unity商店demo学习:跑酷游戏

本文素材和代码全部来自unity asset store里面的3D Infinite Runner Toolkit项目


步骤

场景一:TitleScene

1 搭建开始界面场景

这个场景是开启游戏的第一个界面,用于选择切换到正式游戏场景或者商店。
只需要拖入主场景模型和一个角色模型即可,并添加UI资源。

2 添加角色动画逻辑和场景切换逻辑脚本
将要切换的脚本设置为一个变量名,然后切换场景的脚本就可以在不同button间复用
	void OnMouseUpAsButton(){
		this.guiTexture.texture = normal;
		Application.LoadLevel (levelName);
	}

场景二:Shop

1 搭建商店界面场景

商店场景用于角色选择和购买,当然还可以扩展其他功能,比如购买道具什么的。
也是导入相关模型就行了,添加UI资源。

2 界面交互基本逻辑脚本
触摸(光标滑动)
	IEnumerator SelectDirection(){
		bool input = false;
		while (input == false) {
			if((Input.mousePosition.x - getMousePos.x) < -40){
				indexSelect++;
				if(indexSelect >= players.Length-1){
					indexSelect = players.Length-1;
				}
				input = true;
			}

			if((Input.mousePosition.x - getMousePos.x) > 40){
				indexSelect--;
				if(indexSelect <= 0){
					indexSelect = 0;
				}
				input = true;
			}

			if(Input.GetMouseButtonUp(0)){
				input = true;
			}
			yield return 0;
		}
角色移位
	IEnumerator MoveToPoint(){
		while (Vector3.Distance(transform.position, point[indexSelect]) > 0.01f) {
			transform.position = Vector3.Lerp(transform.position, point[indexSelect], 10 * Time.deltaTime);
			yield return 0;
		}

		transform.position = point [indexSelect];

		StartCoroutine (WaitInput ());
	}

场景三:PlayGame

1 搭建游戏初始场景
载入街道等初始模型到场景,调整漫反射光

2 添加游戏角色


给角色添加刚体、碰撞体、控制脚本和动画控制器,然后存为预设体。
角色控制有跳、滑,左移右移还有二段跳,分别重写了键盘控制和触摸控制的接口。
	IEnumerator MoveBack(){
		float z = transform.position.z-0.5f;
		bool complete = false;
		while(complete == false){
			transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x,transform.position.y,z),2*Time.deltaTime);
			if((transform.position.z - z) < 0.05f){
				complete = true;
			}
			yield return 0;
		}
		
		yield return 0;
	}
	
	private void MoveForward(){
		speedMove = GameAttribute.gameAttribute.speed;
		
		if(characterController.isGrounded){
			moveDir = Vector3.zero;
			if(directInput == DirectionInput.Up){
				Jump();
				if(isDoubleJump){
					jumpSecond = true;	
				}
			}
		}else{
			if(directInput == DirectionInput.Down){
				QuickGround();
			}
			if(directInput == DirectionInput.Up){
				if(jumpSecond){
					JumpSeccond();
					jumpSecond = false;
				}
			}
			
			if(animationManager.animationState != animationManager.Jump
				&& animationManager.animationState != animationManager.JumpSecond
				&& animationManager.animationState != animationManager.Roll){
				animationManager.animationState = animationManager.JumpLoop;
			}
		}
		moveDir.z = 0;
		moveDir += this.transform.TransformDirection(Vector3.forward*speedMove);
		moveDir.y -= gravity * Time.deltaTime;

