HW5 与游戏世界交互

编写一个简单的鼠标打飞碟(Hit UFO)游戏

  • 游戏内容要求:
    1. 游戏有 n 个 round,每个 round 都包括10 次 trial;
    2. 每个 trial 的飞碟的色彩、大小、发射位置、速度、角度、同时出现的个数都可能不同。它们由该 round 的 ruler 控制;
    3. 每个 trial 的飞碟有随机性,总体难度随 round 上升;
    4. 鼠标点中得分,得分规则按色彩、大小、速度不同计算,规则可自由设定。
  • 游戏的要求:
    • 使用带缓存的工厂模式管理不同飞碟的生产与回收,该工厂必须是场景单实例的!具体实现见参考资源 Singleton 模板类
    • 近可能使用前面 MVC 结构实现人机交互与游戏模型分离

实现过程如下:

  1. ​ 制作UFO预制,确定其大小属性,增加physcis的Rigidbody组件,并勾选Use Gravity 来使物体的运动受重力影响:

    效果如下:

在这里插入图片描述

  1. 编写BaseCode.cs,定义UFO类和SSDirector,代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UFO;
    
    namespace UFO{
    	public class Disk : MonoBehaviour{
    		public Vector3 position;  //初始位置
    		public Vector3 direction;  //运动方向
    		public float size;  //大小
    
    	    public Color color; //颜色
    	    public float speed; //速度
    	}
    	
    	public class Director : System.Object {
    		private static Director _instance;
    		public ISceneController currentSceneController { get; set; }
    		public static Director getInstance() {
    			if (_instance == null) {
    				_instance = new Director();
    			}
    			return _instance;
    		}
    	}
    
    	public interface ISceneController {		//加载场景
    		void Init ();
    		SceneController  getSceneController();
    		//initQueue(mode)
    	}
    
    	
    }
    
  2. 编写DiskFactory.cs,以工厂模式管理飞碟的生产与回收,会根据回合数生成不同速度和大小的飞碟并设定随机初始位置和初始速度并在六种颜色(白、黄、红、蓝、绿、黑)中随机选择一种呈现,代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UFO;
    
    public class DiskFactory : MonoBehaviour
    {
        private List<Disk> toDelete = new List<Disk>();
        private List<Disk> toUse = new List<Disk>();
        public Color[] colors = {Color.white,Color.yellow,Color.red,Color.blue,Color.green,Color.black};//可选颜色
        public GameObject GetDisk(int round){//根据回合数对飞碟设置属性并返回
            GameObject newDisk = null;
            if (toUse.Count > 0){
                newDisk = toUse[0].gameObject;
                toUse.Remove(toUse[0]);
            }else{
                newDisk = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/disk"), Vector3.zero, Quaternion.identity);
                newDisk.AddComponent<Disk>();
            }
            // 飞碟的速度为round*7
            newDisk.GetComponent<Disk>().speed = 7.0f * round;
            // 飞碟随round越来越小
            newDisk.GetComponent<Disk>().size = (1 - round*0.1f);
            // 飞碟颜色随机
            int color = UnityEngine.Random.Range(0, 6);//共有六种颜色
            newDisk.GetComponent<Disk>().color = colors[color];
           
            // 飞碟的发射方向
            float RanX = UnityEngine.Random.Range(-1, 3) < 1 ? -1 : 1;//-1,0则为负方向,1,2则为正方向
            newDisk.GetComponent<Disk>().direction = new Vector3(-RanX, UnityEngine.Random.Range(-2f, 2f), 0);
            // 飞碟的初始位置
            newDisk.GetComponent<Disk>().position = new Vector3(RanX*13, UnityEngine.Random.Range(-2f, 2f), UnityEngine.Random.Range(-1f, 1f));
    
            toDelete.Add(newDisk.GetComponent<Disk>());
            newDisk.SetActive(false);
            newDisk.name = newDisk.GetInstanceID().ToString();
            return newDisk;
        }
    
        public void FreeDisk(GameObject disk){
            Disk cycledDisk = null;
            foreach (Disk toCycle in toDelete){
                if (disk.GetInstanceID() == toCycle.gameObject.GetInstanceID()){
                    cycledDisk = toCycle;
                }
            }
            if (cycledDisk != null){
                cycledDisk.gameObject.SetActive(false);
                toUse.Add(cycledDisk);
                toDelete.Remove(cycledDisk);
            }
        }
    
