VR开发实战HTC Vive项目之一起打鬼子

一、游戏场景

二、创建怪物


CreateMonster

using UnityEngine;
using System.Collections;

public class CreateMonster : MonoBehaviour {
    //产生的怪物预制体
    public GameObject Monster;
    //目标位置
    public Transform TargetPositon;
    //创建时播放的声音文件
    public AudioClip CreateClip;
    AudioSource AudioSource;
    //最长刷怪时长
    float MaxColdDownTime = 10;
    //最短帅怪时长
    float MinColdDownTime = 4;
    float CurrentColdDownTime;

    void Start()
    {
        //初始化下次刷怪事件
        CurrentColdDownTime = MinColdDownTime;
        //获取AudioSource属性
        AudioSource = GetComponent();
    }
    // Update is called once per frame
    void Update () {
        //通过Time.deltaTime来获取每一帧执行的时间
        CurrentColdDownTime -= Time.deltaTime;
        //当冷却时间完成后创建怪物并减少刷怪冷却时间
        if (CurrentColdDownTime <= 0)
        {
            InstantiateMonster();
            CurrentColdDownTime = MaxColdDownTime;
            if (MaxColdDownTime > MinColdDownTime)
            {
                MaxColdDownTime -= 0.5f;
            }
        }
    }

    void InstantiateMonster()
    {
        //播放怪物吼叫声音
        AudioSource.PlayOneShot(CreateClip);
        //根据预制体创建怪物
        GameObject go = Instantiate(Monster);
        //将创建出来的怪物放置到自己下面,方便管理
        go.transform.parent = this.transform;
        //通过Random类随机放置怪物在传送门口
        go.transform.position = this.transform.position + new Vector3(Random.Range(-5, 5), 0, Random.Range(-2.5f, 2.5f));
        go.GetComponent().TargetTransform = TargetPositon;
    }
}

三、给怪物添加自动寻路

VR开发实战HTC Vive项目之一起打鬼子_第1张图片

四、给怪物添加动画

VR开发实战HTC Vive项目之一起打鬼子_第2张图片

五、怪物行为控制

using UnityEngine;
using System.Collections;

public class EnermyController : MonoBehaviour {
    //目标位置
    public Transform TargetTransform;
    //总血量
    int HP = 2;
    //导航组件
    UnityEngine.AI.NavMeshAgent NavMeshAgent;
    //动画组件
    Animator Animator;

    // Use this for initialization
    void Start () {
        //初始化变量
        NavMeshAgent = GetComponent();
        NavMeshAgent.SetDestination(TargetTransform.transform.position);
        Animator = GetComponent();
    }
    
    // Update is called once per frame
    void Update () {
        //死亡直接返回
        if (HP <= 0)
        {
            return;
        }
        //获取当前动画信息
        AnimatorStateInfo stateInfo = Animator.GetCurrentAnimatorStateInfo(0);

        //判断当前的动画状态是什么,并进行对应的处理
        if (stateInfo.fullPathHash == Animator.StringToHash("Base Layer.Run") && !Animator.IsInTransition(0))
        {
            Animator.SetBool("Run", false);
            //玩家有移动重新检测,目前不会移动
            if (Vector3.Distance(TargetTransform.transform.position, NavMeshAgent.destination) > 1)
            {
                NavMeshAgent.SetDestination(TargetTransform.transform.position);
            }
            //进入攻击距离跳转到攻击动画,否则继续跑动
            if (NavMeshAgent.remainingDistance < 3)
            {
                Animator.SetBool("Attack",true);
            }
            else
            {
                Animator.SetBool("Run", true);
            }
        }

        if (stateInfo.fullPathHash == Animator.StringToHash("Base Layer.Attack") && !Animator.IsInTransition(0))
        {
            Animator.SetBool("Attack", false);
            //玩家有移动重新检测,目前不会移动
            if (Vector3.Distance(TargetTransform.transform.position, NavMeshAgent.destination) > 1)
            {
                NavMeshAgent.SetDestination(TargetTransform.transform.position);
            }
            //进入攻击距离跳转到攻击动画,否则继续跑动
            if (NavMeshAgent.remainingDistance < 3)
            {
                Animator.SetBool("Attack", true);
                NavMeshAgent.Stop();
            }
            else
            {
                Animator.SetBool("Run", true);
            }

            //if (stateInfo.normalizedTime >= 1.0f)
            //{
            //    Manager.Instance.UnderAttack();
            //}
        }

        if (stateInfo.fullPathHash == Animator.StringToHash("Base Layer.Damage") && !Animator.IsInTransition(0))
        {
            Animator.SetBool("Attack", false);
            Animator.SetBool("Run", false);
            //玩家有移动重新检测,目前不会移动
            if (Vector3.Distance(TargetTransform.transform.position, NavMeshAgent.destination) > 1)
            {
                NavMeshAgent.SetDestination(TargetTransform.transform.position);
            }
            //进入攻击距离跳转到攻击动画,否则继续跑动
            if (NavMeshAgent.remainingDistance < 3)
            {
                Animator.SetBool("Attack", true);
                NavMeshAgent.Stop();
            }
            else
            {
                Animator.SetBool("Run", true);
            }
        }
    }

