1、 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
视频
源码
GameEventManager
游戏事件管理器,管理游戏中信息的传递。订阅发布者模式就是依赖这个类实现的。
这个是subject发布者,作为事件通道。例如处理巡逻兵运动的类,就是一个subscriber接受者。而如处理水晶碰撞的类和处理人物碰撞的类就是一个publisher,发布信息。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameEventManager : MonoBehaviour
{
public delegate void ScoreEvent();
public static event ScoreEvent ScoreChange;
public delegate void GameoverEvent();
public static event GameoverEvent GameoverChange;
public delegate void CrystalEvent();
public static event CrystalEvent CrystalChange;
public void PlayerEscape()
{
if (ScoreChange != null)
{
ScoreChange();
}
}
public void PlayerGameover()
{
if (GameoverChange != null)
{
GameoverChange();
}
}
public void ReduceCrystalNum()
{
if (CrystalChange != null)
{
CrystalChange();
}
}
}
AreaCollide
用来处理地图冲突。将地图分成九个区域,让怪物最多在自己原来的区域活动,防止怪物追出来导致游戏难度过大。每一个区域有每一个区域有自己的标志,这个用来处理玩家进入不同区域时给玩家打上的标签。
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)
{
if (collider.gameObject.tag == "Player")
{
sceneController.wall_sign = sign;
}
}
}
CameraFlow
用来设定摄像机跟随玩家。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraFlow : MonoBehaviour
{
public GameObject follow;
public float speed = 10f;
Vector3 offset;
void Start()
{
offset = transform.position - follow.transform.position;
}
void FixedUpdate()
{
Vector3 target = follow.transform.position + offset;
transform.position = Vector3.Lerp(transform.position, target, speed * Time.deltaTime);
}
}
CrystalCollide
用来处理水晶和操纵的角色碰撞,用来判定得分。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CrystalCollide : MonoBehaviour
{
void OnTriggerEnter(Collider collider)
{
if (collider.gameObject.tag == "Player" && this.gameObject.activeSelf)
{
this.gameObject.SetActive(false);
Singleton<GameEventManager>.Instance.ReduceCrystalNum();
}
}
}
GoPatrolAction
巡逻兵的运动函数,用来管理巡逻兵在没有判定到人时的自运动
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GoPatrolAction : SSAction
{
private enum Dirction { EAST, NORTH, WEST, SOUTH };
private float posX, posZ;
private float move_length;
private float move_speed = 1f;
private bool move_sign = true;
private Dirction dirction = Dirction.EAST;
private PatrolData data;
private GoPatrolAction() { }
public static GoPatrolAction GetSSAction(Vector3 location)
{
GoPatrolAction action = CreateInstance<GoPatrolAction>();
action.posX = location.x;
action.posZ = location.z;
action.move_length = Random.Range(4, 7);
return action;
}
public override void Update()
{
if (transform.localEulerAngles.x != 0 || transform.localEulerAngles.z != 0)
{
transform.localEulerAngles = new Vector3(0, transform.localEulerAngles.y, 0);
}
if (transform.position.y != 0)
{
transform.position = new Vector3(transform.position.x, 0, transform.position.z);
}
Gopatrol();
if (data.follow_player && data.wall_sign == data.sign)
{
this.destroy = true;
this.callback.SSActionEvent(this,0,this.gameobject);
}
}
public override void Start()
{
this.gameobject.GetComponent<Animator>().SetBool("run", true);
data = this.gameobject.GetComponent<PatrolData>();
}
void Gopatrol()
{
if (move_sign)
{
switch (dirction)
{
case Dirction.EAST:
posX -= move_length;
break;
case Dirction.NORTH:
posZ += move_length;
break;
case Dirction.WEST:
posX += move_length;
break;
case Dirction.SOUTH:
posZ -= move_length;
break;
}
move_sign = false;
}
this.transform.LookAt(new Vector3(posX, 0, posZ));
float distance = Vector3.Distance(transform.position, new Vector3(posX, 0, posZ));
if (distance > 0.9)
{
transform.position = Vector3.MoveTowards(this.transform.position, new Vector3(posX, 0, posZ), move_speed * Time.deltaTime);
}
else
{
dirction = dirction + 1;
if(dirction > Dirction.SOUTH)
{
dirction = Dirction.EAST;
}
move_sign = true;
}
}
}
PatrolCollide
判定操控角色是否进入巡逻兵的追击范围。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PatrolCollide : MonoBehaviour
{
void OnTriggerEnter(Collider collider)
{
if (collider.gameObject.tag == "Player")
{
this.gameObject.transform.parent.GetComponent<PatrolData>().follow_player = true;
this.gameObject.transform.parent.GetComponent<PatrolData>().player = collider.gameObject;
}
}
void OnTriggerExit(Collider collider)
{
if (collider.gameObject.tag == "Player")
{