		CheckSideCollision ();
		characterController.Move((moveDir+direction)*Time.deltaTime);
	}
与障碍物碰撞逻辑。
	private void CheckSideCollision(){
			if (positionStand == Position.Right) {
				if((int)characterController.collisionFlags == 5 || characterController.collisionFlags == CollisionFlags.Sides){
					if(transform.position.x < 1.75f && checkSideCollision == false){
						Debug.Log("Hit");
						CameraFollow.instace.ActiveShake();
						positionStand = Position.Middle;
						checkSideCollision = true;
					}
				}
			}

			if (positionStand == Position.Left) {
				if((int)characterController.collisionFlags == 5 || characterController.collisionFlags == CollisionFlags.Sides){
					if(transform.position.x > -1.75f && checkSideCollision == false){
						Debug.Log("Hit");
						CameraFollow.instace.ActiveShake();
						positionStand = Position.Middle;
						checkSideCollision = true;
					}
				}
			}

			if(positionStand == Position.Middle){
				if((int)characterController.collisionFlags == 5 || characterController.collisionFlags == CollisionFlags.Sides){
					if(transform.position.x < -0.05f && checkSideCollision == false){
						Debug.Log("Hit");
						CameraFollow.instace.ActiveShake();
						positionStand = Position.Left;
						
						checkSideCollision = true;
					}else if(transform.position.x > 0.05f && checkSideCollision == false){
						Debug.Log("Hit");
						CameraFollow.instace.ActiveShake();
						positionStand = Position.Right;
						checkSideCollision = true;
					}
				}
			}

		if (checkSideCollision == true) {
			countDeleyInput += Time.deltaTime;
			if(countDeleyInput >= 1f){
				checkSideCollision = false;
				countDeleyInput = 0;
			}
		}
	}
金币拾取
	public void Magnet(float time){
		StopCoroutine("CancleMagnet");
		magnet.SetActive(true);
		timeMagnet = time;
		StartCoroutine(CancleMagnet());
	}

3 创建游戏控制器
添加空物体到场景,挂载脚本,异步加载场景、开始游戏、动态创建游戏物体,得分更新以及重置。
	//Loading method
	IEnumerator WaitLoading(){
		while(patSysm.loadingComplete == false){
			yield return 0;	
		}
		StartCoroutine(InitPlayer());
	}
	
	//Spawn player method
	IEnumerator InitPlayer(){
		GameObject go = (GameObject)Instantiate(playerPref[selectPlayer], posStart, Quaternion.identity);
		cameraFol.target = go.transform;
		yield return 0;
		StartCoroutine(UpdatePerDistance());
	}
	
	//update distance score
	IEnumerator UpdatePerDistance(){
		while(true){
			if(PatternSystem.instance.loadingComplete){
				if(GameAttribute.gameAttribute.pause == false
					&& GameAttribute.gameAttribute.isPlaying == true
					&& GameAttribute.gameAttribute.life > 0){
					if(Controller.instace.transform.position.z > 0){
						GameAttribute.gameAttribute.distance += GameAttribute.gameAttribute.speed * Time.deltaTime;
						distanceCheck += GameAttribute.gameAttribute.speed * Time.deltaTime;
						if(distanceCheck >= speedAddEveryDistance){
							GameAttribute.gameAttribute.speed += speedAdd;
							if(GameAttribute.gameAttribute.speed >= speedMax){
								GameAttribute.gameAttribute.speed = speedMax;	
							}
							countAddSpeed++;
							distanceCheck = 0;
						}
					}
				}
			}
			yield return 0;
		}
	}
	
	//reset game
	public IEnumerator ResetGame(){
		GameAttribute.gameAttribute.isPlaying = false;
		GUIManager.instance.showSumGUI = true;
		int oldCoind = GameData.LoadCoin ();
		GameData.SaveCoin((int)GameAttribute.gameAttribute.coin+oldCoind);
		distanceCheck = 0;
		countAddSpeed = 0;
		yield return 0;	
	}

