【Unity 21】Unity Transform,输入,获得物体,坦克大战DEMO

PS:本系列笔记将会记录我此次在北京学习Unity开发的总体过程,方便后期写总结,笔记为日更。
笔记内容均为 自己理解,不保证每个都对。

Demo地址:

Part 1 Transform组件:

常用属性:

属性名 作用
position 世界坐标系中的坐标
localPostion 相对于父类的坐标
eulerAngles 相对于世界的欧拉角
localEulerAngles 相对于父类的欧拉角
parent 返回父类

例如:

 Vector3 temp = new Vector3(1, 1, 1);
 AI.transform.position = tempVector;         //设置生成AI的坐标
 
 bullet.transform.SetParent(transform, false);		//设置父类为当前游戏物体

Part 2 Input:

输入主要包括:键盘 ,鼠标 , 手指 , 摇杆,手柄。

键盘输入: 括号内是 KeyCode.按键

属性 操作
Input.GetKeyDown() 按键按下,触发一次
Input.GetKeyUp() 按键松开,触发一次
Input.GetKey() 按键按下, 一直触发

鼠标输入: 括号内是 0鼠标左键, 1鼠标右键, 2鼠标中键

属性 操作
Input.GetMouseButtonDown() 按键按下,触发一次
Input.GetMouseButtonUp() 按键松开,触发一次
Input.GetMouseButton() 按键按下, 一直触发

轴输入: Mouse X (水平轴) Mouse Y (垂直轴) Mouse ScrollWheel (鼠标中键滚动)

属性 操作
Input.GetAxis
Input.GetAxisRaw)

自定义设置属性:Edit->Project Setting->input
【Unity 21】Unity Transform,输入,获得物体,坦克大战DEMO_第1张图片
【Unity 21】Unity Transform,输入,获得物体,坦克大战DEMO_第2张图片

Part 3 获得物体:

1,GameObject.Find(“Player”) 通过名字

            GameObject target = GameObject.Find("TankPlayer");      //寻找玩家

2,GameObject.FindGameObjectWithTag(“Player”) 通过标签

            GameObject TankAiS = GameObject.FindGameObjectWithTag("AI");     //用GameObejct数组找到场景内所有 Tag 为AI的物体

3,GameObject.FindGameObjectsWithTag(“Player”) 通过标签 找多个物体

            GameObject[] TankAiS = GameObject.FindGameObjectsWithTag("AI");     //用GameObejct数组找到场景内所有 Tag 为AI的物体

4,Public
脚本内声明,脚本外拖入

实例化物体过程:
1,物体放入 Resources 中
2,Object tmpObj= Resources.Load(“预制体名”); 加载到内存中
3,GameObject tmpGameObj= GameObject.Instantiate(tmpObj) as GameObject 实例化到
场景中。

Part 4 坦克大战DEMO:

AIsetting:时刻触发

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

public class AiSetting : MonoBehaviour
{
    // Start is called before the first frame update

    float timeCount = 0f;
    Transform target;
    int cnt = 0;


    public int GetCnt       //获得当前AI数量
    {
        get
        {
            return cnt;
        }
        set
        {
            cnt = value;
        }
    }



    void Start()
    {
        target = GameObject.Find("TankPlayer").transform;       //获得玩家的 transform信息
    }

    // Update is called once per frame
    void Update()
    {
        timeCount += 0.1f;
        //Debug.Log(timeCount);
        if(timeCount > 20f && cnt <= 10)        //每隔20f并且场景AI数量 <= 10 时 实例化一个AI
        {
            Object TankAi = Resources.Load("TankAI");       //实例化到内存
            GameObject AI = GameObject.Instantiate(TankAi) as GameObject;       //实例化到场景

            Vector3 tempVector = target.transform.position;

            tempVector.x += Random.Range(5, 10);        //随机生成X轴
            tempVector.z += Random.Range(4, 20);        //随机生成Y轴

            AI.transform.position = tempVector;         //设置生成AI的坐标
            timeCount = 0;          //计时器归零
            cnt++;
            //Debug.LogWarning(cnt);
        }
    }
}

BulletMovement子弹运动:

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

public class BulletMovement : MonoBehaviour
{
    // Start is called before the first frame update


    float timeCount = 0f;

    void Start()
    {
        this.transform.parent = null;       //父类为空
    }

    // Update is called once per frame
    void Update()
    {
        this.transform.Translate(new Vector3(0, 0.5f, 0), Space.Self);
        timeCount += 0.1f;
        if(timeCount >= 5f)
        {
            GameObject.Destroy(gameObject);
            timeCount = 0;
        }
    }
    