    }
    
  3. 编写ActionManager.cs,管理场景的动作:管理飞碟的运动以及与用户交互:鼠标点击飞碟时,分数加1,飞碟消失,代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UFO;
    
    public class ActionManager : MonoBehaviour
    {
    
        public Vector3 direction;//运动方向
        public float speed;//初速度
        public GameObject cam;
    
        public void diskFly(Vector3 direction,float speed){//赋予飞碟初速度和方向
            this.direction = direction;
            this.speed = speed;
        }
    
        // Start is called before the first frame update
        void Start(){
            cam = GameObject.Find("Main Camera");
        }
    
        // Update is called once per frame
        void Update(){
            
            this.gameObject.transform.position += speed * direction * Time.deltaTime;
    
            if (Input.GetButtonDown("Fire1")){   //光标拾取物体的结果,即鼠标集中飞碟的结果
               
                Debug.Log("Fired Pressed");
                Debug.Log(Input.mousePosition);
    
                Vector3 mp = Input.mousePosition; //get Screen Position
    
                //create ray, origin is camera, and direction to mousepoint
                Camera ca;
                if (cam != null) ca = cam.GetComponent<Camera>();
                else ca = Camera.main;
    
                Ray ray = ca.ScreenPointToRay(Input.mousePosition);
    
                //Return the ray's hits
                RaycastHit[] hits = Physics.RaycastAll(ray);
    
                foreach (RaycastHit hit in hits){
                    print(hit.transform.gameObject.name);
                    if (hit.collider.gameObject.tag.Contains("Finish")){ //plane tag
                        Debug.Log("hit " + hit.collider.gameObject.name + "!");
                    }
                    Singleton<DiskFactory>.Instance.FreeDisk(hit.transform.gameObject);//飞碟消失
                    //this.gameObject.GetComponent<UserGUI>().score ++;
                    //SceneController.getInstance().addScore();
                    Director.getInstance ().currentSceneController.getSceneController().addScore();//分数加一
                }
            }
    
        }
    }
    
    
  4. 编写SceneController.cs,在屏幕上显示信息:回合数,总飞碟数和所得分数,代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UFO;
    
    public class SceneController
    {
        public int round ;  //回合数
        public int total ;  //总飞碟数
        public int score ;//得到的分数
    
        private static SceneController sceneCtrl;
    
        public SceneController() {//用于SceneController归0
            score = 0;
            total = 0;
            score = 0;
        }
        public static SceneController getInstance(){
            if (sceneCtrl == null){
                sceneCtrl = new SceneController();
            }
            return sceneCtrl;
        }
    
        public void addRound(){
            round++;
        }
        public void addTotal(){
            total++;
        }
        public void addScore(){
            score++;
        }
        
        public int getRound(){
            return round;
        }
        public int getTotal() {
            return total;
        }
        public int getScore() {
            return score;
        }
    }
    
  5. 编写FirstSceneController.cs,作为第一场景控制器,负责控制游戏场景的加载和切换并控制飞碟发射时间间隔等,代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UFO;
    
    
    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;
            }
        }
    }
    
    
    public class FirstSceneController : MonoBehaviour, ISceneController{
        public float time;// 用于控制飞碟发射间隔
        public int round;  // 当前回合数
        public int diskFlyTimes; //已经发射的飞碟个数
     
        public Queue<GameObject> diskQueue = new Queue<GameObject>();//飞碟队列
        public SceneController  sceneCtrl;
    
        // Start is called before the first frame update
        void Start(){
            // 场景控制器
            Director.getInstance().currentSceneController = this;
            this.gameObject.AddComponent<DiskFactory>();
            this.gameObject.AddComponent<UserGUI>();
            Director.getInstance().currentSceneController.Init();//初始化FirstSceneController相关数据
        }
    
        // 初始化每个回合的飞碟队列,使每个回合的飞碟属性不同
        void initQueue(){
            for(int i = 0;i < 10;i ++)
                diskQueue.Enqueue(Singleton<DiskFactory>.Instance.GetDisk(round));
        }
    