4 设置摄像机跟随
主摄像机挂载脚本,主要有跟随、重置和晃动逻辑
	void LateUpdate(){
		if(target != null){
			if(target.position.z >= 0){
				if(shake == false){
					posCamera.x = Mathf.Lerp(posCamera.x, target.position.x, 5 * Time.deltaTime);
					posCamera.y = Mathf.Lerp(posCamera.y, target.position.y + height, 5 * Time.deltaTime);
					posCamera.z = Mathf.Lerp(posCamera.z, target.position.z + distance, GameAttribute.gameAttribute.speed); //* Time.deltaTime);
					transform.position = posCamera;
					angleCam.x = angle;
					angleCam.y = Mathf.Lerp(angleCam.y, 0, 1 * Time.deltaTime);
					angleCam.z = transform.eulerAngles.z;
					transform.eulerAngles = Vector3.Lerp(transform.eulerAngles, angleCam, 1 * Time.deltaTime);
				}
			}else{
				if(PatternSystem.instance.loadingComplete == true){
					Vector3 dummy = Vector3.zero;
					posCamera.x = Mathf.Lerp(posCamera.x, 0, 5 * Time.deltaTime);
					posCamera.y = Mathf.Lerp(posCamera.y, dummy.y + height, 5 * Time.deltaTime);
					posCamera.z = dummy.z + distance;
					transform.position = posCamera;
					angleCam.x = angle;
					angleCam.y = transform.eulerAngles.y;
					angleCam.z = transform.eulerAngles.z;
					transform.eulerAngles = angleCam;
				}
			}
		}
	}
	
	
	//Reset camera when charater die
	public void Reset(){
		shake = false;
		Vector3 dummy = Vector3.zero;
		posCamera.x = 0;
		posCamera.y = dummy.y + height;
		posCamera.z = dummy.z + distance;
		transform.position = posCamera;
		angleCam.x = angle;
		angleCam.y = transform.eulerAngles.y;
		angleCam.z = transform.eulerAngles.z;
		transform.eulerAngles = angleCam;
	}
	
	//Shake camera
	public void ActiveShake(){
		shake = true;
		StartCoroutine(ShakeCamera());	
	}

5 调整场景物体的尺寸
可以用标准立方体作为标尺来衡量场景物体的长宽高,使得游戏角色和场景物体比例得当。

6 添加游戏物体实例管理系统
创建空物体,挂载脚本,用于动态管理场景物体的更新(比如街道的无限延长,障碍物的随机产生等等)

	IEnumerator AddBuilding(){
		QueueFloor qFloor = queneFloor[0];
		queneFloor.RemoveRange(0,1);
		int i = 0;
		randomPattern = Random.Range(0, patternBuilding.Count);
		randomItem = Random.Range(0, patternItem.Count);
		while(i < building_Script.Count){
			int j = 0;
			while(j < patternBuilding[randomPattern].stateBuilding_Left.Length){
				CheckAddBuilding_Left(i,j,qFloor);
				j++;
			}
			j = 0;
			while(j < patternBuilding[randomPattern].stateBuilding_Right.Length){
				CheckAddBuilding_Right(i,j,qFloor);
				j++;
			}
			i++;	
		}
		yield return 0;
		i = 0;
		CheckTypeItemFormAdd(qFloor, i);
		yield return 0;
		qFloor.floorObj.transform.position = posFloorLast;
		posFloorLast.z += nextPosFloor;
		queneFloor.Add(qFloor);
		StartCoroutine(WaitCheckFloor());
		yield return 0;
	}

	void AddItemWihtType_SubRight(QueueFloor floor, int slotIndex,int type){
		if(patternItem[randomItem].itemType_SubRight[slotIndex].x == type){
			int j = 0;
			while(j < amount_Item_Pattern_SubRight[type-1]){
				if(j < item_Type_Script[type-1].itemList.Count){
					if(item_Type_Script[type-1].itemList[j].itemActive == false
					   && floor.floorItemSlotClass.floor_Slot_SubRight[slotIndex] == false){
						SetPosItem_SubRight_For_Type(slotIndex,type-1,j,floor, patternItem[randomItem].itemType_SubRight[slotIndex].y);
						j = 0;
					}
				}
				j++;
			}
		}	
	}

7 设置障碍物摆放
这里用到unity一个非常棒的工具,可以用图形化的手段对内部数据结构进行配置,实现所见即所得

如图,可以手动配置街道物体,接到障碍物,很好的关卡设置编辑器。

编译

将项目编译为可执行文件,需要在build设置里面添加所有scene,注意顺序。


游戏效果

开始界面

商店

游戏中










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