打靶游戏:
1.靶对象为 5 环,按环计分;
2.箭对象,射中后要插在靶上;
3.游戏仅一轮,无限 trials;
增强要求:
添加一个风向和强度标志,提高难度
游戏成品图:
游戏设计思路&大致过程&核心代码
游戏对象主要由三个,靶、弓和箭,射出去的箭可以复用(利用简单工厂),将箭从弓的位置加上常力向某个方向射出。最后实现增强功能——添加常力作为风向并且在界面中显示出风向(只设置了界面上的左右两个不同方向)以及风力(0~50)。
1.首先设置游戏对象——靶子、弓和箭。
为了实现识别不同的环,通过五个共圆心的圆柱体(高度不同——通过设置Transform)来识别箭首先碰到的环(小环厚度较大)。
游戏的弓和箭——刚开始用圆柱体(箭身)+胶囊(箭头)实现箭,在后来进行界面优化时下载了模型。将模型直接作为预制即可。
2.大致明确类——建立在之前实验的基础上
2.1复用之前的类:不需要修改
SSDirector,Singleton,动作类——CCSequenceAction,SSAction,SSActionEvetType,SSActionManager
2.2需要修改的类:CCActionManager,FirstController,SceneController,UserGUI
3.设计基本UML图,调试好基本代码,只有空函数——不具体实现。
4.根据课堂实验5实现自由移动弓
在Bow的预制对象上挂上下述代码即可。利用方向控制键(键盘)可以控制弓的移动。
5.实现UI界面
6.实现箭的工厂类
7.实现射出箭的动作
8.实现箭插在靶上和分数识别计算
9.添加风力和风的方向
关键设置——在上述的第8点算是这次实验的一大难点,其余的基本在之前的实验都已经实现过类似的操作。
详细代码:
SSDirector.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using Com.Mygame; public class SSDirector : System.Object { private static SSDirector _instance; public ISceneController currentSceneController { get; set; } public bool running{ get; set; } public static SSDirector getInstance() { if (_instance == null) { _instance = new SSDirector (); } return _instance; } public int getFPS() { return Application.targetFrameRate; } public void setFPS(int fps) { Application.targetFrameRate = fps; } }
FirstController.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using Com.Mygame; public class FirstController : MonoBehaviour, ISceneController, IUserAction { public IshootArrow actionManager {get; set;} public ArrowFactory arrowfactory {get; set;} public GameObject Arrow; public GameObject Bow; public Text ScoreText; // 显示得分 public int score; void Awake() { SSDirector director = SSDirector.getInstance (); director.setFPS (60); director.currentSceneController = this; director.currentSceneController.LoadResources (); actionManager = gameObject.AddComponent(); arrowfactory = gameObject.AddComponent (); } public void hit(Vector3 dir) { actionManager.playArrow(Bow.transform.position); } void Update() { ScoreText.text = "Score:" + score.ToString(); } public float getWindforce() { return actionManager.getforce(); } public void StartGame() { // } public void ShowDetail() { GUI.Label(new Rect(220, 50, 350, 250), "you can controll the bow and click mouse to emit arrow"); } // 接口具体实现-------------------------------------------------------------------- public void LoadResources() { Debug.Log ("load...\n"); Instantiate(Resources.Load("prefabs/Target")); Bow = Instantiate(Resources.Load("prefabs/Bow")) as GameObject; Arrow.transform.position = Bow.transform.position; } public void Pause(){ } public void Resume(){ } }
SceneController.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using Com.Mygame; namespace Com.Mygame { public interface ISceneController { void LoadResources (); float getWindforce(); } public interface IUserAction { void ShowDetail(); void StartGame(); void hit(Vector3 dir); } }
UserGUI.cs
using UnityEngine; using UnityEngine.UI; using System.Collections; using Com.Mygame; public class UserGUI : MonoBehaviour { private IUserAction action; // 用户动作接口 private ISceneController queryInt; // 场景接口 public bool isButtonDown = false; public Camera camera; public Text WindForce; public Text WindDirection; void Start() { // 实例化对象 action = SSDirector.getInstance().currentSceneController as IUserAction; queryInt = SSDirector.getInstance().currentSceneController as ISceneController; } void Update() { float force = queryInt.getWindforce (); if (force < 0) { WindDirection.text = "Wind Direction : Left"; } else if (force > 0) { WindDirection.text = "Wind Direction : Right"; } else { WindDirection.text = "Wind Direction : No Wind"; } WindForce.text = "Wind Force : " + queryInt.getWindforce(); //显示风力 } void OnGUI() { GUIStyle fontstyle1 = new GUIStyle(); fontstyle1.fontSize = 50; fontstyle1.normal.textColor = new Color(255, 255, 255); if (GUI.RepeatButton(new Rect(0, 0, 120, 40), "Rule")) { action.ShowDetail(); } if (GUI.Button(new Rect(0, 60, 120, 40), "Start")) { action.StartGame(); } if (Input.GetMouseButtonDown(0) && !isButtonDown) { Ray mouseRay = camera.ScreenPointToRay (Input.mousePosition); Debug.Log("RayDir = " + mouseRay.direction); action.hit(mouseRay.direction); isButtonDown = true; } else if(Input.GetMouseButtonDown(0) && isButtonDown) { isButtonDown = false; } } }
