3D游戏编程blog5

1.编写一个简单的鼠标打飞碟(Hit UFO)游戏

游戏内容要求:

1.游戏有n个round,每个round都包括10次trial;
2.每个trial的飞碟的色彩、大小、发射位置、速度、角度、同时出现的个数都可能不同。它们由
3.该round的ruler控制;
4.每个trial的飞碟有随机性,总体难度随round上升;
5.鼠标点中得分,得分规则按色彩、大小、速度不同计算,规则可自由设定。

游戏的要求:

1.使用带缓存的工厂模式管理不同飞碟的生产与回收,该工厂必须是场景单实例的!具体实现见参考资源Singleton模板类
2.尽可能使用前面MVC结构实现人机交互与游戏模型分离

规则如下,共有两种飞盘,一种快一种慢,击中较快的飞盘可以得更高的分数。没有时间限制,当遗漏超过5个飞盘时游戏结束。
脚本文件如下:


脚本

其中多数为MVC架构的基本代码,以及Singleton单实例模板代码,我们不做展示,展示其中几个。
1.Disk Disk类就三个数据,类型分数与颜色

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

public class Disk : MonoBehaviour {
    public int type = 1;
    public int score = 1;                               
    public Color color = Color.green;
}

2.Disk Factory类:飞盘工厂,判断时新建飞盘还是从空闲列表中选取。

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

public class DiskFactory : MonoBehaviour{
    public static DiskFactory DiskFact;
    private List<Disk> BusyDisks = new List<Disk>();
    private List<Disk> FreeDisks = new List<Disk>();

    private DiskFactory(){}

    public GameObject GetDisk(int type) {
        GameObject disk_prefab = null;
        
        if (FreeDisks.Count > 0) {//如果空闲飞盘不为空则选取一个加入
            for(int i = 0; i < FreeDisks.Count; i++) {
                if (FreeDisks[i].type == type) {
                    disk_prefab = FreeDisks[i].gameObject;
                    FreeDisks.Remove(FreeDisks[i]);
                    break;
                }
            }     
        }
        
        if(disk_prefab == null) {//如果没有空闲飞盘则创建一个
            if(type == 1) {
                disk_prefab = GameObject.Instantiate(
                Resources.Load<GameObject>("Prefabs/disk1"),
                new Vector3(0, -10f, 0), Quaternion.identity);
            }
            else if (type == 2) {
                disk_prefab = GameObject.Instantiate(
                Resources.Load<GameObject>("Prefabs/disk2"),
                new Vector3(0, -10f, 0), Quaternion.identity);
            }
            else {
                disk_prefab = GameObject.Instantiate(
                Resources.Load<GameObject>("Prefabs/disk3"),
                new Vector3(0, -10f, 0), Quaternion.identity);
            }
            disk_prefab.GetComponent<Renderer>().material.color = disk_prefab.GetComponent<Disk>().color;
        }

        BusyDisks.Add(disk_prefab.GetComponent<Disk>());
        disk_prefab.SetActive(true);
        return disk_prefab;
    }

    public bool FreeUsedDisks() {
        bool ret = true;
        for(int i = 0; i < BusyDisks.Count; i++) {
            if (BusyDisks[i].gameObject.transform.position.y + 10f > -0.2f && BusyDisks[i].gameObject.transform.position.y + 10f < 0.2f){
                Debug.Log("1");
                BusyDisks[i].gameObject.transform.position = new Vector3(0, -20f, 0);
                ret =false;
            }
            else if (BusyDisks[i].gameObject.transform.position.y <= -15f) {
                FreeDisks.Add(BusyDisks[i]);
                BusyDisks.Remove(BusyDisks[i]);
            }
        }
        return ret;
    }

    public void Reset() {
        FreeUsedDisks();
    }
}

3.First Controller类:空白物体上附加的脚本,初始启动

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

public class FirstController : MonoBehaviour, ISceneController, IUserAction {
    public DiskFactory disk_factory;
    public FlyActionManager action_manager;
    public ScoreRecorder score_recorder;
    public UserGUI user_gui;
    private int round = 1;                                                  
    private int trial = 0;
    int count = 0;                                         
    private bool running = false;
    private int HP=5;

    void Start () {  
        SSDirector director = SSDirector.GetInstance();     
        director.CurrentScenceController = this;
        disk_factory = Singleton<DiskFactory>.Instance;
        score_recorder = Singleton<ScoreRecorder>.Instance;
        action_manager = gameObject.AddComponent<FlyActionManager>() as FlyActionManager;
        user_gui = gameObject.AddComponent<UserGUI>() as UserGUI;
    }

    void Update () {
        if(running) {
            count++;

            if (Input.GetButtonDown("Fire1")) {
                Vector3 pos = Input.mousePosition;
                Hit(pos);
            }
            switch (round) {//根据round随机生成飞盘
                case 1: {
                    if (count >= 600) {
                        count = 0;
                        SendDisk(trial % 2 + 1);
                        if(Random.Range(1,3) == 1)
                            SendDisk(1);
                        
