動畫部分
首先是玩家的動畫控制器:
巡邏兵的動畫控制器:
運行時場景
預製
patrol的設置:
player的設置:
Plane的設置:
Plane的子對象也做了不少設置,這裏不再詳細給出。
Trigger的設置:
代碼部分
在預製部分,我們看到Trigger和patrol裏面都掛載了ColiAction這個腳本,來實現玩家與巡邏兵碰撞時的通知:
using System.Collections;
using System.Collections.Generic;
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);
}
}
}
在一個空對象掛載FirstSceneController腳本,來加載場景:
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++;
}
}
CCActionManager腳本用來管理動作以及用戶輸入:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CCActionManager : SSActionManager, ISSActionCallback
{
public FirstSceneController sceneController;
public List<CCMoveToAction> seq = new List<CCMoveToAction>();
public UserAction userAction;
public PatrolFactory pf;
protected new void Start()
{
sceneController = (FirstSceneController)SSDirector.getInstance().currentSceneController;
userAction = UserAction.GetSSAction(5);
sceneController.actionManager = this;
pf = sceneController.pf;
RunAction(sceneController.player, userAction, this);
foreach (var i in sceneController.patrols)
{
float x = Random.Range(-3.0f, 3.0f);
int z = Random.Range(0, 4);
Vector3 target = new Vector3(z % 2 == 0 ? (z - 1) * 3 : x, 0, z % 2 != 0 ? (z - 2) * 3 : x);
CCMoveToAction k = CCMoveToAction.GetSSAction(target + i.transform.position, 100, i.transform.position);
seq.Add(k);
Quaternion rotation = Quaternion.LookRotation(target, Vector3.up);
i.transform.rotation = rotation;
RunAction(i, k, this);
}
}
protected new void Update()
{
base.Update();
}
public void SSActionEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intParam = 0, string strParam = null, Object objParam = null)
{
if (source != userAction)
{
CCMoveToAction cCMoveTo = source as CCMoveToAction;
float x = Random.Range(-3.0f, 3.0f);
int z = Random.Range(0, 4);
Vector3 target = new Vector3(z % 2 == 0 ? (z - 1) * 3.0f : x, 0, z % 2 == 0 ? x : (z - 2) * 3.0f);
CCMoveToAction k = CCMoveToAction.GetSSAction(target + cCMoveTo.initPosition, 1.5f, cCMoveTo.initPosition);
seq.Remove(cCMoveTo);
source.destory = true;
seq.Add(k);
Quaternion rotation = Quaternion.LookRotation(target + cCMoveTo.initPosition - source.transform.position, Vector3.up);
source.transform.rotation = rotation;
RunAction(source.gameObject, k, this);
}
}
public void CheckEvent(SSAction source, SSActionEventType events = SSActionEventType.Completed, int intParam = 0, string strParam = null, Object objParam = null)
{
}
public void Pause()
{
if (sceneController.flag == 0)
{
foreach (var k in seq)
{
k.enable = false;
k.gameObject.GetComponent<Animator>().SetBool("running", false);
}
userAction.enable = false;
sceneController.flag = 2;
}
else if (sceneController.flag == 2)
{
foreach (var k in seq)
{
k.enable = true;
k.gameObject.GetComponent<Animator>().SetBool("running", true);
}
userAction.enable = true;
sceneController.flag = 0;
}
}
}
UserAction腳本用來處理player的移動:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UserAction : SSAction
{
// Use this for initialization
private float speed;
private float rspeed = 90;
public static UserAction GetSSAction(float speed)
{
UserAction action = CreateInstance<UserAction>();
action.speed = speed;
return action;
}
public override void Start()
{
}
public override void Update()
{
if (enable)
{
float translationX = Input.GetAxis("Horizontal");
float translationZ = Input.GetAxis("Vertical");
if (translationX != 0 || translationZ != 0)
{
gameObject.GetComponent<Animator>().SetBool("running", true);
}
else
{
gameObject.GetComponent<Animator>().SetBool("running", false);
}
gameObject.transform.Translate(translationX * speed * Time.deltaTime * 0.1f, 0, translationZ * speed * Time.deltaTime);
gameObject.transform.Rotate(0, translationX * rspeed * Time.deltaTime, 0);
if (gameObject.transform.localEulerAngles.x != 0 || gameObject.transform.localEulerAngles.z != 0)
{
gameObject.transform.localEulerAngles = new Vector3(0, gameObject.transform.localEulerAngles.y, 0);
}
if (gameObject.transform.position.y != 0)
{
gameObject.transform.position = new Vector3(gameObject.transform.position.x, 0, gameObject.transform.position.z);
}
}
}
}