【Unity3D】射箭打靶游戏(简单工厂+物理引擎编程)
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:
UML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<CCActionManager>();arrowfactory = gameObject.AddComponent<ArrowFactory>();}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 Singleton<T> where 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 List<GameObject> freeArrow; // 空闲的箭头private List<GameObject> usedArrow;private GameObject arrowTemplate;public FirstController sceneControler { get; set; }void Awake() {if (_instance == null) {_instance = Singleton<ArrowFactory>.Instance;_instance.usedArrow = new List<GameObject>();_instance.freeArrow = new List<GameObject>();}}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 initializationvoid 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 framevoid 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 initializationvoid Start () {}// Update is called once per framevoid 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<Camera>();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<Data>().hit) {other.gameObject.GetComponent<Data>().hit = true;Debug.Log(num);sceneController.score += num;//加分 }EmitDisk = (play)other.gameObject.GetComponent<Data>().Action;other.gameObject.GetComponent<Rigidbody>().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 initializationprotected new void Start () {sceneController = (FirstController)SSDirector.getInstance().currentSceneController;sceneController.actionManager = this;arrowFactory = sceneController.arrowfactory;}// Update is called once per frameprotected 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<Rigidbody>().AddForce(new Vector3(force, 0.3f, 2), ForceMode.Impulse);this.RunAction(Arrow, EmitArrow, this);Arrow.GetComponent<Data>().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<Data>().hit = false;} }
CCSequenceAction.cs
using System.Collections; using System.Collections.Generic; using UnityEngine;public class CCSequenceAction : SSAction, ISSActionCallback {public List<SSAction> sequence;public int repeat = -1;public int start = 0;public static CCSequenceAction GetSSAction(int repeat, int start, List<SSAction> sequence) {CCSequenceAction action = ScriptableObject.CreateInstance<CCSequenceAction>();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 initializationpublic 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<play>(); 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<Rigidbody>().velocity = Vector3.zero; gameobject.GetComponent<Rigidbody>().AddForce(force, ForceMode.Impulse);}public void Destory() { this.destroy = true;this.callback.SSActionEvent(this);Destroy(gameobject.GetComponent<BoxCollider>());} }
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 List<SSAction> waitingAdd = new List<SSAction>();private List<int> waitingDelete = new List<int> ();// Use this for initializationprotected void Start () {}// Update is called once per frameprotected 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();} }
转载于:https://www.cnblogs.com/xieyuanzhen-Feather/p/6666586.html
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