unity实现智能巡逻兵

1. 制作预制体

在Asserts store中下载资源,制作预制体
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地面:
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玩家:
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巡逻兵:
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水晶:
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2. 动画控制器

玩家:
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巡逻兵:
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3. 代码
碰撞脚本
PlayerCollide

当玩家与侦察兵相撞,触发玩家的death变量,使玩家倒地,触发巡逻兵的shoot变量,使巡逻兵发动攻击,调用PlayerGameover表示游戏结束。

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")
        {
            other.gameObject.GetComponent<Animator>().SetTrigger("death");
            this.GetComponent<Animator>().SetTrigger("shoot");
            Singleton<GameEventManager>.Instance.PlayerGameover();
        }
    }
}

PatrolCollide

当玩家进入侦察兵追捕范围,启动追捕模式,并将追捕对象设置为玩家,开始追捕。
当玩家跑出侦察兵追捕范围,关闭追捕模式,将追捕对象设置为空,结束追捕。

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

public class PatrolCollide : MonoBehaviour
{
    void OnTriggerEnter(Collider collider)
    {
        if (collider.gameObject.tag == "Player")
        {
            //玩家进入侦察兵追捕范围
            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;
        }
    }
}

CrystalCollide

当玩家与水晶相撞,设置水晶消失并减少水晶数量

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);
            //减少水晶数量
            Singleton<GameEventManager>.Instance.ReduceCrystalNum();
        }
    }
}

AreaCollide

当玩家进入该区域的时候,通过调用sceneController.wall_sign = sign;设置场景控制器的区域标识为自己的标识,这样巡逻兵就知道玩家现在在哪个区域了

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.wall_sign = sign;
        }
    }
}

工厂模式
PropFactory

在每个格子内分别创建了1个巡逻兵,还设置了每个巡逻兵所在区域的标志。

随机生成十二个金矿,每个格子可能有多个金矿,也可能只有一个。

当游戏结束时候,需要工厂将巡逻兵的动画设置为初始状态。

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

public class PropFactory : MonoBehaviour
{
    private GameObject patrol = null;                              //巡逻兵
    private List<GameObject> used = new List<GameObject>();        //正在被使用的巡逻兵
    private GameObject crystal = null;                             //水晶
    private List<GameObject> usedcrystal = new List<GameObject>();      //正在被使用的水晶
    private float range = 12;                                      //水晶生成的坐标范围
    private Vector3[] vec = new Vector3[9];                        //保存每个巡逻兵的初始位置

    public FirstSceneController sceneControler;                    //场景控制器

    public List<GameObject> GetPatrols()
    {
        int[] pos_x = { -6, 4, 13 };
        int[] pos_z = { -4, 6, -13 };
        int index = 0;
        //生成不同的巡逻兵初始位置
        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()
    {
        //切换所有侦查兵的动画
        for (int i = 0; i < used.Count; i++)
        {
            used[i].gameObject.GetComponent<Animator>().SetBool("run", false);
        }
    }
}

PatrolData

成员变量如下

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

public class PatrolData : MonoBehaviour
{
    public int sign;                      //标志巡逻兵在哪一块区域
    public bool follow_player = false;    //是否跟随玩家
    public int wall_sign = -1;            //当前玩家所在区域标志
    public GameObject player;             //玩家游戏对象
    public Vector3 start_position;        //当前巡逻兵初始位置     
}

订阅与发布者模式
GameEventManager

作为发布者GameEventManager主要负责三个动作,分数变化、游戏结束、水晶数目

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

public class GameEventManager : MonoBehaviour
{
    //分数变化
    public delegate void ScoreEvent();
    public static event ScoreEvent ScoreChange;
    //游戏结束变化
    public delegate void GameoverEvent();
    public static event GameoverEvent GameoverChange;
    //水晶数量变化
    public delegate void CrystalEvent();
    public static event CrystalEvent CrystalChange;

    //玩家逃脱
    public void PlayerEscape()
    {
        if (ScoreChange != null)
        {
            ScoreChange();
        }
    }
    //玩家被捕
    public void PlayerGameover()
    {
        if (GameoverChange != null)
        {
            GameoverChange();
        }
    }
    //减少水晶数量
    public void ReduceCrystalNum()
    {
        if (CrystalChange != null)
        {
            CrystalChange();
        }
    }
}

