unity 实现简易打飞碟游戏
unity 實(shí)現(xiàn)簡易打飛碟游戲
一、簡介
游戲共有5個回合,每個回合中會有隨機(jī)產(chǎn)生的飛碟飛過屏幕,玩家需要做的事情就是用鼠標(biāo)盡量快和多地點(diǎn)擊飛碟。
每個飛碟對應(yīng)一定的分?jǐn)?shù),目前的設(shè)置是:
【紅色飛碟 3分】、【綠色飛碟 2分】、【藍(lán)色飛碟 1分】
游戲的目的是在規(guī)定回合內(nèi)得到盡可能高的分?jǐn)?shù)。
二、實(shí)現(xiàn)效果
三、代碼框架
基本延用了上一個游戲中的框架,包括動作與動作管理器、場景控制器和用戶GUI,更新的部分包括:
- 動作由移動船只、移動角色變成了移動飛碟
- 將主控制器的功能分散到幾個控制器上,包括分?jǐn)?shù)控制器、飛碟產(chǎn)生器
- 增加了場景單實(shí)例的代碼
四、具體實(shí)現(xiàn)
(一)Actions動作與動作管理器
1. SSAction 動作基類
public class SSAction : ScriptableObject {public bool enable = true;public bool destroy = false;public GameObject gameObject { get; set;}public Transform transform {get; set;}public IActionCallback callback {get; set;}protected SSAction() {}// Start is called before the first frame updatepublic virtual void Start(){throw new System.NotImplementedException();}// Update is called once per framepublic virtual void Update(){throw new System.NotImplementedException();} }2. CCFlyAction 飛碟動作類
飛碟的運(yùn)動有簡單的兩個屬性:水平方向速度和垂直方向速度。
飛碟從飛碟工廠出來的時候被定位在相機(jī)視角邊緣,隨著運(yùn)動進(jìn)入相機(jī)視角,在被玩家點(diǎn)擊或者飛出相機(jī)視角(即玩家不能再看到它時)時,飛碟和動作一起被銷毀。
3. IActionCallback 事件回調(diào)接口
public enum SSActionEventType:int {Started, Completed} public interface IActionCallback {//回調(diào)函數(shù)void SSActionEvent(SSAction source,SSActionEventType events = SSActionEventType.Completed,int intParam = 0,string strParam = null,Object objectParam = null); }4. SSActionManager 動作管理類基類
新增了一個函數(shù)RemainActionCount(),用于判斷每回合中剩余的動作數(shù)量(即飛碟數(shù)量),只有這個值為0才進(jìn)入下一回合。
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>(); // Start is called before the first frame updateprotected void Start(){}// Update is called once per frameprotected void Update(){//Debug.Log("ssactionmanager update");foreach (SSAction ac in waitingAdd) {actions[ac.GetInstanceID()] = ac;}waitingAdd.Clear();//Debug.Log(actions.Count);foreach(KeyValuePair<int, SSAction> kv in actions) {SSAction ac = kv.Value;if (ac.destroy) {waitingDelete.Add(ac.GetInstanceID());} else if (ac.enable) {//Debug.Log("ssactionmanager update");ac.Update();}}foreach(int key in waitingDelete) {SSAction ac = actions[key];actions.Remove(key);Destroy(ac);}waitingDelete.Clear();}public void RunAction(GameObject gameObject, SSAction action, IActionCallback manager) {//Debug.Log("run action");action.gameObject = gameObject;action.transform = gameObject.transform;action.callback = manager;waitingAdd.Add(action);action.Start();}public int RemainActionCount() {return actions.Count;} }5. CCActionManager 動作管理類
動作結(jié)束時會調(diào)用動作管理者實(shí)現(xiàn)的回調(diào)函數(shù),即IActionCallback接口中的SSActionEventType,動作管理者將動作綁定的游戲?qū)ο?#xff08;飛碟)銷毀。
public class CCActionManager : SSActionManager, IActionCallback {public RoundController sceneController;public CCFlyAction action;// Start is called before the first frame updateprotected new void Start(){sceneController = (RoundController)SSDirector.getInstance().currentSceneController;sceneController.actionManager = this;}// Update is called once per frame// protected new void Update()// {// }public void SSActionEvent(SSAction source,SSActionEventType events = SSActionEventType.Completed,int intParam = 0,string strParam = null,Object objectParam = null) {factory.FreeDisk(source.transform.gameObject);}public void MoveDisk(GameObject disk) {action = CCFlyAction.GetSSAction(disk.GetComponent<DiskAttributes>().speedX, disk.GetComponent<DiskAttributes>().speedY);RunAction(disk, action, this);} }(二)Controllers 控制器
1. DiskFactory 飛碟生成器
用于生產(chǎn)飛碟。
GetDisk(int round)被主控制器調(diào)用,round(回合數(shù))會影響所生產(chǎn)的飛碟的速度、大小等屬性。
有兩個列表used和free,存放的是飛碟屬性(包括分?jǐn)?shù)、速度),可以循環(huán)使用,提高飛碟的產(chǎn)生效率。
飛碟初始位置隨機(jī),可能為屏幕的四個角落之一。
