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基于Unity引擎的RPG3D项目开发笔录

發(fā)布時(shí)間:2023/12/10 55 豆豆
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RPG游戲開發(fā)筆錄

文章目錄

  • RPG游戲開發(fā)筆錄
    • 1.將普通3D項(xiàng)目升級(jí)為RPG渲染管線
    • 2.導(dǎo)入素材(人物,場景,天空盒)
    • 3.第三人稱自由視角與移動(dòng)
    • 4.切換鼠標(biāo)指針
    • 5.遮擋剔除實(shí)現(xiàn)
    • 6.敵人的創(chuàng)建,站崗,追逐
    • 7.人物基本數(shù)值實(shí)現(xiàn)
    • 8.攻擊功能的實(shí)現(xiàn)(重難)
    • 9.泛型單例模式以及怪物獲勝通知
    • 10.模板生成更多Enemy
    • 11.拓展方法實(shí)現(xiàn)怪物的攻擊范圍限制
    • 12.血條UI的設(shè)計(jì)
    • 13.玩家升級(jí)系統(tǒng)
    • 14.玩家的血條UI
    • 15.傳送門(切換關(guān)卡)
    • 16.保存數(shù)據(jù)
    • 17.主菜單的制作
    • 18.場景轉(zhuǎn)場

1.將普通3D項(xiàng)目升級(jí)為RPG渲染管線

  • 1.Package Manager 搜索 Universal RP進(jìn)行安裝
  • 2.創(chuàng)建通用渲染管線 Rendering--->URP Assets(with Universal Renderer)
  • 3.進(jìn)入Project Settings--->Graphics,選中剛創(chuàng)建的渲染管線
  • 4.進(jìn)入Quality中同樣上述操作
  • 5.進(jìn)入渲染管線,修改Shadows-->Max Distance,以減小渲染時(shí)帶給顯卡的壓力
  • 6.修改默認(rèn)渲染方式為GPU,并可修改GPU類型和烘焙渲染:

2.導(dǎo)入素材(人物,場景,天空盒)

更新渲染:
Windows--->Rendering-->Render Pipeline Converter--->Built-in to URP--->全部勾選--->Initialize Converters--->Convert Assets

3.第三人稱自由視角與移動(dòng)

  • 1.Input Manager–>復(fù)制粘貼 Horizontal和Vertical 并修改其為第四,第五坐標(biāo)軸,命名為 Camera Rate X & Camera Rate Y
  • 2.給攝像機(jī)設(shè)置父節(jié)點(diǎn) Photographer,使其能繞著父物體移動(dòng)

相機(jī)腳本

public class Photographer : MonoBehaviour {//相機(jī)抬升(繞X軸)public float Pitch { get; private set; }//相機(jī)水平角度(繞Y軸)public float Yaw { get; private set; }//鼠標(biāo)靈敏度public float mouseSensitivity = 5;//攝像機(jī)旋轉(zhuǎn)速度public float cameraRotatingSpeed = 80;public float cameraYSpeed = 5;//相機(jī)跟隨目標(biāo)private Transform followTarget;public void InitCamera(Transform target){followTarget = target;transform.position = target.position;}private void Update(){UpdateRotation();UpdatePosition();}private void UpdateRotation(){Yaw += Input.GetAxis("Mouse X") * mouseSensitivity;Yaw += Input.GetAxis("CameraRateX") * cameraRotatingSpeed * Time.deltaTime ;//Debug.Log(Yaw);Pitch += Input.GetAxis("Mouse Y") * mouseSensitivity;Pitch += Input.GetAxis("CameraRateY") * cameraRotatingSpeed * Time.deltaTime;//限制抬升角度Pitch = Mathf.Clamp(Pitch, -90, 90);//Debug.Log(Pitch);transform.rotation = Quaternion.Euler(Pitch, Yaw, 0);}private void UpdatePosition(){Vector3 position = followTarget.position;float newY = Mathf.Lerp(transform.position.y, position.y, Time.deltaTime * cameraYSpeed);transform.position = new Vector3(position.x,newY,position.z);} }

人物移動(dòng)腳本(通用)

[RequireComponent(typeof(Rigidbody))] public class CharacterMove : MonoBehaviour {//剛體組件[Header("組件")]private Rigidbody rb;public Vector3 CurrentInput { get; private set; }public float MaxWalkSpeed = 5;void Awake(){rb = GetComponent<Rigidbody>();}private void FixedUpdate(){rb.MovePosition(rb.position + CurrentInput * MaxWalkSpeed * Time.fixedDeltaTime);//rb.MoveRotation(Quaternion.LookRotation(CurrentInput * MaxWalkSpeed * Time.fixedDeltaTime));//rb.rotation = Quaternion.LookRotation(CurrentInput * MaxWalkSpeed * Time.fixedDeltaTime);//目標(biāo)旋轉(zhuǎn)角度Quaternion quaternion = Quaternion.LookRotation(CurrentInput * MaxWalkSpeed * Time.fixedDeltaTime);//平滑過渡,deltaTime為每幀渲染的時(shí)間transform.localRotation = Quaternion.Lerp(transform.localRotation, quaternion, Time.deltaTime * 10f);}public void SetMovementInput(Vector3 input){CurrentInput = Vector3.ClampMagnitude(input, 1);}

