Unity3D开发技术研究构建框架PureMVC项目之炸弹人(无限通关模式)

一、案例说明

本篇为PureMVC的进阶项目应用,由于项目源码还存在bug,完善后再分享出来。

二、框架视图

三、关键代码

Ctrl_EnemyMoving

/***
 * 
 *    Title: "炸弹人" 项目
 *           主题: 控制层--> 敌人移动
 *    Description: 
 *           功能:
 *                  
 *    Date: 2021.6.2
 *    Version: 0.1版本
 *    Modify Recoder: 
 *    
 *   
 */
using System.Collections;
using System.Collections.Generic;
using SUIFW;
using UnityEngine;

namespace PureMVCDemo
{
    public class Ctrl_EnemyMoving : MonoBehaviour
    {
        private float speed = 0.04f;
        private Rigidbody2D rig;
        private SpriteRenderer spriteRenderer;
        private Color color;
        /// 
        /// 方向:0上 1下 2左 3右
        /// 
        private int dirId = 0;
        private Vector2 dirVector;
        private float rayDistance = 0.7f;
        /// 
        /// 是否可以移动
        /// 
        private bool canMove = true;

        private void Awake()
        {
            spriteRenderer = GetComponent();
            color = spriteRenderer.color;
            rig = GetComponent();
        }
        /// 
        /// 初始化方法
        /// 
        public void Init()
        {
            color.a = 1;
            spriteRenderer.color = color;
            canMove = true;
            InitDir(Random.Range(0, 4));
        }
        private void InitDir(int dir)
        {
            dirId = dir;
            switch (dirId)
            {
                case 0:
                    dirVector = Vector2.up;
                    break;
                case 1:
                    dirVector = Vector2.down;
                    break;
                case 2:
                    dirVector = Vector2.left;
                    break;
                case 3:
                    dirVector = Vector2.right;
                    break;
                default:
                    break;
            }
        }
        private void Update()
        {
            if (canMove)
                rig.MovePosition((Vector2)transform.position + dirVector * speed);
            else
            {
                ChangeDir();
            }
        }
        private void OnTriggerEnter2D(Collider2D collision)
        {
            //消灭敌人
            if (collision.CompareTag(Tags.BombEffect) && gameObject.activeSelf)
            {
                GameController.Instance.enemyCount--;
                ObjectPool.Instance.Add(ObjectType.Enemy, gameObject);
            }
            if (collision.CompareTag(Tags.Enemy))
            {
                color.a = 0.3f;
                spriteRenderer.color = color;
            }
            if (canMove)
                if (collision.CompareTag(Tags.SuperWall) || collision.CompareTag(Tags.Wall))
                {
                    //复位
                    transform.position = new Vector2(Mathf.RoundToInt(transform.position.x),
                        Mathf.RoundToInt(transform.position.y));
                    ChangeDir();
                }
        }
        private void OnTriggerStay2D(Collider2D collision)
        {
            if (collision.CompareTag(Tags.Enemy))
            {
                color.a = 0.3f;
                spriteRenderer.color = color;
            }
        }
        private void OnTriggerExit2D(Collider2D collision)
        {
            if (collision.CompareTag(Tags.Enemy))
            {
                color.a = 1;
                spriteRenderer.color = color;
            }
        }
        private void ChangeDir()
        {
            List dirList = new List();
            if (Physics2D.Raycast(transform.position, Vector2.up, rayDistance, 1 << 8) == false)
            {
                dirList.Add(0);
            }
            if (Physics2D.Raycast(transform.position, Vector2.down, rayDistance, 1 << 8) == false)
            {
                dirList.Add(1);
            }
            if (Physics2D.Raycast(transform.position, Vector2.left, rayDistance, 1 << 8) == false)
            {
                dirList.Add(2);
            }
            if (Physics2D.Raycast(transform.position, Vector2.right, rayDistance, 1 << 8) == false)
            {
                dirList.Add(3);
            }
            if (dirList.Count > 0)
            {
                canMove = true;
                int index = Random.Range(0, dirList.Count);
                InitDir(dirList[index]);
            }
            else canMove = false;
        }
        private void OnDrawGizmos()
        {
            Gizmos.color = Color.red;
            Gizmos.DrawLine(transform.position, transform.position + new Vector3(0, rayDistance, 0));
            Gizmos.color = Color.blue;
            Gizmos.DrawLine(transform.position, transform.position + new Vector3(0, -rayDistance, 0));
            Gizmos.DrawLine(transform.position, transform.position + new Vector3(-rayDistance, 0, 0));
            Gizmos.DrawLine(transform.position, transform.position + new Vector3(rayDistance, 0, 0));
        }
    }
}