                        if (trial >= 10) {
                            round += 1;
                            trial = 0;
                        }
                        trial += 1;
                    }
                    break;
                }
                case 2: {
                    if (count >= 600) {
                        if (trial == 11) {
                            running = false;
                        }
                        count = 0;
                        if(trial <= 9){
                            SendDisk(Random.Range(1,3));
                        }
                        if(Random.Range(1,2) == 1){
                            SendDisk(Random.Range(1,3));
                        }
                        if(Random.Range(1,3) == 1){
                            SendDisk(Random.Range(1,3));
                        }
                        trial += 1;
                    }
                    break;
                }
                default:
                    break;
            } 

            bool ret = disk_factory.FreeUsedDisks();
            if(!ret){
                HP--;
                if(HP == 0){
                    GameOver();
                }
            }
        }
    }

    public void LoadResources() {}

    private void SendDisk(int type) {//发射飞盘
        GameObject disk = disk_factory.GetDisk(type);

        float disk_y = Random.Range(0f, 3f);
        float disk_x = Random.Range(-1f, 1f) < 0 ? -1 : 1;
 
        float speed = 0;
        float angle = Random.Range(15f, 25f);
        if (type == 1) {
            speed = Random.Range(0.5f, 1f);
        }
        else if (type == 2) {
            speed = Random.Range(1.5f, 2f);
        }
        
        disk.transform.position = new Vector3(disk_x * 14f, disk_y, 0);
        action_manager.DiskFly(disk, angle, speed);
    }

    public void Hit(Vector3 pos) {//检测击中
       // Debug.Log("2");
        Ray ray = Camera.main.ScreenPointToRay(pos);
        RaycastHit[] hits;
        hits = Physics.RaycastAll(ray);
        for (int i = 0; i < hits.Length; i++) {
            RaycastHit hit = hits[i];
            if (hit.collider.gameObject.GetComponent<Disk>() != null) {
                score_recorder.RecordScore(hit.collider.gameObject);
                hit.collider.gameObject.transform.position = new Vector3(0, -15, 0);
            }
        }
    }

    public void Restart() {
        running = true;
        score_recorder.Reset();
        disk_factory.Reset();
        round = 1;
        trial = 0;
        HP = 5;
    }

    public void GameOver() {
        running = false;
    }

    public int GetHP(){
        return HP;
    }
    public float GetScore() {
        return score_recorder.GetScore();
    }
    public int GetRound() {
        return round;
    }
    public int GetTrial() {
        return trial;
    }
    public bool isEnd(){
        return ((round == 2 && trial == 11) || HP <= 0);
    }
}

4.Score Recorder类:计分

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

public class ScoreRecorder : MonoBehaviour {
    public static ScoreRecorder scoreR;
    private float score;

    private ScoreRecorder(){}
    
    void Start () {
        score = 0;
    }

    public void RecordScore(GameObject disk) {
        score += disk.GetComponent<Disk>().score;
    }

    public float GetScore() {
        return score;
    }
    
    public void Reset() {
        score = 0;
    }
}

5.DiskFlyingAction类:设计飞行路线

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

public class DiskFlyAction : SSAction {
    public float gravity = -0.05f;
    private Vector3 start_velocity;
    private Vector3 delta_velocity = Vector3.zero;
    private Vector3 current_angle = Vector3.zero;
    private float time;

    private DiskFlyAction() { }
    public static DiskFlyAction GetSSAction(int lor, float angle, float speed) {
        DiskFlyAction action = CreateInstance<DiskFlyAction>();
        if (lor == -1) {
            action.start_velocity = Quaternion.Euler(new Vector3(0, 0, -angle)) * Vector3.left * speed;
        }
        else {
            action.start_velocity = Quaternion.Euler(new Vector3(0, 0, angle)) * Vector3.right * speed;
        }
        return action;
    }

    public override void Update() {
        time += Time.fixedDeltaTime;
        delta_velocity.y = gravity * time;

        transform.position += (start_velocity + delta_velocity) * Time.fixedDeltaTime;
        current_angle.z = Mathf.Atan((start_velocity.y + delta_velocity.y) / start_velocity.x) * Mathf.Rad2Deg;
        transform.eulerAngles = current_angle;

        if (this.transform.position.y < -10) {
            this.enable = false;  
        }
    }

    public override void Start() { }
}

源代码链接:3D: 用于存放3D游戏编程课程作业的源代码 - Gitee.com

演示gif如下:


演示gif 压缩了大小所以画质可能有点糊

游戏截图:


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