玩家移動(dòng)腳本

[RequireComponent(typeof(Rigidbody))] public class PlayerLogic : MonoBehaviour {[Header("組件")]//剛體組件private Rigidbody rb;//動(dòng)畫組件private Animator anim;//移動(dòng)組件private CharacterMove characterMove;//攝像機(jī)組件public Photographer photographer;//攝像機(jī)的根位置public Transform followTarget;//附加項(xiàng)public float jumpForce = 10f;[Header("人物信息")]//人物移動(dòng)方向private bool isForward, isBack, isLeft, isRight,isFall;void Awake(){rb = GetComponent<Rigidbody>();anim = GetComponent<Animator>();characterMove = GetComponent<CharacterMove>();photographer.InitCamera(followTarget);}void Update(){UpdateMovementInput();//Jump();AttackAnim();SwitchAnim();}//動(dòng)畫變量同步private void SwitchAnim(){anim.SetBool("Forward", isForward);anim.SetBool("Back", isBack);anim.SetBool("Left", isLeft);anim.SetBool("Right", isRight);anim.SetBool("Fall", isFall);}#region 玩家移動(dòng)//人物移動(dòng)函數(shù)private void UpdateMovementInput(){/** TODO:添加人物死亡條件限制*/float ad = Input.GetAxis("Horizontal");//Debug.Log("ad值為:" + ad);float ws = Input.GetAxis("Vertical");//Debug.Log("ws值為:" + ws);Quaternion rot = Quaternion.Euler(0, photographer.Yaw, 0);characterMove.SetMovementInput(rot * Vector3.forward * ws + rot * Vector3.right * ad);if (ad != 0 || ws != 0){/*//目標(biāo)旋轉(zhuǎn)角度Quaternion quaternion = Quaternion.LookRotation(new Vector3(ad, 0, ws));//平滑過渡,deltaTime為每幀渲染的時(shí)間transform.localRotation = Quaternion.Lerp(transform.localRotation, quaternion, Time.deltaTime * 10f);*///動(dòng)畫狀態(tài)切換if (ad > 0.1){isRight = true;}else if (ad < -0.1){isLeft = true;}else{isRight = false;isLeft = false;}if (ws > 0.1){isForward = true;}else if (ws < -0.1){isBack = true;}else{isForward = false;isBack = false;}}//添加速度//rb.velocity = new Vector3(ad * moveSpeed, 0, ws * moveSpeed);}#endregion #region 玩家跳躍//跳躍函數(shù)private void Jump(){if (Input.GetKeyDown(KeyCode.Space) && isFall){anim.SetTrigger("Jump");rb.velocity = new Vector3(rb.velocity.x, jumpForce,rb.velocity.z);isFall = false;} }private void OnTriggerEnter(Collider other){if (other.gameObject.CompareTag("Ground")){Debug.Log("觸發(fā)到地面了");isFall = true;}}#endregion#region 玩家攻擊private void AttackAnim(){this.transform.LookAt(this.transform);if (Input.GetMouseButtonDown(0)){anim.SetTrigger("Attack");}else if (Input.GetMouseButtonDown(1)){anim.SetTrigger("Ability");}}#endregion }

4.切換鼠標(biāo)指針

切換鼠標(biāo)指針

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events;[RequireComponent(typeof(Rigidbody))] public class CharacterMove : MonoBehaviour { [Header("人物攻擊模塊")]//鼠標(biāo)圖標(biāo)public Texture2D target, attack;RaycastHit hitInfo;void Awake(){rb = GetComponent<Rigidbody>();}void Update(){SetCursorTexture(); }//設(shè)置鼠標(biāo)指針void SetCursorTexture(){Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);if (Physics.Raycast(ray,out hitInfo)){switch (hitInfo.collider.gameObject.tag){case "Ground":Cursor.SetCursor(target, new Vector2(16, 16), CursorMode.Auto);break;case "Enemy":Cursor.SetCursor(attack, new Vector2(16, 16), CursorMode.Auto);break;}}}

5.遮擋剔除實(shí)現(xiàn)

  • 1.create-->Shader Graph--> URP--->Unit Shader Graph,并起名為 Occlusion Shader。
  • 2.基于它創(chuàng)建材質(zhì)Occlusion放回meterials文件夾
  • 編輯Occlusion Shader為如下參考:

    材質(zhì)參數(shù)參考:

    URP參數(shù)參考:

    遮擋剔除實(shí)現(xiàn)完成!

6.敵人的創(chuàng)建,站崗,追逐

  • 1.導(dǎo)入素材,設(shè)置基本狀態(tài)信息(Idle,Chase,Guard,Dead)
  • 2.敵人的狀態(tài)切換,追逐玩家以及切換動(dòng)畫:
using UnityEngine; using UnityEngine.AI;public enum EnemyStates { GUARD,PATROL,CHASE,DEAD }[RequireComponent(typeof(NavMeshAgent))] public class EnemyController : MonoBehaviour {[Header("組件")]private NavMeshAgent agent;private Animator anim;[Header("狀態(tài)變量")]private EnemyStates enemyStates;[Header("敵人基礎(chǔ)設(shè)置")]//敵人可視范圍public float sightRadius;//敵人的類型public bool isGuard;//敵人攻擊目標(biāo)private GameObject AttackTarget;//記錄敵人初始站崗位置private Vector3 GuardPos;//敵人狀態(tài)bool isWalk,isDead;//脫戰(zhàn)觀望時(shí)間public float remainLookatTime = 3f;//脫戰(zhàn)停留計(jì)時(shí)器private float remainTimer;private void Awake(){agent = GetComponent<NavMeshAgent>();anim = GetComponent<Animator>();}void Start(){//給敵人初始位置賦值GuardPos = transform.position;}void Update(){SwitchStates();SwitchAnimation();}//切換動(dòng)畫void SwitchAnimation(){anim.SetBool("Chase", isChase);anim.SetBool("Walk", isWalk);anim.SetBool("Dead", isDead);}void SwitchStates(){//如果發(fā)現(xiàn)玩家,切換到Chaseif (FoundPlayer()){enemyStates = EnemyStates.CHASE;Debug.Log("發(fā)現(xiàn)玩家");}switch (enemyStates){case EnemyStates.GUARD:Guard();break;case EnemyStates.PATROL:break;case EnemyStates.CHASE:ChasePlayer();break;case EnemyStates.DEAD:break;}}//是否發(fā)現(xiàn)玩家bool FoundPlayer(){//拿到檢測(cè)到對(duì)應(yīng)范圍內(nèi)的所以碰撞體var hitColliders = Physics.OverlapSphere(this.transform.position, sightRadius);//檢測(cè)其中是否存在Playerforeach(var target in hitColliders){if (target.gameObject.CompareTag("Player")){AttackTarget = target.gameObject;return true;}}//脫離目標(biāo)AttackTarget = null;return false;}//追逐玩家函數(shù)void ChasePlayer(){//脫戰(zhàn)邏輯if (!FoundPlayer()){if (remainTimer > 0){//觀望戰(zhàn)立狀態(tài)agent.destination = transform.position;remainTimer -= Time.deltaTime;isWalk = false;}else{//回到上一個(gè)狀態(tài)(巡邏或者站立)enemyStates = isGuard ? EnemyStates.GUARD : EnemyStates.PATROL;}}else{agent.isStopped = false;isWalk = true;//刷新觀望時(shí)間計(jì)時(shí)器remainTimer = remainLookatTime;//當(dāng)距離小于攻擊距離時(shí),開始攻擊if (Vector3.Distance(transform.position, AttackTarget.transform.position) < characterStats.AttackData.attackRange){isWalk = false;agent.isStopped = true;anim.SetTrigger("Attack");}else{//追擊Playeragent.destination = AttackTarget.transform.position;}}}//怪物返回出生點(diǎn)以及站崗邏輯void Guard(){//判斷怪物是否返回出生點(diǎn)if (Vector3.Distance(transform.position,GuardPos) <= 3){isWalk = false;}else{isWalk = true;agent.destination = GuardPos;}} }

