Unity3D 游戏智能AITank

游戏智能AITank

从商店下载游戏:“Kawaii” Tank 或 其他坦克模型,构建 AI 对战坦克。具体要求

  • 使用“感知-思考-行为”模型,建模 AI 坦克
  • 场景中要放置一些障碍阻挡对手视线
  • 坦克需要放置一个矩阵包围盒触发器,以保证 AI 坦克能使用射线探测对手方位
  • AI 坦克必须在有目标条件下使用导航,并能绕过障碍。(失去目标时策略自己思考)
  • 实现人机对战

Github的地址是:GitHub

对于这个任务,我首先在UnityHub里面找到一份坦克的教程:Unity3D 游戏智能AITank_第1张图片
然后按照它的教程完成所需要的内容。

在这里开始我们的作业任务:

首先是完成AITank的代码,首先AITank保持巡逻的状态一直到在附近发现了玩家为止,在发现玩家之后NPC会对玩家进行追捕,这个时候就把玩家的位置设置为NPC坦克的目标点,同时在玩家进入NPC的范围之后开始按照一秒一炮的频率开炮。代码如下:

public class AITank : Tank {

    public delegate void recycle(GameObject tank);
    public static event recycle recycleEvent;

    private Vector3 target;
    private bool gameover;

    // 巡逻
    private static Vector3[] points = { new Vector3(37.6f,0,0), new Vector3(40.9f,0,39), new Vector3(13.4f, 0, 39),
        new Vector3(13.4f, 0, 21), new Vector3(0,0,0), new Vector3(-20,0,0.3f), new Vector3(-20, 0, 32.9f), 
        new Vector3(-37.5f, 0, 40.3f), new Vector3(-37.5f,0,10.4f), new Vector3(-40.9f, 0, -25.7f), new Vector3(-15.2f, 0, -37.6f),
        new Vector3(18.8f, 0, -37.6f), new Vector3(39.1f, 0, -18.1f)
    };
    private int destPoint = 0;
    private NavMeshAgent agent;
    private bool isPatrol = false;

    private void Awake()
    {
        destPoint = UnityEngine.Random.Range(0, 13);
    }

    // Use this for initialization
    void Start () {
        setHp(100f);
        StartCoroutine(shoot());
        agent = GetComponent<NavMeshAgent>();
    }

    private IEnumerator shoot()
    {
        while (!gameover)
        {
            for(float i = 1; i > 0; i -= Time.deltaTime)
            {
                yield return 0;
            }
            // 进入射程开始开炮
            if(Vector3.Distance(transform.position, target) < 20)
            {
                GameObjectFactory mf = Singleton<GameObjectFactory>.Instance;
                GameObject bullet = mf.getBullet(tankType.Enemy);
                bullet.transform.position = new Vector3(transform.position.x, 1.5f, transform.position.z) + transform.forward * 1.5f;
                bullet.transform.forward = transform.forward;

                Rigidbody rb = bullet.GetComponent<Rigidbody>();
                rb.AddForce(bullet.transform.forward * 20, ForceMode.Impulse);
            }
        }
    }

    // Update is called once per frame
    void Update () {
        gameover = GameDirector.getInstance().currentSceneController.isGameOver();
        if (!gameover)
        {
            target = GameDirector.getInstance().currentSceneController.getPlayerPos();
            if (getHp() <= 0 && recycleEvent != null)
            {//如果npc坦克被摧毁,则回收它
                recycleEvent(this.gameObject);
            }
            else
            {
                if(Vector3.Distance(transform.position, target) <= 30)
                {
                    isPatrol = false;
                    agent.autoBraking = true;
                    agent.SetDestination(target);
                }
                else
                {
                    patrol();
                }
            }
        }
        else
        {
            NavMeshAgent agent = GetComponent<NavMeshAgent>();
            agent.velocity = Vector3.zero;
            agent.ResetPath();
        }
    }

    private void patrol()
    {
        if(isPatrol)
        {
            if(!agent.pathPending && agent.remainingDistance < 0.5f)
                GotoNextPoint();
        }
        else
        {
            agent.autoBraking = false;
            GotoNextPoint();
        }
        isPatrol = true;
    }

    private void GotoNextPoint()
    {
        agent.SetDestination(points[destPoint]);
        destPoint = (destPoint + 1) % points.Length;
    }
}