FirstSceneController

作为订阅者,订阅了GameEventManager中的事件,因此只要相应事件发生,就会导致场景控制器调用注册的方法。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class FirstSceneController : MonoBehaviour, IUserAction, ISceneController
{
    public PropFactory patrol_factory;                               //巡逻者工厂
    public ScoreRecorder recorder;                                   //记录员
    public PatrolActionManager action_manager;                       //运动管理器
    public int wall_sign = -1;                                       //当前玩家所处哪个格子
    public GameObject player;                                        //玩家
    public Camera main_camera;                                       //主相机
    public int player_speed = 5;                                   //玩家移动速度,初始为5
    public float rotate_speed = 135f;                                //玩家旋转速度
    private List<GameObject> patrols;                                //场景中巡逻者列表
    private List<GameObject> crystals;                               //场景水晶列表
    public int lastCrystalNumber;                                    //上次收集到水晶后还剩下的水晶数
    public bool game_over = false;                                  //游戏结束

    void Update()
    {
        for (int i = 0; i < patrols.Count; i++)
        {
            patrols[i].gameObject.GetComponent<PatrolData>().wall_sign = wall_sign;
        }
        //收集到新水晶,触发效果
        if(lastCrystalNumber != recorder.GetCrystalNumber()){
            lastCrystalNumber = recorder.GetCrystalNumber();
            CrystalResult();
        }
        //分数到达20
        if(GetScore() >= 30)
        {
            Gameover();
        }
    }
    void Start()
    {
        SSDirector director = SSDirector.GetInstance();
        director.CurrentScenceController = this;
        patrol_factory = Singleton<PropFactory>.Instance;
        action_manager = gameObject.AddComponent<PatrolActionManager>() as PatrolActionManager;
        LoadResources();
        main_camera.GetComponent<CameraFlow>().follow = player;
        recorder = Singleton<ScoreRecorder>.Instance;
        lastCrystalNumber = recorder.GetCrystalNumber();
    }

    public void LoadResources()
    {
        Instantiate(Resources.Load<GameObject>("Prefabs/Plane"));
        player = Instantiate(Resources.Load("Prefabs/Player"), new Vector3(0, 9, 0), Quaternion.identity) as GameObject;
        crystals = patrol_factory.GetCrystal();
        patrols = patrol_factory.GetPatrols();
        //所有侦察兵移动
        for (int i = 0; i < patrols.Count; i++)
        {
            action_manager.GoPatrol(patrols[i]);
        }
    }
    //水晶效果
    public void CrystalResult(){
        if(Random.Range(0, 10)%2 == 1){//触发得分效果
            int t=1;
            int score_toadd=Random.Range(1, 6);
            while(t<=score_toadd){
                AddScore();
                t++;
            }
        }
        else{//触发变速效果
            player_speed=Random.Range(2, 11);
        }
    }
    //玩家移动
    public void MovePlayer(float translationX, float translationZ)
    {
        if(!game_over)
        {
            if (translationX != 0 || translationZ != 0)
            {
                player.GetComponent<Animator>().SetBool("run", true);
            }
            else
            {
                player.GetComponent<Animator>().SetBool("run", false);
            }
            //移动和旋转
            player.transform.Translate(0, 0, translationZ * player_speed * Time.deltaTime);
            player.transform.Rotate(0, translationX * rotate_speed * Time.deltaTime, 0);
            //防止碰撞带来的移动
            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);
            }     
        }
    }

    public int GetScore()
    {
        return recorder.GetScore();
    }

    public int GetCrystalNumber()
    {
        return recorder.GetCrystalNumber();
    }
    public int GetSpeed()
    {
        return player_speed;
    }
    public bool GetGameover()
    {
        return game_over;
    }
    public void Restart()
    {
        SceneManager.LoadScene("Scenes/mySence");
    }

    void OnEnable()
    {
        GameEventManager.ScoreChange += AddScore;
        GameEventManager.GameoverChange += Gameover;
        GameEventManager.CrystalChange += ReduceCrystalNumber;
    }
    void OnDisable()
    {
        GameEventManager.ScoreChange -= AddScore;
        GameEventManager.GameoverChange -= Gameover;
        GameEventManager.CrystalChange -= ReduceCrystalNumber;
    }
    void ReduceCrystalNumber()
    {
        recorder.ReduceCrystal();
    }
    void AddScore()
    {
        recorder.AddScore();
    }
    void Gameover()
    {
        game_over = true;
        patrol_factory.StopPatrol();
        action_manager.DestroyAllAction();
    }
}