Singleton.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Singletonwhere T: MonoBehaviour { // 单例模式,可以在任何代码中轻松获取到单例对象 private static T instance; public static T Instance { get { if (instance == null) { instance = (T)Object.FindObjectOfType(typeof(T)); if (instance == null) { Debug.LogError("Cant find instance of "+typeof(T)); } } return instance; } } }
Data.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; [System.Serializable] public class Data : MonoBehaviour { public Vector3 size; public Color color = Color.red; public float speed = 5f; public Vector3 director; public play Action; public bool hit; }
ArrowFactory.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ArrowFactory : MonoBehaviour { private static ArrowFactory _instance; private ListfreeArrow; // 空闲的箭头 private List usedArrow; private GameObject arrowTemplate; public FirstController sceneControler { get; set; } void Awake() { if (_instance == null) { _instance = Singleton .Instance; _instance.usedArrow = new List (); _instance.freeArrow = new List (); } } public GameObject GetArrow1() { GameObject newArrow; if (freeArrow.Count == 0) { newArrow = GameObject.Instantiate(Resources.Load("Prefabs/arrow")) as GameObject; } else { newArrow = freeArrow[0]; freeArrow.Remove(freeArrow[0]); } newArrow.transform.position = arrowTemplate.transform.position; newArrow.transform.localEulerAngles = new Vector3(90, 0, 0); usedArrow.Add(newArrow); return newArrow; } public void FreeArrow1(GameObject arrow1) { for (int i = 0; i < usedArrow.Count; i++) { if (usedArrow[i] == arrow1) { usedArrow.Remove(arrow1); arrow1.SetActive(true); freeArrow.Add(arrow1); } } return; } // Use this for initialization void Start () { sceneControler = (FirstController)SSDirector.getInstance().currentSceneController; sceneControler.arrowfactory = this; arrowTemplate = Instantiate(Resources.Load("prefabs/arrow")) as GameObject; arrowTemplate.SetActive (false); //arrowTemplate.transform.parent = sceneControler.Bow.transform; arrowTemplate.transform.localEulerAngles = new Vector3(90, 0, 0); freeArrow.Add(sceneControler.Arrow); } // Update is called once per frame void Update () { } }
joystick.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class joystick : MonoBehaviour { public float speedY = 10.0F; public float speedX = 10.0F; //public GameObject cam; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log("p"); float translationY = Input.GetAxis("Vertical")*speedY; float translationX = Input.GetAxis("Horizontal")*speedX; translationY *= Time.deltaTime; translationX *= Time.deltaTime; transform.Translate(0, translationY, 0); transform.Translate(translationX, 0, 0); /*if (Input.GetButtonDown("Fire1")) { Debug.Log("Fired Pressed"); Debug.Log(Input.mousePosition); Vector3 mp = Input.mousePosition; //Camera ca = cam.GetComponent(); Ray ray = ca.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { print(hit.transform.gameObject.name); if (hit.collider.gameObject.tag.Contains("Finish")) { Debug.Log("hit "+hit.collider.gameObject.name+"!"); } } } */ } }
target.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Target : MonoBehaviour { public int num;//每个靶都有特定的分数 public play EmitDisk; public FirstController sceneController;//场记 //private ScoreRecorder recorder; public void Start() { Debug.Log("target"); sceneController = (FirstController)SSDirector.getInstance().currentSceneController; } void OnTriggerEnter(Collider other) { Debug.Log("jizhong"); Debug.Log(other.gameObject); if (other.gameObject.tag == "Arrow") { if (!other.gameObject.GetComponent().hit) { other.gameObject.GetComponent().hit = true; Debug.Log(num); sceneController.score += num;//加分 } EmitDisk = (play)other.gameObject.GetComponent().Action; other.gameObject.GetComponent().velocity = Vector3.zero;//插在箭靶上 EmitDisk.Destory();//动作完成 } } }
Aciton(动作类代码)