然后是对于子弹的设置,通过OnCollisionEnter事件判断子弹碰撞到其他物体时,爆炸范围内所有的碰撞体对象如果是敌方阵营的就会扣血(按照子弹爆炸的距离和敌方坦克的距离来计算上海),同时当子弹落地也就是没有用之后要进行回收。

public class Bullet : MonoBehaviour {
    // 子弹伤害半径
    public float explosionRadius = 3f;
    private tankType type;

    public void setTankType(tankType type)
    {
        this.type = type;
    }

    private void Update()
    {
        if(this.transform.position.y < 0 && this.gameObject.activeSelf)
        {
            GameObjectFactory mf = Singleton<GameObjectFactory>.Instance;
            // 落地爆炸
            ParticleSystem explosion = mf.getPs();
            explosion.transform.position = transform.position;
            explosion.Play();
            mf.recycleBullet(this.gameObject);
        }
    }

    void OnCollisionEnter(Collision other)
    {
        // 获得单实例工厂
        GameObjectFactory mf = Singleton<GameObjectFactory>.Instance;
        ParticleSystem explosion = mf.getPs();
        explosion.transform.position = transform.position;

        // 获取爆炸范围内的所有碰撞体
        Collider[] colliders = Physics.OverlapSphere(transform.position, explosionRadius);
        for(int i = 0; i < colliders.Length; i++)
        {
            if(colliders[i].tag == "tankPlayer" && this.type == tankType.Enemy || colliders[i].tag == "tankEnemy" && this.type == tankType.Player)
            {
                // 根据击中坦克与爆炸中心的距离计算伤害值
                float distance = Vector3.Distance(colliders[i].transform.position, transform.position);
                float hurt = 100f / distance;
                float current = colliders[i].GetComponent<Tank>().getHp();
                c`这里写代码片`olliders[i].GetComponent<Tank>().setHp(current - hurt);
            }
        }

        explosion.Play();
        if (this.gameObject.activeSelf)
        {
            mf.recycleBullet(this.gameObject);
        }
    }
}

在这里使用过一个GameObjectFactory工厂来维护游戏对象。

public class GameObjectFactory : MonoBehaviour {
    // 玩家
    public GameObject player;
    // npc
    public GameObject tank;
    // 子弹
    public GameObject bullet;
    // 爆炸粒子系统
    public ParticleSystem ps;

    private Dictionary<int, GameObject> usingTanks;
    private Dictionary<int, GameObject> freeTanks;

    private Dictionary<int, GameObject> usingBullets;
    private Dictionary<int, GameObject> freeBullets;

    private List<ParticleSystem> psContainer;

    private void Awake()
    {
        usingTanks = new Dictionary<int, GameObject>();
        freeTanks = new Dictionary<int, GameObject>();
        usingBullets = new Dictionary<int, GameObject>();
        freeBullets = new Dictionary<int, GameObject>();
        psContainer = new List<ParticleSystem>();
    }

    // Use this for initialization
    void Start () {
        //回收坦克的委托事件
        AITank.recycleEvent += recycleTank;
    }

    public GameObject getPlayer()
    {
        return player;
    }

    public GameObject getTank()
    {
        if(freeTanks.Count == 0)
        {
            GameObject newTank = Instantiate<GameObject>(tank);
            usingTanks.Add(newTank.GetInstanceID(), newTank);
            //在一个随机范围内设置坦克位置
            newTank.transform.position = new Vector3(Random.Range(-100, 100), 0, Random.Range(-100, 100));
            return newTank;
        }
        foreach (KeyValuePair<int, GameObject> pair in freeTanks)
        {
            pair.Value.SetActive(true);
            freeTanks.Remove(pair.Key);
            usingTanks.Add(pair.Key, pair.Value);
            pair.Value.transform.position = new Vector3(Random.Range(-100, 100), 0, Random.Range(-100, 100));
            return pair.Value;
        }
        return null;
    }