动作管理模块
SSActionManager

动作管理器SSActionManager需要控制巡逻兵的动作,使用列表管理巡逻兵追踪或者巡逻

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

public class SSActionManager : MonoBehaviour, ISSActionCallback
{
    private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>();    //将执行的动作的字典集合
    private List<SSAction> waitingAdd = new List<SSAction>();                       //等待去执行的动作列表
    private List<int> waitingDelete = new List<int>();                              //等待删除的动作的key                

    protected void Update()
    {
        foreach (SSAction ac in waitingAdd)
        {
            actions[ac.GetInstanceID()] = ac;
        }
        waitingAdd.Clear();

        foreach (KeyValuePair<int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            if (ac.destroy)
            {
                waitingDelete.Add(ac.GetInstanceID());
            }
            else if (ac.enable)
            {
                //运动学运动更新
                ac.Update();
            }
        }

        foreach (int key in waitingDelete)
        {
            SSAction ac = actions[key];
            actions.Remove(key);
            DestroyObject(ac);
        }
        waitingDelete.Clear();
    }
 
    public void RunAction(GameObject gameobject, SSAction action, ISSActionCallback manager)
    {
        action.gameobject = gameobject;
        action.transform = gameobject.transform;
        action.callback = manager;
        waitingAdd.Add(action);
        action.Start();
    }

    public void SSActionEvent(SSAction source, int intParam = 0, GameObject objectParam = null)
    {
        if(intParam == 0)
        {
            //侦查兵跟随玩家
            PatrolFollowAction follow = PatrolFollowAction.GetSSAction(objectParam.gameObject.GetComponent<PatrolData>().player);
            this.RunAction(objectParam, follow, this);
        }
        else
        {
            //侦察兵按照初始位置开始继续巡逻
            GoPatrolAction move = GoPatrolAction.GetSSAction(objectParam.gameObject.GetComponent<PatrolData>().start_position);
            this.RunAction(objectParam, move, this);
            //玩家逃脱
            Singleton<GameEventManager>.Instance.PlayerEscape();
        }
    }


    public void DestroyAll()
    {
        foreach (KeyValuePair<int, SSAction> kv in actions)
        {
            SSAction ac = kv.Value;
            ac.destroy = true;
        }
    }
}

PatrolActionManager

场景控制器调用PatrolActionManager中的方法,让巡逻兵开始巡逻,当游戏结束的时候,调用方法让巡逻兵停止巡逻

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

public class PatrolActionManager : SSActionManager
{
    private GoPatrolAction go_patrol;                            //巡逻兵巡逻

    public void GoPatrol(GameObject patrol)
    {
        go_patrol = GoPatrolAction.GetSSAction(patrol.transform.position);
        this.RunAction(patrol, go_patrol, this);
    }
    //停止所有动作
    public void DestroyAllAction()
    {
        DestroyAll();
    }
}

PatrolFollowAction

巡逻兵追逐玩家,当玩家离开了巡逻兵触发器的范围或是玩家已经不在该区域内了,巡逻兵停止追逐

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

public class PatrolFollowAction : SSAction
{
    private float speed = 2f;            //跟随玩家的速度
    private GameObject player;           //玩家
    private PatrolData data;             //侦查兵数据

    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();
        //如果侦察兵没有跟随对象,或者需要跟随的玩家不在侦查兵的区域内
        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);
    }
}

GoPatrolAction

巡逻兵巡逻,根据四个方向来选择要去到的目的地,当当前位置与目的地相差0.9f的时候,换一个方向继续巡逻

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

public class GoPatrolAction : SSAction
{
    private enum Dirction { EAST, NORTH, WEST, SOUTH };
    private float pos_x, pos_z;                 //移动前的初始x和z方向坐标
    private float move_length;                  //移动的长度
    private float move_speed = 1.2f;            //移动速度
    private bool move_sign = true;              //是否到达目的地
    private Dirction dirction = Dirction.EAST;  //移动的方向
    private PatrolData data;                    //侦察兵的数据
    

    private GoPatrolAction() { }
    public static GoPatrolAction GetSSAction(Vector3 location)
    {
        GoPatrolAction action = CreateInstance<GoPatrolAction>();
        action.pos_x = location.x;
        action.pos_z = location.z;
        //设定移动矩形的边长
        action.move_length = Random.Range(4, 7);
        return action;
    }
    public override void Update()
    {
        //防止碰撞发生后的旋转
        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);
        }
        //侦察移动
        Gopatrol();
        //如果侦察兵需要跟随玩家并且玩家就在侦察兵所在的区域,侦查动作结束
        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)
        {
            //不需要转向则设定一个目的地,按照矩形移动
            switch (dirction)
            {
                case Dirction.EAST:
                    pos_x -= move_length;
                    break;
                case Dirction.NORTH:
                    pos_z += move_length;
                    break;
                case Dirction.WEST:
                    pos_x += move_length;
                    break;
                case Dirction.SOUTH:
                    pos_z -= move_length;
                    break;
            }
            move_sign = false;
        }
        this.transform.LookAt(new Vector3(pos_x, 0, pos_z));
        float distance = Vector3.Distance(transform.position, new Vector3(pos_x, 0, pos_z));
        //当前位置与目的地距离浮点数的比较
        if (distance > 0.9)
        {
            transform.position = Vector3.MoveTowards(this.transform.position, new Vector3(pos_x, 0, pos_z), move_speed * Time.deltaTime);
        }
        else
        {
            dirction = dirction + 1;
            if(dirction > Dirction.SOUTH)
            {
                dirction = Dirction.EAST;
            }
            move_sign = true;
        }
    }
}