CCActionManager.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using Com.Mygame; public class CCActionManager : SSActionManager, ISSActionCallback, IshootArrow { public FirstController sceneController; public ArrowFactory arrowFactory; public play EmitArrow; public GameObject Arrow; public float force = 0f; int count = 0; //public CCMoveToAction moveToA, moveToB, moveToC, moveToD; // Use this for initialization protected new void Start () { sceneController = (FirstController)SSDirector.getInstance().currentSceneController; sceneController.actionManager = this; arrowFactory = sceneController.arrowfactory; } // Update is called once per frame protected new void Update () { base.Update(); } public float getforce() { return force; } public void playArrow(Vector3 dir) { force = Random.Range(-50,50); //获取随机的风力 EmitArrow = play.GetSSAction(); //force = play.getWindForce(); //Debug.Log("play"); Arrow = arrowFactory.GetArrow1(); //Arrow.transform.position = new Vector3(0, 2, 0); Arrow.transform.position = dir; Arrow.GetComponent().AddForce(new Vector3(force, 0.3f, 2), ForceMode.Impulse); this.RunAction(Arrow, EmitArrow, this); Arrow.GetComponent().Action = EmitArrow; } // public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Competeted, int intParam = 0, string strParam = null, Object objectParam = null) { arrowFactory.FreeArrow1(source.gameobject); Debug.Log("free"); source.gameobject.GetComponent().hit = false; } }
CCSequenceAction.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class CCSequenceAction : SSAction, ISSActionCallback { public Listsequence; public int repeat = -1; public int start = 0; public static CCSequenceAction GetSSAction(int repeat, int start, List sequence) { CCSequenceAction action = ScriptableObject.CreateInstance (); action.repeat = repeat; action.sequence = sequence; action.start = start; return action; } public override void Update() { if (sequence.Count == 0) return; if (start < sequence.Count) { sequence [start].Update(); } } // Use this for initialization public override void Start () { foreach (SSAction action in sequence) { action.gameobject = this.gameobject; action.transform = this.transform; action.callback = this; action.Start(); } } void OnDestory() { // } public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Competeted, int intParam = 0, string strParam = null, Object objectParam = null) { source.destroy = false; this.start++; if (this.start >= sequence.Count) { this.start = 0; if (repeat > 0) repeat--; if (repeat == 0) { this.destroy = true; this.callback.SSActionEvent(this); } } } }
IshootArrow.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using Com.Mygame; public interface IshootArrow { void playArrow(Vector3 dir); float getforce(); }
play.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class play : SSAction { int count = 0; bool enableEmit = true; Vector3 force; public FirstController sceneControler = (FirstController)SSDirector.getInstance().currentSceneController; public static play GetSSAction() { play action = ScriptableObject.CreateInstance(); return action; } // Use this for initialization public override void Start() { force = new Vector3(0, 0.3f, 2); } // Update is called once per frame public override void Update() { gameobject.GetComponent ().velocity = Vector3.zero; gameobject.GetComponent ().AddForce(force, ForceMode.Impulse); } public void Destory() { this.destroy = true; this.callback.SSActionEvent(this); Destroy(gameobject.GetComponent ()); } }
SSAction.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class SSAction : ScriptableObject { public bool enable = true; public bool destroy = false; public GameObject gameobject { get; set; } public Transform transform {get; set;} public ISSActionCallback callback {get; set;} protected SSAction() {} public virtual void Start() { throw new System.NotImplementedException(); } public virtual void Update() { throw new System.NotImplementedException(); } public virtual void FixedUpdate() { throw new System.NotImplementedException(); } }
SSActionEventType.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public enum SSActionEventType:int {Started, Competeted} public interface ISSActionCallback { void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Competeted, int intParam = 0, string strParam = null, Object objectParam = null); }
SSActionManager.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; public class SSActionManager : MonoBehaviour { private Dictionary <int, SSAction> actions = new Dictionary <int, SSAction>(); private ListwaitingAdd = new List (); private List<int> waitingDelete = new List<int> (); // Use this for initialization protected void Start () { } // Update is called once per frame 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) { 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(); } }