    public GameObject getBullet(tankType type)
    {
        if (freeBullets.Count == 0)
        {
            GameObject newBullet = Instantiate(bullet);
            newBullet.GetComponent<Bullet>().setTankType(type);
            usingBullets.Add(newBullet.GetInstanceID(), newBullet);
            return newBullet;
        }
        foreach (KeyValuePair<int, GameObject> pair in freeBullets)
        {
            pair.Value.SetActive(true);
            pair.Value.GetComponent<Bullet>().setTankType(type);
            freeBullets.Remove(pair.Key);
            usingBullets.Add(pair.Key, pair.Value);
            return pair.Value;
        }
        return null;
    }

    public ParticleSystem getPs()
    {
        for(int i = 0; i < psContainer.Count; i++)
        {
            if (!psContainer[i].isPlaying) return psContainer[i];
        }
        ParticleSystem newPs = Instantiate<ParticleSystem>(ps);
        psContainer.Add(newPs);
        return newPs;
    }

    public void recycleTank(GameObject tank)
    {
        usingTanks.Remove(tank.GetInstanceID());
        freeTanks.Add(tank.GetInstanceID(), tank);
        tank.GetComponent<Rigidbody>().velocity = new Vector3(0, 0, 0);
        tank.SetActive(false);
    }

    public void recycleBullet(GameObject bullet)
    {
        usingBullets.Remove(bullet.GetInstanceID());
        freeBullets.Add(bullet.GetInstanceID(), bullet);
        bullet.GetComponent<Rigidbody>().velocity = new Vector3(0, 0, 0);
        bullet.SetActive(false);
    }
}

场记SceneController代码:

public class SceneController : MonoBehaviour, IUserAction {

    public GameObject player;
    private bool gameOver = false;
    private int enemyCount = 6;
    private GameObjectFactory mf;
    private MainCameraControl cameraControl;


    private void Awake()
    {
        GameDirector director = GameDirector.getInstance();
        director.currentSceneController = this;
        mf = Singleton<GameObjectFactory>.Instance;
        player = mf.getPlayer();
        cameraControl = GetComponent<MainCameraControl>();
        cameraControl.setTarget(player.transform);
    }

    // Use this for initialization
    void Start () {
        for(int i = 0; i < enemyCount; i++)
        {
            GameObject gb = mf.getTank();
            cameraControl.setTarget(gb.transform);
        }
        Player.destroyEvent += setGameOver;

        // 初始化相机位置
        cameraControl.SetStartPositionAndSize();
    }

    // 更新相机位置
    void Update () {
        Camera.main.transform.position = new Vector3(player.transform.position.x, 15, player.transform.position.z);
    }

    public Vector3 getPlayerPos()
    {
        return player.transform.position;
    }

    public bool isGameOver()
    {
        return gameOver;
    }
    public void setGameOver()
    {
        gameOver = true;
    }

    public void moveForward()
    {
        player.GetComponent<Rigidbody>().velocity = player.transform.forward * 20;
    }
    public void moveBackWard()
    {
        player.GetComponent<Rigidbody>().velocity = player.transform.forward * -20;
    }

    public void turn(float offsetX)
    {
        float y = player.transform.localEulerAngles.y + offsetX * 5;
        float x = player.transform.localEulerAngles.x;
        player.transform.localEulerAngles = new Vector3(x, y, 0);
    }

    public void shoot()
    {
        GameObject bullet = mf.getBullet(tankType.Player);
        // 设置子弹位置
        bullet.transform.position = new Vector3(player.transform.position.x, 1.5f, player.transform.position.z) + player.transform.forward * 1.5f;
        // 设置子弹方向
        bullet.transform.forward = player.transform.forward;

        // 发射子弹
        Rigidbody rb = bullet.GetComponent<Rigidbody>();
        rb.AddForce(bullet.transform.forward * 20, ForceMode.Impulse);
    }
}

具体就是如上了。

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