主控制模块
FirstSceneController
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class FirstSceneController : MonoBehaviour, IUserAction, ISceneController
{
    public PropFactory patrol_factory;                               //巡逻者工厂
    public ScoreRecorder recorder;                                   //记录员
    public PatrolActionManager action_manager;                       //运动管理器
    public int wall_sign = -1;                                       //当前玩家所处哪个格子
    public GameObject player;                                        //玩家
    public Camera main_camera;                                       //主相机
    public int player_speed = 5;                                   //玩家移动速度,初始为5
    public float rotate_speed = 135f;                                //玩家旋转速度
    private List<GameObject> patrols;                                //场景中巡逻者列表
    private List<GameObject> crystals;                               //场景水晶列表
    public int lastCrystalNumber;                                    //上次收集到水晶后还剩下的水晶数
    public bool game_over = false;                                  //游戏结束

    void Update()
    {
        for (int i = 0; i < patrols.Count; i++)
        {
            patrols[i].gameObject.GetComponent<PatrolData>().wall_sign = wall_sign;
        }
        //收集到新水晶,触发效果
        if(lastCrystalNumber != recorder.GetCrystalNumber()){
            lastCrystalNumber = recorder.GetCrystalNumber();
            CrystalResult();
        }
        //分数到达20
        if(GetScore() >= 30)
        {
            Gameover();
        }
    }
    void Start()
    {
        SSDirector director = SSDirector.GetInstance();
        director.CurrentScenceController = this;
        patrol_factory = Singleton<PropFactory>.Instance;
        action_manager = gameObject.AddComponent<PatrolActionManager>() as PatrolActionManager;
        LoadResources();
        main_camera.GetComponent<CameraFlow>().follow = player;
        recorder = Singleton<ScoreRecorder>.Instance;
        lastCrystalNumber = recorder.GetCrystalNumber();
    }

    public void LoadResources()
    {
        Instantiate(Resources.Load<GameObject>("Prefabs/Plane"));
        player = Instantiate(Resources.Load("Prefabs/Player"), new Vector3(0, 9, 0), Quaternion.identity) as GameObject;
        crystals = patrol_factory.GetCrystal();
        patrols = patrol_factory.GetPatrols();
        //所有侦察兵移动
        for (int i = 0; i < patrols.Count; i++)
        {
            action_manager.GoPatrol(patrols[i]);
        }
    }
    //水晶效果
    public void CrystalResult(){
        if(Random.Range(0, 10)%2 == 1){//触发得分效果
            int t=1;
            int score_toadd=Random.Range(1, 6);
            while(t<=score_toadd){
                AddScore();
                t++;
            }
        }
        else{//触发变速效果
            player_speed=Random.Range(2, 11);
        }
    }
    //玩家移动
    public void MovePlayer(float translationX, float translationZ)
    {
        if(!game_over)
        {
            if (translationX != 0 || translationZ != 0)
            {
                player.GetComponent<Animator>().SetBool("run", true);
            }
            else
            {
                player.GetComponent<Animator>().SetBool("run", false);
            }
            //移动和旋转
            player.transform.Translate(0, 0, translationZ * player_speed * Time.deltaTime);
            player.transform.Rotate(0, translationX * rotate_speed * Time.deltaTime, 0);
            //防止碰撞带来的移动
            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);
            }     
        }
    }

    public int GetScore()
    {
        return recorder.GetScore();
    }

    public int GetCrystalNumber()
    {
        return recorder.GetCrystalNumber();
    }
    public int GetSpeed()
    {
        return player_speed;
    }
    public bool GetGameover()
    {
        return game_over;
    }
    public void Restart()
    {
        SceneManager.LoadScene("Scenes/mySence");
    }

    void OnEnable()
    {
        GameEventManager.ScoreChange += AddScore;
        GameEventManager.GameoverChange += Gameover;
        GameEventManager.CrystalChange += ReduceCrystalNumber;
    }
    void OnDisable()
    {
        GameEventManager.ScoreChange -= AddScore;
        GameEventManager.GameoverChange -= Gameover;
        GameEventManager.CrystalChange -= ReduceCrystalNumber;
    }
    void ReduceCrystalNumber()
    {
        recorder.ReduceCrystal();
    }
    void AddScore()
    {
        recorder.AddScore();
    }
    void Gameover()
    {
        game_over = true;
        patrol_factory.StopPatrol();
        action_manager.DestroyAllAction();
    }
}

4. 实现效果

在这里插入图片描述
在这里插入图片描述
在这里插入图片描述

视频效果

视频效果

完整代码

完整代码

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