3D游戏编程4--打飞碟
- 编写一个简单的鼠标打飞碟(Hit UFO)游戏
- 游戏内容要求
- 游戏的要求
- 游戏实现
- 文件结构
- c#文件
- DiskFactory
- DiskFactoryController
- FirstController
- RoundController
- SceneController
- ScoreController
- UserInterface
- 资源
编写一个简单的鼠标打飞碟(Hit UFO)游戏
游戏内容要求
- 游戏有 n 个 round,每个 round 都包括10 次 trial
- 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。它们由该 round 的 ruler 控制
- 每个 trial 的飞碟有随机性,总体难度随 round 上升
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
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!
- 尽可能使用前面 MVC 结构实现人机交互与游戏模型分离
游戏实现
总的来说,这次代码写的比较随意,冗余部分过多,而且没有很好的组织结构,函数的布置相对来说有点混乱,所以为了弥补这方面的不足,尽量做了好看的效果,加了一点粒子系统,当然也是参考了往届的博客。
文件结构
文本结构
资源结构
预制结构
c#文件
DiskFactory
单例模式,得到飞碟id,得到飞碟对象,释放飞碟对象,为了避免开销大的问题,没有用destory,而是设置为diskList[id].SetActive(false);
using UnityEngine;
using System.Collections;
using System.Collections.Generic;public class DiskFactory : System.Object
{private static DiskFactory _instance;private static List<GameObject> diskList; public GameObject disk; public static DiskFactory getInstance(){if (_instance == null){_instance = new DiskFactory();diskList = new List<GameObject>();}return _instance;}public int getDiskId(){for (int i = 0; i < diskList.Count; ++i){if (!diskList[i].activeInHierarchy){return i;}}diskList.Add(GameObject.Instantiate(disk) as GameObject);return diskList.Count - 1;}public GameObject getDiskObject(int id){if (id > -1 && id < diskList.Count){return diskList[id];}return null;}public void free(int id){if (id > -1 && id < diskList.Count){diskList[id].GetComponent<Rigidbody>().velocity = Vector3.zero;//diskList[id].rigidbody.velocity = Vector3.zero;diskList[id].transform.localScale = disk.transform.localScale;diskList[id].SetActive(false);}}
}
DiskFactoryController
初始化disk,这次程序中的所有初始化,都是在类中声明为public,然后将预制拖到文件当中,而没有用Instantiate
函数,感觉这样比较符合我的编程习惯。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class DiskFactoryController : MonoBehaviour
{public GameObject disk;void Awake(){DiskFactory.getInstance().disk = disk;}
}
FirstController
包括场景的设置,发射飞碟的提示,发射飞碟,释放飞碟,得分。
- 发射飞碟,大小,颜色,位置,方向都是随机的,但是没有与分数挂钩,都是打中一个得十分,每回合打完第十次进入下一回合,打完三回合,结束游戏。
FixedUpdate
中用timeToNextEmission -= Time.deltaTime
实现倒计时。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;public class FirstController : MonoBehaviour
{public Color[] TotalColor = {Color.black,Color.blue,Color.cyan,Color.green,Color.grey,Color.red,Color.yellow };public float EmissionDelay = 1f;public float timeToNextEmission;private bool isCounting;private bool isShooting;public bool getIsCounting() { return isCounting; }public bool getIsShooting() { return isShooting; }private List<GameObject> disks = new List<GameObject>(); private List<int> diskIds = new List<int>(); private int diskScale; private Color diskColor; private Vector3 emissionPosition; private Vector3 emissionDirection; private float emissionSpeed;private int emissionNumber; private bool isEmissionEnable; private SceneController scene;private RoundController roundController;void Awake(){scene = SceneController.getInstance();scene.setFirstController(this);}public void setting(int scale, Color color, Vector3 emitPos, Vector3 emitDir, float speed, int num){diskScale = scale;diskColor = color;emissionPosition = emitPos;emissionDirection = emitDir;emissionSpeed = speed;emissionNumber = num;}public void MakeEmissionDiskable(){if (!isCounting && !isShooting){timeToNextEmission = EmissionDelay;isEmissionEnable = true;}}void emissionDisks(){scene.setTrial(scene.getTrial()+1);for (int i = 0; i < emissionNumber; ++i){diskIds.Add(DiskFactory.getInstance().getDiskId());disks.Add(DiskFactory.getInstance().getDiskObject(diskIds[i]));diskScale = Random.Range(1,3);disks[i].transform.localScale *= diskScale;int chooseColor = Random.Range(0, 7);disks[i].GetComponent<Renderer>().material.color = TotalColor[chooseColor];disks[i].transform.position = new Vector3(Random.Range(-2.5f,2.5f), emissionPosition.y + i, emissionPosition.z);disks[i].SetActive(true);emissionDirection.x = emissionDirection.x * Random.Range(-1, 1);disks[i].GetComponent<Rigidbody>().AddForce(emissionDirection * Random.Range(emissionSpeed * 5, emissionSpeed * 10) / 10, ForceMode.Impulse);}if(scene.getTrial() == 10){scene.nextRound();}if(scene.getRound() == 4){scene.gameOver();}}void freeADisk(int i){DiskFactory.getInstance().free(diskIds[i]);disks.RemoveAt(i);diskIds.RemoveAt(i);}void FixedUpdate(){if (timeToNextEmission > 0){isCounting = true;timeToNextEmission -= Time.deltaTime;}else{isCounting = false;if (isEmissionEnable){emissionDisks();isEmissionEnable = false;isShooting = true;}}}void Update(){for (int i = 0; i < disks.Count; i++){if (!disks[i].activeInHierarchy){ scene.getScoreController().hitDisk(); freeADisk(i);}else if (disks[i].transform.position.y < 0){ scene.getScoreController().hitGround(scene.getRound()); freeADisk(i);}}if (disks.Count == 0){isShooting = false;}}
}
RoundController
回合控制,一共设置三关,除了速度,数量是真正预设的,其他的都会被被发射之前随机设置,第一关每次一个,速度为2,第二关每次两个,速度为4,第三关每次3此,速度为8。
using UnityEngine;
using UnityEngine.UI;
using System.Collections;public class RoundController : MonoBehaviour
{private Color color;private Vector3 emissionPositon;private Vector3 emissionDiretion;private float speed;private SceneController scene;public int trial = 0;void Awake(){SceneController.getInstance().setRoundController(this);scene = SceneController.getInstance();}void Start(){scene.nextRound();}public void loadRoundData(int round){trial = 0;switch (round){case 1: color = Color.green;emissionPositon = new Vector3(-2.5f, 0.2f, -5f);emissionDiretion = new Vector3(24.5f, 40.0f, 67f);speed = 2;SceneController.getInstance().getFirstController().setting(1, color, emissionPositon, emissionDiretion.normalized, speed, 1);break;case 2: color = Color.red;emissionPositon = new Vector3(2.5f, 0.2f, -5f);emissionDiretion = new Vector3(-24.5f, 35.0f, 67f);speed = 4;SceneController.getInstance().getFirstController().setting(1, color, emissionPositon, emissionDiretion.normalized, speed, 2);break;case 3:color = Color.cyan;emissionPositon = new Vector3(2.5f, 0.2f, -5f);emissionDiretion = new Vector3(-24.5f, 35.0f, 67f);speed = 8;SceneController.getInstance().getFirstController().setting(1, color, emissionPositon, emissionDiretion.normalized, speed, 3);break;}}
}
SceneController
实现一些基本函数,没有在SceneController中实现其他的类的实例化,但是在用到的其他类的Awake函数中,调用set…函数,使得可以用其他类的函数,
using UnityEngine;
using System.Collections;public interface GameInterface
{void MakeEmissionDiskable();bool isCounting();bool isShooting();int getRound();int getScore();int getTimeToNextEmissionTime();void nextRound();void setScore(int point);void setRound(int input);int getTrial();void setTrial(int input);void gameOver();
}public class SceneController : System.Object, GameInterface
{private static SceneController _instance;private RoundController _roundController;private FirstController _firstController;private ScoreController _scoreController;private UserInterface _userInterface;private int _round;private int _score;private int _trial;public bool isGameOver;public static SceneController getInstance(){if (_instance == null){_instance = new SceneController();}return _instance;}public void setFirstController(FirstController input){_firstController = input;}internal FirstController getFirstController(){return _firstController;}public void setScoreController(ScoreController input){_scoreController = input;}internal ScoreController getScoreController(){return _scoreController;}internal UserInterface getUserInterface(){return _userInterface;}public void setUserInterface(UserInterface input){_userInterface = input;}public void setRoundController(RoundController