    //当被枪击中时调用
    public void UnderAttack()
    {
        //扣血并判断是否死亡,如果死亡则直接跳到死亡动画,否则跳到受伤动画
        HP--;
        if (HP <= 0)
        {
            Animator.Play("Death");
            Destroy(GetComponent());
            Destroy(GetComponent());
        }
        else
        {
            Animator.Play("Damage");
        }
    }

    //怪物攻击由动画事件调用
    public void Attack()
    {
        Manager.Instance.UnderAttack();
    }
}

六、游戏管理类

using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;

public class Manager : MonoBehaviour {
    //Manager单例
    public static Manager Instance;
    //当前玩家HP
    public int CurrentHP = 10;
    //添加传送门和重玩引用
    public GameObject Portals;
    public GameObject Replay;
    // Use this for initialization
    void Awake () {
        //实现单例
        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Debug.LogError("仅有一个Manager");
        }
    }
    
    //收到怪物攻击
    public void UnderAttack () {
        CurrentHP--;
        //如果血量小于0游戏失败
        if(CurrentHP < 0)
        {
            EndGame();
        }
    }

    void EndGame()
    {
        Destroy(Portals);
        Replay.SetActive(true);
    }

    //重新开始游戏
    public void ReStartGame()
    {
        SceneManager.LoadScene("FPS");
        //Application.LoadLevel("FPS");
    }
}

七、怪物攻击

八、主角攻击

1、添加手枪模型
2、剩余子弹
3、添加开枪动画
VR开发实战HTC Vive项目之一起打鬼子_第3张图片
VR开发实战HTC Vive项目之一起打鬼子_第4张图片
4、实现开枪逻辑
using UnityEngine;
using System.Collections;

public class GunShoot : MonoBehaviour {
    //添加引用
    public Animator Animator;
    public Transform GunPoint;
    public GameObject Spark;
    public TextMesh textMesh;
    public AudioClip Fire;
    public AudioClip Reload;
    AudioSource AudioSource;
    bool isReloading = false;
    int maxBullet = 12;
    int currnetBullet;
    SteamVR_TrackedController SteamVR_TrackedController;

    // Use this for initialization
    void Start () {
        //创建监听
        SteamVR_TrackedController = GetComponent();
        SteamVR_TrackedController.TriggerClicked += TriggerClicked;
        SteamVR_TrackedController.Gripped += Gripped;
        currnetBullet = maxBullet;
        AudioSource = GetComponent();

    }
    
    //扳机扣下时的开枪逻辑
    void TriggerClicked(object sender, ClickedEventArgs e)
    {
        //如果在换弹中直接返回
        if (isReloading)
        {
            return;
        }
        //如果没有子弹也直接返回
        if (currnetBullet > 0)
        {
            currnetBullet --;
            textMesh.text = currnetBullet.ToString();
        }
        else
        {
            return;
        }
        //播放开枪声音
        AudioSource.PlayOneShot(Fire);
        Animator.Play("PistolAnimation");
        Debug.DrawRay(GunPoint.position, GunPoint.up*100, Color.red, 0.02f);
        Ray raycast = new Ray(GunPoint.position, GunPoint.up);
        RaycastHit hit;
        //根据Layer来判断是否有物体击中
        LayerMask layer = 1<<( LayerMask.NameToLayer("Enermy"));
        bool bHit = Physics.Raycast(raycast, out hit,10000,layer.value);
        //击中扣血逻辑
        if (bHit)
        {
            Debug.Log(hit.collider.gameObject);
            EnermyController ec = hit.collider.gameObject.GetComponent();
            if (ec != null)
            {
                ec.UnderAttack();
                GameObject go = GameObject.Instantiate(Spark);
                go.transform.position = hit.point;
                Destroy(go, 3);
            }
            else
            {
                Manager.Instance.ReStartGame();
            }
        }
    }

    //手柄握下的逻辑
    void Gripped(object sender, ClickedEventArgs e)
    {
        if (isReloading)
        {
            return;
        }
        isReloading = true;
        Invoke("ReloadFinished", 2);
        AudioSource.PlayOneShot(Reload);
    }

    //换弹结束
    void ReloadFinished()
    {
        isReloading = false;
        currnetBullet = maxBullet;
        textMesh.text = currnetBullet.ToString();
    }
}

5、设置怪物层级

九、游戏重新开始

VR开发实战HTC Vive项目之一起打鬼子_第5张图片

Paste_Image.png
VR开发实战HTC Vive项目之一起打鬼子_第6张图片

十、添加背景音乐和音量调整

十一、效果展示

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