根據(jù)飛碟的分?jǐn)?shù)和回合數(shù)設(shè)置飛碟的大小和速度。
2. Singleton 單實(shí)例代碼
用于單實(shí)例化飛碟工廠
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour {protected static T instance;public static T Instance { get { if (instance == null) { instance = (T)FindObjectOfType (typeof(T)); if (instance == null) { Debug.LogError ("An instance of " + typeof(T) +" is needed in the scene, but there is none."); } } return instance; } } }可以這樣使用:
DiskFactory factory = Singleton<DiskFactory>.Instance;3. ISceneController 場景控制器接口
其中包含的方法必須被主控制器實(shí)現(xiàn)。
public interface ISceneController {void LoadSource(); }4. SSDirector 導(dǎo)演類
public class SSDirector : System.Object {private static SSDirector _instance;public ISceneController currentSceneController {get; set;}public static SSDirector getInstance() {if (_instance == null) {_instance = new SSDirector();}return _instance;} }5. ScoreController 計分器
初始化時將自身設(shè)置為主控制器的分?jǐn)?shù)控制器。
public class ScoreController : MonoBehaviour {int score;public RoundController roundController;public UserGUI userGUI;// Start is called before the first frame updatevoid Start(){roundController = (RoundController)SSDirector.getInstance().currentSceneController;roundController.scoreController = this;userGUI = this.gameObject.GetComponent<UserGUI>();}public void Record(GameObject disk) {score += disk.GetComponent<DiskAttributes>().score;userGUI.score = score;}}6. RoundController 主控制器
連接用戶與游戲,分別需要實(shí)現(xiàn)場景控制器的接口和用戶操作的接口。
Update的主要工作:在每個回合中從工廠獲取飛碟,為飛碟綁定動作,令其開始運(yùn)動。
(三)Viewers 用戶接口與用戶GUI
1. IUserAction 用戶接口
public interface IUserAction {void gameOver();void GetHit(); }2. UserGUI 用戶界面
public class UserGUI : MonoBehaviour {public int mode;public int score;public int round;public string gameMessage;private IUserAction action;public GUIStyle bigStyle, blackStyle, smallStyle;//自定義字體格式public Font pixelFont;private int menu_width = Screen.width / 5, menu_height = Screen.width / 10;//主菜單每一個按鍵的寬度和高度// Start is called before the first frame updatevoid Start(){mode = 0;gameMessage = "";action = SSDirector.getInstance().currentSceneController as IUserAction;//pixelStyle//pixelFont = Font.Instantiate(Resources.Load("Fonts/ThaleahFat", typeof(Font))) as Font;//if (pixelFont == null) Debug.Log("null");//pixelFont.fontSize = 50;//pixelFont = Arial;//大字體初始化bigStyle = new GUIStyle();bigStyle.normal.textColor = Color.white;bigStyle.normal.background = null;bigStyle.fontSize = 50;bigStyle.alignment=TextAnchor.MiddleCenter;//blackblackStyle = new GUIStyle();blackStyle.normal.textColor = Color.black;blackStyle.normal.background = null;blackStyle.fontSize = 50;blackStyle.alignment=TextAnchor.MiddleCenter;//小字體初始化smallStyle = new GUIStyle();smallStyle.normal.textColor = Color.white;smallStyle.normal.background = null;smallStyle.fontSize = 20;smallStyle.alignment=TextAnchor.MiddleCenter;}// Update is called once per framevoid Update(){}void OnGUI() {//GUI.skin.button.font = pixelFont;GUI.skin.button.fontSize = 35;switch(mode) {case 0:mainMenu();break;case 1:GameStart();break;} }void mainMenu() {GUI.Label(new Rect(Screen.width / 2 - menu_width * 0.5f, Screen.height * 0.1f, menu_width, menu_height), "Hit UFO", bigStyle);bool button = GUI.Button(new Rect(Screen.width / 2 - menu_width * 0.5f, Screen.height * 3 / 7, menu_width, menu_height), "Start");if (button) {mode = 1;}}void GameStart() {GUI.Label(new Rect(300, 60, 50, 200), gameMessage, bigStyle);GUI.Label(new Rect(0,0,100,50), "Score: " + score, smallStyle);GUI.Label(new Rect(560,0,100,50), "Round: " + round, smallStyle);} }五、項目地址
github地址
六、可改進(jìn)的地方
- 尋找合適的飛碟或飛盤貼圖,增加自旋效果
- 給飛碟加上更復(fù)雜的軌跡,比如上下左右起伏
- 增加擊中飛碟時的畫面效果,比如飛碟破碎或爆炸
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