        foreach (GameObject x in allProp.Values)
        {
            if (!x.GetComponent<Prop>().follow_player)
            {
                CCManager.GoAround(x);
            }
        }
    }

    public bool GetGameState()
    {
        return gameState;
    }

    public void SetPlayerArea(int x)
    {
        if (PlayerArea != x && gameState)
        {
            allProp[PlayerArea].GetComponent<Animator>().SetBool("run", false);
            allProp[PlayerArea].GetComponent<Prop>().follow_player = false;
            PlayerArea = x;
        }
    }

    void AddScore()
    {
        if (gameState)
        {
            ++score;
            allProp[PlayerArea].GetComponent<Prop>().follow_player = true;
            CCManager.Tracert(allProp[PlayerArea], player);
            allProp[PlayerArea].GetComponent<Animator>().SetBool("run", true);
        }
    }

    void Gameover()
    {
        CCManager.StopAll();
        allProp[PlayerArea].GetComponent<Prop>().follow_player = false;
        allProp[PlayerArea].GetComponent<Animator>().SetTrigger("attack");
        player.GetComponent<Animator>().SetTrigger("death");
        gameState = false;
    }

    public void MovePlayer(float translationX, float translationZ)
    {
        if (gameState && player != null)
        {
            if (translationZ != 0)
            {
                player.GetComponent<Animator>().SetBool("run", true);
            }
            else
            {
                player.GetComponent<Animator>().SetBool("run", false);
            }
            player.transform.Translate(0, 0, translationZ * 4f * Time.deltaTime);
            player.transform.Rotate(0, translationX * 50f * Time.deltaTime, 0);
        }
    }
}
  • GameEventManager.cs

游戏事件管理器。订阅与发布模式中的中继者,消息的订阅者通过与管理器中相应的事件委托绑定,在管理器响应的函数被发布者调用(也就是发布者发布相应消息时),订阅者绑定的相应事件处理函数也会被调用。订阅与发布模式实现了一部分消息的发布者和订阅者之间的解耦,让发布者和订阅者不必产生直接联系。

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

public class GameEventManager
{
    public static GameEventManager Instance = new GameEventManager();

    // 计分
    public delegate void ScoreEvent();
    public static event ScoreEvent ScoreChange;

    // 游戏结束
    public delegate void GameoverEvent();
    public static event GameoverEvent GameoverChange;

    private GameEventManager() { }

    // 玩家逃脱
    public void PlayerEscape()
    {
        if(ScoreChange != null)
        {
            ScoreChange();
        }
    }

    // 玩家被捕
    public void PlayerGameover()
    {
        if(GameoverChange != null)
        {
            GameoverChange();
        }
    }
}
  • Interface.cs

公用接口

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

namespace Interfaces
{
    public interface ISceneController
    {
        void setCollect(int collect);
        int GetCollector();
        void LoadResources();
    }

    public interface UserAction
    {
        int GetScore();
        void Restart();
        bool GetGameState();
        void MovePlayer(float translationX, float translationZ);
    }

    public enum SSActionEventType : int { Started, Completed }

    public interface SSActionCallback
    {
        void SSActionCallback(SSAction source);
    }
}
  • Singleton.cs

单例

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;
        }
    }
}

  • SSDirector.cs

导演

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

public class SSDirector : System.Object
{
    private static SSDirector _instance;

    public ISceneController currentScenceController { get; set; }
    public bool running { get; set; }

    public static SSDirector getInstance()
    {
        if(_instance == null)
        {
            _instance = new SSDirector();
        }
        return _instance;
    }

    public int getFPS()
    {
        return Application.targetFrameRate;
    }

    public void setFPS(int fps)
    {
        Application.targetFrameRate = fps;
    }
}

项目运行

创建空对象,将FirstSceneController脚本拖入,运行。

视频中有更长的游戏过程。

在这里插入图片描述

源代码与视频

源代码

mp4视频

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