7.人物基本數(shù)值實(shí)現(xiàn)

  • 1.給文件夾分好類,分別創(chuàng)建 MonoBehavior和ScriptableObject文件夾。
  • 2.創(chuàng)建第一個(gè)ScriptableObject腳本文件,命名為 CharacterData_SO。
  • 3.編寫人物應(yīng)有的通用屬性,并在專門的數(shù)據(jù)文件夾下創(chuàng)建出數(shù)據(jù)文件。

數(shù)據(jù)模板寫法

[CreateAssetMenu(fileName ="New Data",menuName = "Character Stats/Data")] public class CharacterData_SO : ScriptableObject {[Header("Stats Info")]//最大生命值public int maxHealth;//當(dāng)前生命值public int currentHealth;//基礎(chǔ)防御力public int baseDefence;//當(dāng)前防御力public int currentDefence; }

數(shù)據(jù)操作寫法

public class CharacterStats : MonoBehaviour {public CharacterData_SO characterData;#region Read from Data_SOpublic int MaxHealth {get{return characterData != null ? characterData.maxHealth : 0;}set{characterData.maxHealth = value;}}public int CurrentHealth{get{return characterData != null ? characterData.currentHealth : 0;}set{characterData.currentHealth = value;}}public int BaseDefence{get{return characterData != null ? characterData.baseDefence : 0;}set{characterData.baseDefence = value;}}public int CurrentDefence{get{return characterData != null ? characterData.currentDefence : 0;}set{characterData.currentDefence = value;}}#endregion }
  • 4.將數(shù)據(jù)操作腳本 CharacterStats掛載到Player和Enemy上,并拖入對(duì)應(yīng)數(shù)據(jù)文件。
  • 5.在玩家控制腳本中獲取到數(shù)據(jù)文件,并獲取到操作該數(shù)據(jù)的方法。
  • 6.同樣方式實(shí)現(xiàn)攻擊數(shù)值的基本書寫:
[CreateAssetMenu(fileName = "New Attack",menuName = "Attack/Data")] public class AttackData_SO : ScriptableObject {//攻擊距離public float attackRange;//技能距離public float skillRange;//冷卻時(shí)間public float coolDown;//基礎(chǔ)傷害范圍public int minDamage;public int maxDamage;//暴擊倍率(傷害)public float criticalMultiplier;//暴擊率public float criticalChance; }

8.攻擊功能的實(shí)現(xiàn)(重難)

  • 1.創(chuàng)建攻擊數(shù)據(jù)腳本:包括玩家和怪物
    給出參考:Player Attack Data_SO
using System.Collections; using System.Collections.Generic; using UnityEngine;[CreateAssetMenu(fileName = "New Attack",menuName = "Attack/Data")] public class AttackData_SO : ScriptableObject {//攻擊距離public float attackRange;//技能距離public float skillRange;//冷卻時(shí)間public float coolDown;//基礎(chǔ)傷害范圍public int minDamage;public int maxDamage;//暴擊倍率(傷害)public float criticalMultiplier;//暴擊率public float criticalChance; }

玩家攻擊腳本面板參考:

  • 2.在角色數(shù)據(jù)操作腳本中引入攻擊腳本:并寫出傷害計(jì)算邏輯
public class CharacterStats : MonoBehaviour {public CharacterData_SO characterData;public AttackData_SO AttackData;#region 攻擊模塊public void TakeDamage(CharacterStats attacker,CharacterStats defencer){//計(jì)算一次攻擊的傷害float coreDamage = UnityEngine.Random.Range(attacker.AttackData.minDamage, attacker.AttackData.maxDamage);//控制最低傷害為1int damage = Mathf.Max((int)coreDamage - defencer.CurrentDefence,1);//控制血量最低為0CurrentHealth = Mathf.Max(CurrentHealth - damage, 0);//更新 UI}#endregion }

由于這里攻擊函數(shù)是玩家和怪物通用的,所以后續(xù)只需要傳入攻擊者和受擊者即可正常完成傷害計(jì)算并扣血。其次,怪物的進(jìn)攻邏輯是AI操控,只需要在追蹤玩家時(shí),吧玩家對(duì)象傳入怪物的攻擊目標(biāo)變量即可。但玩家的攻擊目標(biāo)選擇卻成了問題,這里采用類似怪物發(fā)現(xiàn)玩家的方式,采用一個(gè)圓形探測(cè)范圍(該范圍閾值即為玩家的攻擊范圍),當(dāng)玩家進(jìn)行攻擊操作時(shí),只需要檢測(cè)怪物是否在范圍檢測(cè)距離內(nèi),如果在距離內(nèi),則正常調(diào)用TakeDamage(),如果不在,則視為空刀。缺點(diǎn)是實(shí)際攻擊范圍(以玩家為圓心,以攻擊距離為半徑的圓形內(nèi))與動(dòng)畫攻擊范圍(人物的前方扇形區(qū)域)不符合。后續(xù)有待改進(jìn)…此外,暴擊功能較為繁瑣,目前未實(shí)現(xiàn)。以下為判斷暴擊的常用方法之一,僅供參考:

//設(shè)置全局變量,判斷是否暴擊 characterStats.isCritical = UnityEngine.Random.value < characterStats.attackData.criticalChance;
  • 3.怪物的攻擊邏輯:(將其掛載到怪物攻擊動(dòng)畫的某一幀上)
//引入數(shù)值組件private CharacterStats characterStats;//給組件賦值private void Awake(){characterStats = GetComponent<CharacterStats>();}//每次游戲開始給怪物重置生命值void Start(){//刷新初始生命值characterStats.CurrentHealth = characterStats.MaxHealth;}//怪物攻擊的出傷害事件void Hit(){if (AttackTarget != null){//拿到受害者的屬性信息var targetStats = AttackTarget.GetComponent<CharacterStats>();//造成傷害targetStats.TakeDamage(characterStats, targetStats);}}
  • 4.玩家的攻擊邏輯
//引入數(shù)值組件 //Awake初始化數(shù)值組件 //初始化生命值#region 玩家攻擊public void AttackAnim(){if (Input.GetMouseButtonDown(0)){anim.SetTrigger("Attack");}else if (Input.GetMouseButtonDown(1)){anim.SetTrigger("Ability");}}//范圍檢測(cè)private bool AttackRangeTest(){Debug.Log(characterStats.AttackData.attackRange);//拿到檢測(cè)到對(duì)應(yīng)范圍內(nèi)的所有碰撞體Collider[] hitColliders = Physics.OverlapSphere(transform.position, characterStats.AttackData.attackRange);foreach (Collider collider in hitColliders){if (collider.gameObject.CompareTag("Enemy")){AttackTarget = collider.gameObject;return true;}}return false;}//玩家的出傷害邏輯void Hit(){if (AttackRangeTest()){CharacterStats targetStats = AttackTarget.GetComponent<CharacterStats>();targetStats.TakeDamage(characterStats, targetStats);}else{Debug.Log("空刀!");}} #endregion
  • 5.死亡的判斷
    思路:死亡判斷直接在Update()函數(shù)中逐幀判斷當(dāng)前生命值是否為0即可:
    玩家死亡:
//引入變量bool isDead;void Update(){if (characterStats.CurrentHealth != 0){UpdateMovementInput();Jump();AttackAnim();}else{isDead = true;rb.constraints = RigidbodyConstraints.FreezePosition;rb.constraints = RigidbodyConstraints.FreezeRotation;}SwitchAnim();}

怪物死亡:

void Update(){if (characterStats.CurrentHealth != 0){SwitchStates();}else{isDead = true;enemyStates = EnemyStates.DEAD;}SwitchAnimation();}

9.泛型單例模式以及怪物獲勝通知

  • 1.寫一個(gè)管理單例模式的基類( Tools/Singleton ):
//管理類的基類 //泛型單例模式public class Singleton<T> : MonoBehaviour where T:Singleton<T> {private static T instance;//外部可訪問的函數(shù)public static T Instance{get { return instance; }}//可繼承可重寫的Awake方法protected virtual void Awake(){if (instance != null){Destroy(gameObject);}else{instance = (T)this;}}public static bool IsInitialized{get { return instance != null; }}protected virtual void OnDestroy() { if (instance == this){instance = null;} } }
  • 2.寫一個(gè)發(fā)放廣播的接口 IEndGameObserver
public interface IEndGameObserver {void EndNotify(); }
  • 3.寫一個(gè)游戲管理類繼承管理基類 ( Manages/GameManager )
public class GameManager : Singleton<GameManager> {public CharacterStats playerStats;//收集所有需要接收廣播的對(duì)象List<IEndGameObserver> endGameObservers = new List<IEndGameObserver>();//在游戲開始時(shí)將玩家信息注冊(cè)到管理類public void RigisterPlayer(CharacterStats player){playerStats = player;}//在游戲開始時(shí),將怪物信息(被通知者)錄入通知對(duì)象public void AddObserver(IEndGameObserver observer){endGameObservers.Add(observer);}//怪物被消滅時(shí),清理通知對(duì)象public void RemoveObserver(IEndGameObserver observer){endGameObservers.Remove(observer);}//通知邏輯public void NotifyObservers(){foreach(var observer in endGameObservers){observer.EndNotify();}} }
  • 4.在玩家邏輯中添加注冊(cè)信息到管理類
    PlayerLogic:
void Start(){//利用單例模式調(diào)用注冊(cè)玩家信息GameManager.Instance.RigisterPlayer(characterStats);}
  • 5.在怪物邏輯中添加 注冊(cè)和銷毀通知,以及通知內(nèi)容的具體實(shí)現(xiàn)
    EnemyController:
//首先讓其實(shí)現(xiàn)IEndGameObserver接口 public class EnemyController : MonoBehaviour,IEndGameObserver {private void OnEnable(){GameManager.Instance.AddObserver(this);}private void OnDisable(){if (!GameManager.IsInitialized) return;GameManager.Instance.RemoveObserver(this);} }public void EndNotify(){//獲勝動(dòng)畫//停止所有移動(dòng)//停止AgentisWalk = false;AttackTarget = null;isVictory = true;}

報(bào)錯(cuò)總結(jié):此處在GameManager的實(shí)例化階段一直報(bào) 空引用異常,后來發(fā)現(xiàn)自己沒有創(chuàng)建 Game Manager 的結(jié)點(diǎn),并掛載GameManager的腳本。此外,還需注意 Onable函數(shù)是場景初始化時(shí)被創(chuàng)建,此處不涉及場景切換,故,需將其暫時(shí)寫在Start方法中,后續(xù)再更改。

10.模板生成更多Enemy

  • 1.由于之前寫法會(huì)使多個(gè)復(fù)制出來的怪物屬性共享,這顯然不是我們需要的功能,故我們需要?jiǎng)?chuàng)建一個(gè)屬性模板,讓其新生成的怪物以該模板生成對(duì)應(yīng)的數(shù)值。
    Character Stats中:
public class CharacterStats : MonoBehaviour {public CharacterData_SO templateData;public CharacterData_SO characterData;void Awake(){if (templateData != null){characterData = Instantiate(templateData);} } }
  • 2.引入新怪物的美術(shù)模型資源,添加必要組件EnemyController,NavMesh Agent以及基本碰撞體,別忘了將其標(biāo)簽改為Enemy,并創(chuàng)建對(duì)應(yīng)的數(shù)據(jù)文件。
  • 3.在重置新類型敵人的動(dòng)畫信息時(shí),可直接創(chuàng)建一個(gè) Override Animators,可十分便利的重置怪物動(dòng)畫。

11.拓展方法實(shí)現(xiàn)怪物的攻擊范圍限制

由于之前只要怪物發(fā)動(dòng)攻擊動(dòng)畫,玩家必掉血。這是極度不合理的,我們希望玩家有一定的閃避空間或容錯(cuò),故我們采用 拓展方法 Extension Method 來對(duì)其攻擊范圍做一個(gè)限制。