Ctrl_Prop

/***
 * 
 *    Title: "炸弹人" 项目
 *           主题: 控制层--> 道具
 *    Description: 
 *           功能:
 *                  
 *    Date: 2021.6.2
 *    Version: 0.1版本
 *    Modify Recoder: 
 *    
 *   
 */
using System.Collections;
using System.Collections.Generic;
using PureMVC.Patterns;
using UnityEngine;

namespace PureMVCDemo
{
    public class Ctrl_Prop : MonoBehaviour {
        //模型代理
        private Model_GameDataProxy _proxyObj;  
        //是否开始
        private bool _IsStartGame = false;



        /// 
        /// 开始游戏
        /// 
        public void StartGame()
        {
            _proxyObj = Facade.Instance.RetrieveProxy(Model_GameDataProxy.NAME) as Model_GameDataProxy;
            //开始游戏
            _IsStartGame = true;
        }

        /// 
        /// 结束游戏
        /// 
        public void StopGame()
        {
            _IsStartGame = false;
        }

        /// 
        /// 触发检测
        /// 
        /// 
        public void OnTriggerEnter2D(Collider2D collision)
        {
            if (_IsStartGame)
            {
                if (collision.gameObject.tag==ProjectConsts.Player)
                {
                    _proxyObj.AddScores();
                }

            }
        }
    }
}

Ctrl_GetTime

/***
 * 
 *    Title: "炸弹人" 项目
 *           主题: 控制层--> 得到时间
 *    Description: 
 *           功能:
 *                  
 *    Date: 2021.6.2
 *    Version: 0.1版本
 *    Modify Recoder: 
 *    
 *   
 */
using System.Collections;
using System.Collections.Generic;
using PureMVC.Patterns;
using UnityEngine;

namespace PureMVCDemo
{
    public class Ctrl_GetTime : MonoBehaviour {
        //模型代理
        public Model_GameDataProxy dataProxy = null;
        //游戏是否开始
        private bool IsStartGame = false;


        /// 
        /// 游戏开始
        /// 
        public void StartGame()
        {
            //得到模型层类的对象实例
            //dataProxy = Facade.Instance.RetrieveProxy(Model_GameDataProxy.NAME) as Model_GameDataProxy;
            IsStartGame = true;
        }

        /// 
        /// 游戏结束
        /// 
        public void StopGame()
        {
            IsStartGame = false;
        }


        void Start () {
            //得到模型层类的对象实例
            dataProxy = Facade.Instance.RetrieveProxy(Model_GameDataProxy.NAME) as Model_GameDataProxy;
            //启动协程,每隔一秒种,往PureMVC 模型层发送一条消息。
            StartCoroutine("GetTime");
        }

        /// 
        /// 协程,得到时间
        /// 
        /// 
        private IEnumerator GetTime()
        {
            yield return new WaitForEndOfFrame();
            while (true)
            {
                yield return new WaitForSeconds(1F);
                if (dataProxy != null && IsStartGame)
                {
                    //调用(Mediator)模型层方法
                    dataProxy.AddGameTime();
                }
            }

        }



    }
}

四、效果展示

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