}

Shoot 子弹射击:

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

public class Shoot : MonoBehaviour
{
    // Start is called before the first frame update

    public float speed = 0.5f;
    float timeCount = 0f;

    void Start()
    {
        
    }

    // Update is called once per frame

    public bool IsAI;       //判断是否为AI
    GameObject bullet;      //子弹


    public void PlayerAttack()      //玩家攻击
    {
        if (Input.GetMouseButtonDown(0))        //鼠标左键按下
        {
            Attack();
        }
    }

    public void Attack()        //实例化子弹
    {
            Object tmpBullet = Resources.Load("Bullet");        //实例化到内存
            bullet = GameObject.Instantiate(tmpBullet) as GameObject;       //实例化到场景
            bullet.transform.SetParent(transform, false);
    }

    public void Check()
    {
        if(IsAI == true)
        {
            GameObject target = GameObject.Find("TankPlayer");      //寻找玩家

            float tmpDis = Vector3.Distance(bullet.transform.position, target.transform.position);      //计算子弹和玩家的距离

            if(tmpDis < 1f)     //模拟碰撞
            {
                GameObject.Destroy(bullet);
                target.GetComponent().GetHP -= 1;     //玩家HP - 1
                //Debug.Log(target.GetComponent().GetHP);
            }
        }
        else
        {
            GameObject[] TankAiS = GameObject.FindGameObjectsWithTag("AI");     //用GameObejct数组找到场景内所有 Tag 为AI的物体
            for (int i = 0; i < TankAiS.Length; i++)
            {

                float tmpDis = Vector3.Distance(bullet.transform.position, TankAiS[i].transform.position);      //子弹距离  第I个AI的距离

                if (tmpDis < 2f)        //模拟碰撞
                {
                    GameObject.Destroy(bullet);
                    TankAiS[i].GetComponent().GetHP -= 20;      //AI血量 - 20

                    Debug.Log("AI HP == " + TankAiS[i].GetComponent().GetHP);
                }


            }
        }
    }


    void Update()
    {
        if (bullet != null)
        {
            Check();
        }
        if (IsAI == false)
            PlayerAttack();
        else
        {
            timeCount += 0.1f;
            //Debug.LogWarning(timeCount);
            if(timeCount > 10f)     //AI每隔10f更新一次
            {
                timeCount = 0;
                Attack();
                
            }
        }            
    }
}

AIMovement AI移动:

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

public class AIMovement : MonoBehaviour
{
    // Start is called before the first frame update
    GameObject target;


    public float HP = 100;      //设置血量

    public float GetHP
    {
        get
        {
            return HP;
        }
        set
        {
            HP = value;
            //Debug.LogWarning(HP);
        }
    }

    public void Dead()
    {
        AiSetting tmpSet = GetComponent();       //获得AiSetting属性
        if (tmpSet != null)
            tmpSet.GetCnt--;        //AI数目- 1
        if (HP <= 0)
            GameObject.Destroy(gameObject);     //销毁当前AI
        
    }






    void Start()
    {
        target = GameObject.Find("TankPlayer");
    }

    // Update is called once per frame
    void Update()
    {
        Dead();

        this.transform.LookAt(target.transform);
    }
}

TankMovement 坦克移动:

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

public class TankMovement : MonoBehaviour
{
    // Start is called before the first frame update


    public float HP = 100;

    public  float GetHP
    {
        get
        {
            return HP;
        }
        set
        {
            HP = value;
        }
    }

    public void Dead()
    {
        if(HP <= 0)
            GameObject.Destroy(gameObject);
    }


    void Start()
    {
        
    }

    // Update is called once per frame
    void Update()
    {
        Dead();
        if (Input.GetKey(KeyCode.W))        //W键按下
        {
            //Debug.Log("W comming!!!");
            this.transform.Translate(new Vector3(0, 0, 1F) * Time.deltaTime , Space.Self);
        }

        if (Input.GetKey(KeyCode.S))        //S键按下
        {
            //Debug.Log("S comming!!!");
            this.transform.Translate(new Vector3(0, 0, -1F) * Time.deltaTime, Space.Self);
        }

        if (Input.GetKey(KeyCode.A))        //A键按下
        {
            //Debug.Log("A comming!!!");
            this.transform.Rotate(new Vector3(0, -0.5f, 0), Space.Self);

        }

        if (Input.GetKey(KeyCode.D))        //D键按下
        {
            //Debug.Log("D comming!!!");
            this.transform.Rotate(new Vector3(0, 0.5f, 0), Space.Self);
        }
    }
}

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