this.gameObject.transform.parent.GetComponent<PatrolData>().follow_player = false;
this.gameObject.transform.parent.GetComponent<PatrolData>().player = null;
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PatrolCollide : MonoBehaviour
{
void OnTriggerEnter(Collider collider)
{
if (collider.gameObject.tag == "Player")
{
this.gameObject.transform.parent.GetComponent<PatrolData>().follow_player = true;
this.gameObject.transform.parent.GetComponent<PatrolData>().player = collider.gameObject;
}
}
void OnTriggerExit(Collider collider)
{
if (collider.gameObject.tag == "Player")
{
this.gameObject.transform.parent.GetComponent<PatrolData>().follow_player = false;
this.gameObject.transform.parent.GetComponent<PatrolData>().player = null;
}
}
}
PatrolFollowAction
操纵角色进入巡逻兵的追击范围时巡逻兵的追击动作
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PatrolFollowAction : SSAction
{
private float speed = 1.5f;
private GameObject player;
private PatrolData data;
private PatrolFollowAction() { }
public static PatrolFollowAction GetSSAction(GameObject player)
{
PatrolFollowAction action = CreateInstance<PatrolFollowAction>();
action.player = player;
return action;
}
public override void Update()
{
if (transform.localEulerAngles.x != 0 || transform.localEulerAngles.z != 0)
{
transform.localEulerAngles = new Vector3(0, transform.localEulerAngles.y, 0);
}
if (transform.position.y != 0)
{
transform.position = new Vector3(transform.position.x, 0, transform.position.z);
}
Follow();
if (!data.follow_player || data.wall_sign != data.sign)
{
this.destroy = true;
this.callback.SSActionEvent(this,1,this.gameobject);
}
}
public override void Start()
{
data = this.gameobject.GetComponent<PatrolData>();
}
void Follow()
{
transform.position = Vector3.MoveTowards(this.transform.position, player.transform.position, speed * Time.deltaTime);
this.transform.LookAt(player.transform.position);
}
}
PlayerCollide
操纵角色被巡逻兵追上的时候判定死亡的类。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCollide : MonoBehaviour
{
void OnCollisionEnter(Collision other)
{
if (other.gameObject.tag == "Player")
{
other.gameObject.GetComponent<Animator>().SetTrigger("death");
this.GetComponent<Animator>().SetTrigger("shoot");
Singleton<GameEventManager>.Instance.PlayerGameover();
}
}
}
PropFactory
对象工厂,用来创造新的巡逻兵,水晶,和管理已经出现的巡逻兵,水晶等对象
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PropFactory : MonoBehaviour
{
private GameObject patrol = null;
private List<GameObject> used = new List<GameObject>();
private GameObject crystal = null;
private List<GameObject> usedcrystal = new List<GameObject>();
private float range = 12;
private Vector3[] vec = new Vector3[9];
public FirstSceneController sceneControler;
public List<GameObject> GetPatrols()
{
int[] pos_x = { -6, 4, 13 };
int[] pos_z = { -4, 6, -13 };
int index = 0;
for(int i=0;i < 3;i++)
{
for(int j=0;j < 3;j++)
{
vec[index] = new Vector3(pos_x[i], 0, pos_z[j]);
index++;
}
}
for(int i=0; i < 9; i++)
{
patrol = Instantiate(Resources.Load<GameObject>("Prefabs/Patrol"));
patrol.transform.position = vec[i];
patrol.GetComponent<PatrolData>().sign = i + 1;
patrol.GetComponent<PatrolData>().start_position = vec[i];
used.Add(patrol);
}
return used;
}
public List<GameObject> GetCrystal()
{
for(int i=0;i<12;i++)
{
crystal = Instantiate(Resources.Load<GameObject>("Prefabs/Crystal"));
float ranx = Random.Range(-range, range);
float ranz = Random.Range(-range, range);
crystal.transform.position = new Vector3(ranx, 0, ranz);
usedcrystal.Add(crystal);
}
return usedcrystal;
}
public void StopPatrol()
{
for (int i = 0; i < used.Count; i++)
{
used[i].gameObject.GetComponent<Animator>().SetBool("run", false);
}
}
}
ScoreRecorder
得分记录器,在被巡逻兵追击时逃脱得一分,吃到水晶得一分。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScoreRecorder : MonoBehaviour
{
public FirstSceneController sceneController;
public int score = 0;
public int crystal_number = 5;
void Start()
{
sceneController = (FirstSceneController)SSDirector.GetInstance().CurrentScenceController;
sceneController.recorder = this;
}
public int GetScore()
{
return score;
}
public void AddScore()
{
score++;
}
public int GetCrystalNumber()
{
return crystal_number;
}
public void ReduceCrystal()
{
crystal_number--;
}
}