  • 1.寫一個(gè) Extension Method腳本:
public static class ExtensionMethod {//確保怪物攻擊在正前方[-60°,60°]之間范圍攻擊有效private const float dotThreshold = 0.5f;public static bool IsFacingTarget(this Transform transform, Transform target){//計(jì)算出目標(biāo)物對(duì)于攻擊者正前方的相對(duì)位置并取單位向量var vectorToTarget = target.position - transform.position;vectorToTarget.Normalize();float dot = Vector3.Dot(transform.forward, vectorToTarget);return dot >= dotThreshold;} }
  • 2.并在怪物的攻擊動(dòng)畫事件中加上限制條件:
    EnemyController:
//怪物攻擊的出傷害事件void Hit(){if (AttackTarget != null && transform.IsFacingTarget(AttackTarget.transform)){//拿到受害者的屬性信息var targetStats = AttackTarget.GetComponent<CharacterStats>();//造成傷害targetStats.TakeDamage(characterStats, targetStats);}}
  • 3.給Boss的基礎(chǔ)攻擊增加擊退效果

但暫時(shí)有點(diǎn)問題,無法正常擊退玩家。后續(xù)再改BUG。

public class Boss_Rock : EnemyController {//擊飛玩家的力public float kickForce = 25f;public void KickOff(){if (AttackTarget != null && transform.IsFacingTarget(AttackTarget.transform)){Debug.Log("被踢開了");//拿到受害者的屬性信息var targetStats = AttackTarget.GetComponent<CharacterStats>();//計(jì)算擊飛方向(問題)//FIXME:有待修改Vector3 direction = (AttackTarget.transform.position - transform.position).normalized;AttackTarget.GetComponent<Rigidbody>().velocity = direction * kickForce;//造成傷害targetStats.TakeDamage(characterStats, targetStats);}} }
  • 4.設(shè)置石頭人可投擲物

– 1.拖入石頭的素材,添加必要組件:RigidBody,Mesh Collider(勾選第一項(xiàng)),腳本Rock.cs

public class Rock : MonoBehaviour {private Rigidbody rb;[Header("Basic Settings")]public float force;public GameObject target;private Vector3 direction;void Start(){rb = GetComponent<Rigidbody>();FlyToTarget(); }public void FlyToTarget(){//預(yù)防石頭生成瞬間玩家脫離范圍if (target == null){target = FindObjectOfType<PlayerController>().gameObject;}direction = (target.transform.position - transform.position + Vector3.up).normalized;rb.AddForce(direction * force, ForceMode.Impulse);} }

– 2.修改石頭人生成石頭代碼:

public class Boss_Rock : EnemyController {//扔出的石頭的預(yù)制體public GameObject rockPrefab;//出手點(diǎn)的坐標(biāo)public Transform handPos;//投擲石頭的邏輯public void ThrowRock(){if (AttackTarget != null){var rock = Instantiate(rockPrefab,handPos.position,Quaternion.identify);rock.GetComponent<Rock>().target = AttackTarget;}} }

– 3.將ThrowRock方法添加到動(dòng)畫對(duì)應(yīng)幀數(shù)上。

– 4.設(shè)置石頭的狀態(tài):在被投擲出的時(shí)候能對(duì)敵人以及玩家造成傷害,但落地以后無法對(duì)玩家或敵人造成傷害。

public class Rock : MonoBehaviour {public enum RockStates { HitPlayer,HitEnemy,HitNothing };//石頭的傷害值public int damage = 8;//石頭的狀態(tài)public RockStates rockStates;void Start(){rb = GetComponent<Rigidbody>();//為了防止石頭剛一出來就被判斷為hitNothingrb.velocity = Vector3.one;//初始化石頭的狀態(tài)rockStates = RockStates.HitPlayer;//石頭被生成的時(shí)候就自動(dòng)飛向目標(biāo)FlyToTarget();//石頭扔出三秒后延遲銷毀Destroy(this.gameObject, 3);}//逐幀判斷,當(dāng)石頭幾乎靜止時(shí)變得不再有威脅void FixedUpdate(){Debug.Log(rb.velocity.sqrMagnitude);if (rb.velocity.sqrMagnitude < 1){rockStates = RockStates.HitNothing;} }void OnCollisionEnter(Collision collision){switch (rockStates){case RockStates.HitPlayer:if (collision.gameObject.CompareTag("Player")){CharacterStats characterStats = collision.gameObject.GetComponent<CharacterStats>();//碰到玩家了,造成傷害,并對(duì)玩家播放受擊動(dòng)畫(TakeDamage的函數(shù)重載)characterStats.TakeDamage(damage,characterStats);collision.gameObject.GetComponent<Animator>().SetTrigger("Hit");rockStates = RockStates.HitNothing;}break;case RockStates.HitEnemy:if (collision.gameObject.CompareTag("Enemy")){var EnemyStats = collision.gameObject.GetComponent<CharacterStats>();EnemyStats.TakeDamage(damage, EnemyStats);//攻擊到敵人以后,也將其設(shè)為無危脅狀態(tài)}break;} } }

– 5.函數(shù)重載TakeDamage()方法,讓石頭也能造成傷害:

public void TakeDamage(int damage,CharacterStats defencer){int finalDamage = Mathf.Max(damage - defencer.CurrentDefence, 1);CurrentHealth = Mathf.Max(CurrentHealth - finalDamage, 0);}

– 6.修改玩家的攻擊邏輯,使其攻擊石頭也具有一定邏輯:

//范圍檢測(cè)private bool AttackRangeTest(){//Debug.Log(characterStats.AttackData.attackRange);//拿到檢測(cè)到對(duì)應(yīng)范圍內(nèi)的所有碰撞體Collider[] hitColliders = Physics.OverlapSphere(transform.position, characterStats.AttackData.attackRange);foreach (Collider collider in hitColliders){//有限判斷敵人,如果不存在敵人,則判斷是否有可攻擊物if (collider.gameObject.CompareTag("Enemy") || collider.gameObject.CompareTag("Attackable")){AttackTarget = collider.gameObject;return true;}}return false;}//玩家的出傷害邏輯void Hit(){if (AttackRangeTest()){if (AttackTarget.CompareTag("Attackable")){//進(jìn)一步判斷是石頭if (AttackTarget.GetComponent<Rock>()){AttackTarget.GetComponent<Rock>().rockStates = Rock.RockStates.HitEnemy;AttackTarget.GetComponent<Rigidbody>().velocity = Vector3.one;AttackTarget.GetComponent<Rigidbody>().AddForce(transform.forward * 20, ForceMode.Impulse);}}else if (AttackTarget.CompareTag("Enemy")){CharacterStats targetStats = AttackTarget.GetComponent<CharacterStats>();targetStats.TakeDamage(characterStats, targetStats);}}}

