3D遊戲07——模型與動畫

智能巡邏兵

設計要求:

  • 創建一個地圖和若干巡邏兵(使用動畫);
  • 每個巡邏兵走一個3~5個邊的凸多邊型,位置數據是相對地址。即每次確定下一個目標位置,用自己當前位置爲原點計算;
  • 巡邏兵碰撞到障礙物,則會自動選下一個點爲目標;
  • 巡邏兵在設定範圍內感知到玩家,會自動追擊玩家;
  • 失去玩家目標後,繼續巡邏;
  • 計分:玩家每次甩掉一個巡邏兵計一分,與巡邏兵碰撞遊戲結束;

遊戲結構

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基本沿用了上幾次遊戲設計的結構,增加了PatrolFactory和巡邏動作

訂閱發佈模式

發佈訂閱(pub/sub)是一種消息通信模式:發送者(pub)發送消息,訂閱者(sub)接收消息。

Redis 客戶端可以訂閱任意數量的頻道。
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當有新消息通過 PUBLISH 命令發送給頻道 channel1 時, 這個消息就會被髮送給訂閱它的三個客戶端:
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動畫控制器

Patrol的控制器:
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Player的控制器:
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資源預製

遊戲的資源預製,包括一個觸發器,巡邏兵、玩家、場景和空對象(用於載入場景)
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Coli Action執行碰撞動作,將該腳本掛載到觸發器和巡邏兵上,玩家和巡邏兵碰撞後,發出通知:

using UnityEngine;

public class ColiAction : MonoBehaviour {
    FirstSceneController sceneController;
    GameObject myobject = null;
    GameObject player;
    public delegate void AddScore();
    public static event AddScore myAddScore;

    public delegate void GameOver();
    public static event GameOver myGameOver;

    private void Start()
    {
        sceneController = SSDirector.getInstance().currentSceneController as FirstSceneController;
        player = sceneController.player;
    }
    private void OnTriggerEnter(Collider other)
    {
        if (other.gameObject == player)
        {
            int k = this.name[this.name.Length - 1] - '0';
            myobject = sceneController.patrols[k];
            foreach (var i in sceneController.actionManager.seq)
            {
                if (i.gameObject == myobject)
                {
                    i.enable = false;
                    Vector3 a = new Vector3(myobject.transform.position.x, 0, myobject.transform.position.z);
                    Vector3 b = new Vector3(player.transform.position.x, 0, player.transform.position.z);
                    Quaternion rotation = Quaternion.LookRotation(b - a, Vector3.up);
                    myobject.transform.rotation = rotation;
                }
            }
        }
    }
    private void OnTriggerExit(Collider other)
    {
        if (other.gameObject == player)
        {
            int k = this.name[this.name.Length - 1] - '0';
            foreach (var i in sceneController.actionManager.seq)
            {
                if (i.gameObject == myobject)
                {
                    i.enable = true;
                    Vector3 a = new Vector3(myobject.transform.position.x, 0, myobject.transform.position.z);
                    Vector3 b = new Vector3(i.target.x, 0, i.target.z);
                    Quaternion rotation = Quaternion.LookRotation(b - a, Vector3.up);
                    myobject.transform.rotation = rotation;
                }
            }
            myobject = null;
            myAddScore();
        }
    }
    private void OnCollisionEnter(Collision collision)
    {
        if(this.tag == "patrol" && collision.gameObject == player)
        {
            myGameOver();
            var k = collision.gameObject.GetComponent<Animator>();
            k.SetBool("death",true);
        }
    }
    private void Update()
    {
        if (myobject != null && sceneController.flag == 0)
        {
            myobject.transform.position = Vector3.MoveTowards(myobject.transform.position, player.transform.position, 3 * Time.deltaTime);
        }
    }
}

FirstSceneController載入場景並訂閱發佈的消息,將腳本掛載到空對象上:

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

public class FirstSceneController : MonoBehaviour, IUserAction, ISceneController{
    public CCActionManager actionManager;
    public GameObject player;
    public List<GameObject> patrols = new List<GameObject>();
    public PatrolFactory pf;
    public int flag = 0;
    public int score = 0;

    private void Awake()
    {
        SSDirector director = SSDirector.getInstance();
        director.setFPS(60);
        director.currentSceneController = this;
        this.gameObject.AddComponent<PatrolFactory>();
        pf = Singleton<PatrolFactory>.Instance;
        this.gameObject.AddComponent<UserGUI>();
        director.currentSceneController.GenGameObjects();
        this.gameObject.AddComponent<CCActionManager>();
    }
    private void OnEnable()
    {
        ColiAction.myAddScore += AddScore;
        ColiAction.myGameOver += GameOver;
    }
    private void OnDisable()
    {
        ColiAction.myAddScore -= AddScore;
        ColiAction.myGameOver -= GameOver;
    }

    private void GameOver()
    {
        Pause();
        flag = 1;
    }

    private void Start()
    {
    }
    public void GenGameObjects ()
    {
        int count = 0;
        GameObject plane = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Plane"));
        plane.transform.parent = this.transform;
        for(int i=0;i<3;++i)
        {
            for(int j=0;j<3;++j)
            {
                if (i == 0 && j == 2)
                {
                    player = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/player"));
                    player.transform.position = new Vector3(plane.transform.position.x + 9 * (i - 1), 0, plane.transform.position.z + 9 * (j - 1));
                    if (player.GetComponent<Rigidbody>())
                    {
                        player.GetComponent<Rigidbody>().freezeRotation = true;
                    }
                }
                else
                {
                    GameObject trigger = Instantiate<GameObject>(Resources.Load<GameObject>("Prefabs/Trigger"));
                    trigger.transform.parent = plane.transform;
                    trigger.transform.position = new Vector3(plane.transform.position.x + 9 * (i - 1), 0, plane.transform.position.z + 10 * (j - 1));
                    trigger.name = "trigger" + count;
                    count++;
                    GameObject patrol = pf.GetPatrol();
                    patrol.transform.position = trigger.transform.position;
                    patrols.Add(patrol);
                }
            }
        }
    }
    public void Restart()
    {
        SceneManager.LoadScene("1");
    }
    public void Pause ()
    {
        actionManager.Pause();
    }
    private void AddScore()
    {
        score++;
    }
}

完整實現見代碼:🚪

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