input){_roundController = input;}internal RoundController getRoundController(){return _roundController;}public void MakeEmissionDiskable(){_firstController.MakeEmissionDiskable();}public bool isCounting(){return _firstController.getIsCounting();}public bool isShooting(){return _firstController.getIsShooting();}public int getRound(){return _round;}public void setRound(int input){_round = input;}public int getScore(){return _score;}public int getTimeToNextEmissionTime(){return (int)_firstController.timeToNextEmission + 1;}public void setScore(int input){_score = input;}public void nextRound(){_roundController.loadRoundData(++_round);}public int getTrial(){return _roundController.trial;}public void setTrial(int input){_roundController.trial = input;}public void gameOver(){isGameOver = true;_userInterface.gameOver();}
}
ScoreController
分数管理,击中一个10分,一个落地,第一关扣5分,第二关扣20分,第三关扣45分。
using UnityEngine;
using System.Collections;public class ScoreController : MonoBehaviour
{private int oneDiskScore = 10;private int oneDiskFail = 5;private SceneController scene;void Awake(){scene = SceneController.getInstance();scene.setScoreController(this);}public void hitDisk(){scene.setScore(scene.getScore() + oneDiskScore);}public void hitGround(int input){scene.setScore(scene.getScore() - oneDiskFail * input * input);}
}
UserInterface
用户界面,包括射击子弹,粒子系统,界面提示。游戏结束后,按space空格键可以重新开始,每次射击有0.25秒的间隔。
using UnityEngine;
using UnityEngine.UI;
using System.Collections;public class UserInterface : MonoBehaviour
{public Text mainText; public Text scoreText; public Text roundText; private int round; public GameObject bullet; public ParticleSystem explosion; public float fireRate = .25f; public float speed = 500f;public bool isGameOver = false;private float nextFireTime;private GameInterface gameInterface;private SceneController scene;public void Awake(){scene = SceneController.getInstance();scene.setUserInterface(this);}void Start(){bullet = GameObject.Instantiate(bullet) as GameObject;explosion = GameObject.Instantiate(explosion) as ParticleSystem;gameInterface = SceneController.getInstance() as GameInterface;}public void gameOver(){isGameOver = true;mainText.text = "GameOver,put down SPACE to Reset";}void Update(){if(Input.GetKeyDown("space") && isGameOver){scene.setRound(0);scene.nextRound();isGameOver = false;}if (!isGameOver){if (gameInterface.isCounting()){//mainText.text = ((int)gameInterface.getTimeToNextEmissionTime()).ToString();mainText.text = "Trial " + (gameInterface.getTrial() + 1).ToString();}else{gameInterface.MakeEmissionDiskable();if (gameInterface.isShooting()){mainText.text = "";}if (gameInterface.isShooting() && Input.GetMouseButtonDown(0) && Time.time > nextFireTime){nextFireTime = Time.time + fireRate;Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);bullet.GetComponent<Rigidbody>().velocity = Vector3.zero;//bullet.rigidbody.velocity = Vector3.zero; bullet.transform.position = transform.position;bullet.GetComponent<Rigidbody>().AddForce(ray.direction * speed, ForceMode.Impulse);RaycastHit hit;if (Physics.Raycast(ray, out hit) && hit.collider.gameObject.tag == "Disk"){explosion.transform.position = hit.collider.gameObject.transform.position;explosion.GetComponent<Renderer>().material.color = hit.collider.gameObject.GetComponent<Renderer>().material.color;//explosion.renderer.material.color = hit.collider.gameObject.renderer.material.color;explosion.Play();hit.collider.gameObject.SetActive(false);}}}roundText.text = "Round: " + gameInterface.getRound().ToString();scoreText.text = "Score: " + gameInterface.getScore().ToString();if (round != gameInterface.getRound()){round = gameInterface.getRound();mainText.text = "Round " + round.ToString() + " !";}}}
}
资源
视频及资源
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