12.血條UI的設(shè)計(jì)

  • 1.創(chuàng)建一個(gè)Canvas命名為 HealthBarCanvas,修改Canvas的 UI Scale Mode改為 World Space,并設(shè)置相機(jī)Camera。創(chuàng)建一個(gè)子物體UI image,命名 Bar Holder。

  • 2.對(duì)UI界面的位置信息進(jìn)行調(diào)整,修改長3和高0.25(參考值)。

  • 3.在Package Manager中引入 3D sprite,創(chuàng)建一個(gè)2D Object–>Square,找到其基礎(chǔ)的文件,復(fù)制一份圖片另存起來。將其拖入到Bar Holder的Source Image中,并可修改其顏色(血條底色)。

  • 4.繼續(xù)創(chuàng)建Bar Health的子節(jié)點(diǎn)Image,尺寸參數(shù)與父節(jié)點(diǎn)保持一致,拖入Source Image,修改顏色(血條上層色),并將其改為滑動(dòng)條的形式進(jìn)行顯示。

  • 5.寫UI腳本操控血條的變化。

public class HealthBarUI : MonoBehaviour {//血條預(yù)制體public GameObject healthBarPrefab;//血條位置public Transform barPoint;//是否讓血條持續(xù)顯示public bool alwaysVisible;//血條被喚醒后顯示的時(shí)間public float visibleTime;//血量滑動(dòng)條Image healthSlider;Transform UIBar;//攝像機(jī)的位置(保證始終正對(duì)攝像機(jī))Transform camera;//拿到當(dāng)前目標(biāo)的血量信息private CharacterStats currentStats;void Start(){currentStats = GetComponent<CharacterStats>();}void OnEnable(){camera = Camera.main.transform;foreach (Canvas canvas in FindObjectsOfType<Canvas>()){if (canvas.renderMode == RenderMode.WorldSpace){UIBar = Instantiate(healthBarPrefab, canvas.transform).transform;healthSlider = UIBar.GetChild(0).GetComponent<Image>();UIBar.gameObject.SetActive(alwaysVisible);}}}//血條跟隨敵人void LateUpdate(){if (UIBar != null){UIBar.position = barPoint.position;UIBar.forward = -camera.forward;}}void Update(){UpdateHealthBar(currentStats.CurrentHealth, currentStats.MaxHealth);}private void UpdateHealthBar(int currentHealth, int maxHealth) {if (currentHealth <= 0){if (UIBar != null){Destroy(UIBar.gameObject);}}else{UIBar.gameObject.SetActive(true);float sliderPercent = (float)currentHealth / maxHealth;//Debug.Log("當(dāng)前血量僅剩:" + sliderPercent);healthSlider.fillAmount = sliderPercent;}}}

總結(jié):該套程序采用逐幀檢測(cè)血條變化,相對(duì)來說效率較差,優(yōu)化可以讓角色攻擊時(shí)計(jì)算一次血條變化。后續(xù)會(huì)優(yōu)化!!!

13.玩家升級(jí)系統(tǒng)

  • 1.先添加一下玩家的屬性
    Character_SO:
using System; using System.Collections; using System.Collections.Generic; using UnityEngine;[CreateAssetMenu(fileName ="New Data",menuName = "Character Stats/Data")] public class CharacterData_SO : ScriptableObject {[Header("Stats Info")]//基礎(chǔ)生命值public float baseHealth;//最大生命值public float maxHealth;//當(dāng)前生命值public float currentHealth;//基礎(chǔ)防御力public int baseDefence;//當(dāng)前防御力public int currentDefence;[Header("擊殺敵人獲得的經(jīng)驗(yàn)值")]public int killExp;[Header("玩家升級(jí)系統(tǒng)")]//當(dāng)前等級(jí)public int currentLevel;//最大等級(jí)public int maxLevel;//升級(jí)所需基礎(chǔ)經(jīng)驗(yàn)值public int baseExp;//當(dāng)前經(jīng)驗(yàn)值public int currentExp;//升級(jí)經(jīng)驗(yàn)提高值public int ExpIncrement;//升級(jí)屬性加權(quán)public float levelBuff;//更新經(jīng)驗(yàn)值函數(shù)public void UpdateExp(int Exp){currentExp += Exp;if (currentExp >= baseExp){LevelUp();}}private void LevelUp(){//提高等級(jí)(將當(dāng)前等級(jí)限制在[0,maxLevel之間])currentLevel = Mathf.Clamp(currentLevel + 1, 0, maxLevel);//升級(jí)所需的經(jīng)驗(yàn)值也隨之提高baseExp += ExpIncrement;//血量提高5%maxHealth = baseHealth * (levelBuff * currentLevel + 1);currentHealth = maxHealth;Debug.Log("LevelUP,當(dāng)前血量為" + currentHealth);} }
  • 暫時(shí)為了學(xué)習(xí)升級(jí)邏輯的構(gòu)思以及數(shù)值的模范書寫,后續(xù)功能有待優(yōu)化!