        // Update is called once per frame
        void Update() {
           // round = sceneCtrl.getRound();
            time += Time.deltaTime;
            // 发射飞碟的间隔回合数成反比
            if(time >= 2.0f-0.3*round){
    
                if(diskFlyTimes >= 30){//游戏结束
                    Reset();
                }else if ((diskFlyTimes % 10) == 0 ){//更新回合
                    round ++;//在initQueue();前面
                    sceneCtrl.addRound();//回合数增加
                    initQueue();//初始化新的飞盘队列
                }
                if (diskFlyTimes < 30){
                    time = 0;
                    ThrowDisk();//发射飞盘
                    diskFlyTimes ++;//飞盘数增加
                    sceneCtrl.addTotal();//综费盘数增加
                }
            }
        }
    
        public void ThrowDisk()
        {
            if(diskQueue.Count > 0)
            {
                GameObject disk = diskQueue.Dequeue();
                disk.GetComponent<Renderer>().material.color = disk.GetComponent<Disk>().color;
                disk.transform.position = disk.GetComponent<Disk>().position;
                disk.transform.localScale = disk.GetComponent<Disk>().size * disk.transform.localScale;
                disk.SetActive(true);
                disk.AddComponent<ActionManager>();
                disk.GetComponent<ActionManager>().diskFly(disk.GetComponent<Disk>().direction, disk.GetComponent<Disk>().speed);
            }
        }
        /*public int getRound(){
            return sceneCtrl.getRound();
        }
        public int getTotal(){
            return sceneCtrl.getTotal();
        }*/
    
        public void Init()
        {
            sceneCtrl = new SceneController();//SceneController元素归0
            diskFlyTimes = 0;
            time = 0;
            round = 0;
            diskQueue.Clear();//清空飞盘队列
        }
        public SceneController  getSceneController(){
            return sceneCtrl;
        }
        void Reset()
        {
            this.gameObject.GetComponent<UserGUI>().reset = 1;
        }
    }
    
  6. 编写UserGUI.cs,显示信息:回合数Round,未击中飞碟数Miss和分数Score,以及重新开始的按钮restart,代码如下:

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using UFO;
    
    public class UserGUI : MonoBehaviour
    {
        /*public int round;//直接在此定义使用时旧的数字不会消失
        public int total;
        public int score;*/
        public int reset;
        GUIStyle style;
    	GUIStyle buttonStyle;
       // public ISceneController userAction;直接用可以运行,但是会报错
        // Start is called before the first frame update
        void Start()
        {
            /*round = 0;
            total = 0;
            score = 0;*/
            reset = 0;
            style = new GUIStyle();
    		style.fontSize = 30;
    		//style.alignment = TextAnchor.MiddleCenter;
    		style.normal.textColor = Color.green;// 
    
    		buttonStyle = new GUIStyle("button");
    		buttonStyle.fontSize = 30;
    		buttonStyle.normal.textColor = Color.green;// 
            //userAction = Director.getInstance().currentSceneController;//此处挂载失败
        }
    
        // Update is called once per frame
        void Update()
        {
           /*round = userAction.getSceneController().getRound();
            total = userAction.getSceneController().getTotal();
            score = userAction.getSceneController().getScore();*/
        }
    
        private void OnGUI()
        {
            if(reset == 1){
                if(GUI.Button(new Rect(380, 250, 100, 80), "Reset",buttonStyle)){
                	//userAction.Init();
                    Director.getInstance().currentSceneController.Init();
                    reset = 0;
                }
            }
    
            int round = Director.getInstance().currentSceneController.getSceneController().getRound();
            int total = Director.getInstance().currentSceneController.getSceneController().getTotal();
            int score = Director.getInstance().currentSceneController.getSceneController().getScore();
            int miss = total - score;//未击中的飞碟数
            //string text = "Round: " + userAction.getSceneController().GetRound().ToString() + "\nTotal:  " + total.ToString() + "\nScores:  " + score.ToString();
            string text = "Round: " + round.ToString() + "\nMiss:  " + miss.ToString() + "\nScores:  " + score.ToString();
            GUI.Label(new Rect(10, 10, Screen.width, 50),text,style);      
        }
    
    }
    
  7. 游戏运行效果如下:

    • 开始界面:

在这里插入图片描述

  • 运行中:

在这里插入图片描述

  • 游戏结束:

在这里插入图片描述

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