  • 2.在造成傷害界面 添加擊殺增加經(jīng)驗(yàn)的判斷:
    CharacterStats:

public void TakeDamage(CharacterStats attacker,CharacterStats defencer){//計(jì)算一次攻擊的傷害float coreDamage = UnityEngine.Random.Range(attacker.AttackData.minDamage, attacker.AttackData.maxDamage);//控制最低傷害為1int damage = Mathf.Max((int)coreDamage - defencer.CurrentDefence,1);//控制血量最低為0CurrentHealth = Mathf.Max(CurrentHealth - damage, 0);//更新 UI//經(jīng)驗(yàn)值updateif (CurrentHealth == 0){attacker.characterData.UpdateExp(defencer.characterData.killExp);}}

14.玩家的血條UI

  • 1.同樣優(yōu)先創(chuàng)建一個(gè)Canvas,設(shè)置參考如下:

做出如下效果的UI界面:

并在其父節(jié)點(diǎn)下嵌入以下腳本以控制血條的變化:
PlayerHealthUI:

using UnityEngine.UI;public class PlayerHealthUI : MonoBehaviour {Text levelText;Image healthSlider;Image expSlider;void Awake(){//拿到文本子節(jié)點(diǎn)levelText = transform.GetChild(2).GetComponent<Text>();healthSlider = transform.GetChild(0).GetChild(0).GetComponent<Image>();expSlider = transform.GetChild(1).GetChild(0).GetComponent<Image>();}void Update(){levelText.text = "level " + GameManager.Instance.playerStats.characterData.currentLevel.ToString("00");UpdateHealth();UpdateExp();}void UpdateHealth(){float sliderPercent = (float)GameManager.Instance.playerStats.CurrentHealth / GameManager.Instance.playerStats.MaxHealth;healthSlider.fillAmount = sliderPercent;}void UpdateExp(){float sliderPercent = (float)GameManager.Instance.playerStats.characterData.currentExp / GameManager.Instance.playerStats.characterData.baseExp;expSlider.fillAmount = sliderPercent;} }

15.傳送門(切換關(guān)卡)

場景內(nèi)傳送

  • 1.在之前Shader Graph目錄下繼續(xù)創(chuàng)建Shader,參數(shù)參考如下:
  • 2.利用創(chuàng)建的Shader的基礎(chǔ)上創(chuàng)建一個(gè)Meterial,并調(diào)參數(shù)。
  • 3.在層級(jí)窗口中創(chuàng)建一個(gè)Quad,并添加以上材質(zhì),在其下創(chuàng)建一個(gè)子節(jié)點(diǎn) DestinationPoint 作為被傳送點(diǎn)。
  • 4.創(chuàng)建 TransitionPoint.cs腳本控制傳送點(diǎn):(掛載在傳送門父類上)
public class TransitionPoint : MonoBehaviour {//傳送類型(同場景,不同場景)public enum TransitionType{SameScene,DifferentScene}[Header("info")]//場景名字(如果同場景則可以不填)public string sceneName;//傳送類型public TransitionType type;//傳送到的目的地點(diǎn)public TransitionDestination.DestinationTags destinationTag;//只有該屬性觸發(fā)了才會(huì)傳送private bool canTrans;void Update(){if (Input.GetKeyDown(KeyCode.F) && canTrans){//場景傳送SceneController.Instance.TransitionToDestination(this);} }void OnTriggerStay(Collider other){if (other.CompareTag("Player")){canTrans = true;}}void OnTriggerExit(Collider other){if (other.CompareTag("Player")){canTrans = false ;}} }
  • 5.創(chuàng)建傳送目標(biāo)點(diǎn)腳本 TransitionDestination.cs:
public class TransitionDestination : MonoBehaviour {public enum DestinationTags{ENTRE,A,B,C}public DestinationTags destinationTag; }
  • 6.寫場景控制腳本實(shí)現(xiàn)同場景傳送邏輯:SceneController.cs:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement;public class SceneController : Singleton<SceneController> {Transform player;//玩家的預(yù)制體(加載新場景時(shí)引入)public GameObject playerPrefab;protected override void Awake(){base.Awake();DontDestroyOnLoad(this);}public void TransitionToDestination(TransitionPoint transitionPoint){switch (transitionPoint.type) {case TransitionPoint.TransitionType.SameScene:StartCoroutine(Transition(SceneManager.GetActiveScene().name, transitionPoint.destinationTag));break;case TransitionPoint.TransitionType.DifferentScene:StartCoroutine(Transition(transitionPoint.sceneName, transitionPoint.destinationTag));break;}}//使用攜程異步加載場景IEnumerator Transition(string sceneName , TransitionDestination.DestinationTags destinationTag){//TODO:保存數(shù)據(jù)//判斷是相同場景還是不同場景if (SceneManager.GetActiveScene().name != sceneName){//等待return值完成后再執(zhí)行其他代碼(異步加載)yield return SceneManager.LoadSceneAsync(sceneName);yield return Instantiate(playerPrefab, GetDestination(destinationTag).transform.position,GetDestination(destinationTag).transform.rotation);//中斷攜程yield break;}else{player = GameManager.Instance.playerStats.transform;player.SetPositionAndRotation(GetDestination(destinationTag).transform.position, GetDestination(destinationTag).transform.rotation);yield return null;} }//在全部傳送門中查找傳送標(biāo)簽一樣的傳送門private TransitionDestination GetDestination(TransitionDestination.DestinationTags destinationTag){var entrances = Resources.FindObjectsOfTypeAll<TransitionDestination>();for (int i = 0; i < entrances.Length; i++){if (entrances[i].destinationTag == destinationTag){return entrances[i];}}return null;} }

以上代碼遇到的問題:

  • 1.切換到新場景后,管理類代碼全部消失,導(dǎo)致游戲無法正常運(yùn)行,解決方法:在Manage相關(guān)代碼前都加上重寫的Awake()方法即可:
protected override void Awake() {base.Awake();//意為該Manage腳本不會(huì)被銷毀DontDestroyOnLoad(this); }
  • 2.注意在切換至新場景之前,一定要在新場景安置 自己寫的 PhotoGrapher 結(jié)點(diǎn),并且在PlayerLogic初始化的時(shí)候找到攝像機(jī)別賦值完整:
void Awake(){photographer = FindObjectOfType<Photographer>();rb = GetComponent<Rigidbody>();anim = GetComponent<Animator>();characterMove = GetComponent<CharacterMove>();photographer.InitCamera(followTarget);characterStats = GetComponent<CharacterStats>();audio = photographer.GetComponent<AudioSource>();}
  • 3.這樣改完以后從第二場景重新返回第一場景時(shí),會(huì)出現(xiàn)兩個(gè)人物,并且人物在半空中。 (埋個(gè)伏筆)

16.保存數(shù)據(jù)

  • 1.使用JSON保存游戲數(shù)據(jù),在切換場景時(shí)調(diào)用保存函數(shù)與讀取函數(shù):
  • 2.新建一個(gè)結(jié)點(diǎn) SaveManager并創(chuàng)建腳本 SaveManager.cs掛載到結(jié)點(diǎn)上:
public class SaveManager : Singleton<SaveManager> {protected override void Awake(){base.Awake();DontDestroyOnLoad(this);}//封裝保存和讀取玩家信息的函數(shù)public void SavePlayerData(){Save(GameManager.Instance.playerStats.characterData, GameManager.Instance.playerStats.characterData.name);}public void LoadPlayerData(){Load(GameManager.Instance.playerStats.characterData, GameManager.Instance.playerStats.characterData.name);}//存儲(chǔ)數(shù)據(jù)public void Save(Object data,string key){//將要存儲(chǔ)的數(shù)值轉(zhuǎn)化為JSONvar jsonData = JsonUtility.ToJson(data,true);//將數(shù)據(jù)以鍵值對(duì)的形式保存PlayerPrefs.SetString(key, jsonData);PlayerPrefs.Save();}//加載數(shù)據(jù)public void Load(Object data, string key){if (PlayerPrefs.HasKey(key)){JsonUtility.FromJsonOverwrite(PlayerPrefs.GetString(key), data);}} }
  • 3.在切換場景時(shí)調(diào)用這個(gè)兩個(gè)函數(shù)即可完成對(duì)玩家數(shù)據(jù)的保存:
    SceneController.cs:
//使用攜程異步加載場景IEnumerator Transition(string sceneName , TransitionDestination.DestinationTags destinationTag){//TODO:保存數(shù)據(jù)SaveManager.Instance.SavePlayerData();//判斷是相同場景還是不同場景if (SceneManager.GetActiveScene().name != sceneName){//等待return值完成后再執(zhí)行其他代碼(異步加載)yield return SceneManager.LoadSceneAsync(sceneName);yield return Instantiate(playerPrefab, GetDestination(destinationTag).transform.position,GetDestination(destinationTag).transform.rotation);//讀取數(shù)據(jù)SaveManager.Instance.LoadPlayerData();//中斷攜程yield break;}else{player = GameManager.Instance.playerStats.transform;player.SetPositionAndRotation(GetDestination(destinationTag).transform.position, GetDestination(destinationTag).transform.rotation);yield return null;} }
  • 4.切記勿忘在新場景創(chuàng)建角色UI。

17.主菜單的制作

  • 1.制作UI,按鈕,標(biāo)題,背景等等
  • 2.分別實(shí)現(xiàn)退出游戲,新的游戲和繼續(xù)游戲的腳本功能:
    – 1.退出游戲
public class MainManu : MonoBehaviour {Button quitBtn;void Awake(){quitBtn = transform.GetChild(3).GetComponent<Button>();quitBtn.onClick.AddListener(QuitGame);}void QuitGame(){Application.Quit();Debug.Log("退出游戲");} }

– 2.新的游戲:
1).清除之前的數(shù)據(jù)
2).在游戲控制中添加尋找全圖起點(diǎn)的方法:
GameManager.cs:

//尋找入口的函數(shù)public Transform GetEntrance(){foreach (var item in FindObjectsOfType<TransitionDestination>()){if (item.destinationTag == TransitionDestination.DestinationTags.ENTRE){return item.transform;}}return null;}

2).切換到第一場景的某點(diǎn)(在場景控制中使用攜程切換場景)

public void TransitionToFirstLevel(){StartCoroutine(LoadLevel("City"));}IEnumerator LoadLevel(string scene){if (scene != ""){yield return SceneManager.LoadSceneAsync(scene);yield return player = Instantiate(playerPrefab, GameManager.Instance.GetEntrance().position, GameManager.Instance.GetEntrance().rotation).transform;//保存數(shù)據(jù)SaveManager.Instance.SavePlayerData();yield break;}}

– 3.繼續(xù)游戲的實(shí)現(xiàn):
1).在保存函數(shù)里加入保存當(dāng)前地圖邏輯

public class SaveManager : Singleton<SaveManager> {//當(dāng)前所在的場景private string sceneName = "";public string SneceName { get { return PlayerPrefs.GetString(sceneName); } }protected override void Awake(){base.Awake();DontDestroyOnLoad(this);}//封裝保存和讀取玩家信息的函數(shù)public void SavePlayerData(){Save(GameManager.Instance.playerStats.characterData, GameManager.Instance.playerStats.characterData.name);}public void LoadPlayerData(){Load(GameManager.Instance.playerStats.characterData, GameManager.Instance.playerStats.characterData.name);}//存儲(chǔ)數(shù)據(jù)public void Save(Object data,string key){//將要存儲(chǔ)的數(shù)值轉(zhuǎn)化為JSONvar jsonData = JsonUtility.ToJson(data,true);//將數(shù)據(jù)以鍵值對(duì)的形式保存PlayerPrefs.SetString(key, jsonData);PlayerPrefs.SetString(sceneName, SceneManager.GetActiveScene().name);PlayerPrefs.Save();}//加載數(shù)據(jù)public void Load(Object data, string key){if (PlayerPrefs.HasKey(key)){JsonUtility.FromJsonOverwrite(PlayerPrefs.GetString(key), data);}} }

2).在場景控制里,調(diào)用協(xié)程:
SceneController.cs

public void TransitionToLoadGame(){StartCoroutine(LoadLevel(SaveManager.Instance.SceneName));}

3).在玩家生成的生成的時(shí)候,就讀取一遍玩家數(shù)據(jù)
PlayerController.cs

void OnEnable(){//利用單例模式調(diào)用注冊(cè)玩家信息GameManager.Instance.RigisterPlayer(characterStats);}void Start(){SaveManager.Instance.LoadPlayerData();//初始化攻擊冷卻計(jì)時(shí)器(初始狀態(tài)可攻擊)AttackCD = -1;}

4).給予玩家回到Main的方式:
SceneController.cs:

public void TransitionToMain(){StartCoroutine(LoadMain());}IEnumerator LoadMain(){yield return SceneManager.LoadSceneAsync("Main");yield break;}

5).添加補(bǔ)全繼續(xù)游戲的調(diào)用函數(shù)
MainMenu.cs:

void ContinueGame(){//讀取進(jìn)度SceneController.Instance.TransitionToMain();}

18.場景轉(zhuǎn)場

  • 1.引入TimeLine窗口:Windows-->Sequencing-->Timeline

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