目錄
-
- 一、遊戲内容
- 二、UML圖設計
- 三、遊戲的實作
-
-
- 1. DiskFactory
- 2. FlyAction
- 3. SSActionManager
- 4. PhyUFOFlyAction
- 5. PhyFlyActionManager
- 6. ISceneController
- 7. UserGUI
-
- 四、 運作界面與代碼傳送門
一、遊戲内容
改進飛碟(Hit UFO)遊戲
遊戲内容要求:
- 按 adapter模式 設計圖修改飛碟遊戲
- 使它同時支援實體運動與運動學(變換)運動
二、UML圖設計
三、遊戲的實作
1. DiskFactory
飛碟工廠實作對不同飛碟的生産、管理以及回收。需要注意的是,這裡使用的是帶緩存的單執行個體工廠模式。
- 單執行個體:運用模闆,可以為每個 MonoBehaviour子類建立一個對象的執行個體:
Singleten<T>
- 帶緩存的工廠:由于對飛碟的多次建立與銷毀開銷很大,是以我們使用帶緩存的工廠來避免頻繁的建立與銷毀操作。當一個飛碟需要被銷毀時,工廠并不直接銷毀他,而是将其标記為“空閑”,表示他已經不被場景使用了。在新的飛碟被需要時,工廠不會直接去執行個體化一個新的飛碟,而是從被标記“空閑”的飛碟中選擇可用的執行個體,隻有在目前沒有可用的執行個體時,工廠才會去真正執行個體化一個新的飛碟。這樣一來就能減少遊戲不斷建立與銷毀遊戲對象的極大開銷。```
public class DiskFactory : MonoBehaviour {
private int diskID = 0;
private List<DiskModel>[] disks = new List<DiskModel>[3]; //共有三種飛碟
bool[,] diskStatus = new bool[3, 20]; //每種飛碟最多有二十個
int[] size = new int[3]; //儲存目前已建立出來的每種飛碟的數量private List<DiskModel> ddisk = new List<DiskModel>();
public void Start() {
for (int i = 0; i < 3; i++) {
size[i] = 0;
disks[i] = new List<DiskModel>();
}
for (int j = 0; j < 3; j++) {
for (int i = 0; i < 20; i++) {
diskStatus[j, i] = true;
}
}
}
//随機擷取一種空閑飛碟,如果飛碟不足則建立一個執行個體
public DiskModel getDisk() {
//随機從三種預制中選擇一個飛碟外觀
int type = Random.Range(0, 3);
DiskModel disk;
//嘗試擷取已經被建立但目前處于空閑态的飛碟
for (int i = 0; i < size[type]; i++) {
if (diskStatus[type, i] == false) {
diskStatus[type, i] = true;
disks[type][i].disk.SetActive(true);
disk = disks[type][i];
disk.setDiskID(diskID);
diskID++;
//取出時飛碟不能夠有爆炸特效
disk.disk.GetComponent<ParticleSystem>().Stop();
return disk;
}
}
//目前沒有可用的空閑飛碟,需要建立
disk = new DiskModel(type, diskID);
diskID++;
disks[type].Add(disk);
diskStatus[type, size[type]] = true;
size[type]++;
disk.disk.GetComponent<ParticleSystem>().Stop();
return disk;
}
//回收飛碟
public void FreeDisk(DiskModel disk) {
int type = disk.getType();
int ID = disk.getDiskID();
for (int i = 0; i < size[type]; i++) {
if (disk.getDiskID() == disks[type][i].getDiskID()) {
diskStatus[type, i] = false;
return;
}
}
}
//根據 gameobject 的 instanceID 來查找飛碟
public DiskModel findDisk(int InstanceID) {
for(int i = 0; i < 3; i++) {
for(int j = 0; j < size[i]; j++) {
if (disks[i][j].disk.GetInstanceID() == InstanceID) return disks[i][j];
}
}
return null;
}
}
2. FlyAction
lyAction的基類
SSAction
在之前的部落格已經介紹過。
FlyAction實際上隻是一個簡單的直線動作,但是與CCMoveAction不同的是其參數是飛行的角度和速度。
public class FlyAction : SSAction{
private Vector3 angle;
private float speed;//根據飛行角度和速度擷取一個FlyAction
public static FlyAction GetSSAction(Vector3 angle, float speed) {
FlyAction action = CreateInstance<FlyAction>();
action.angle = angle;
action.speed = speed;
return action;
}
//實作簡單的直線飛行
public override void Update() {
transform.position += angle * Time.deltaTime * speed;
}
public override void Start() {
Update();
}}
3. SSActionManager
FlyActionManager 是本次遊戲的動作管理者,管理此次控制飛碟運動的多個Action。
FlyActionManager 具有的功能:
- 使用Ruler為每個 Action 設定合适的飛行角度和速度
- 為輸入的飛碟尋找一個空閑的 Action 進行飛行動作
- 在每次 Update 時 FlyActionManager 對被使用的所有 action 進行 Update 調用
public class FlyActionManager : SSActionManager, ActionAdapter {
public FlyAction[] actions = new FlyAction[20]; //最多建立20個action
public int[] diskID = new int[20]; //action 所應用的飛碟的ID
public ISceneController controller;
private Ruler ruler; //根據不同 round 對飛碟的性能參數做設定
int round;protected void Start() {
controller = (ISceneController)SSDirector.getInstance().currentSceneController;
controller.actionManager = this;
ruler = new Ruler();
for(int i = 0; i < 20; i++) {
diskID[i] = -1; //開始時沒有可用飛碟,ID 均為-1
}
}
public void Update() {
for(int i = 0; i < 20; i++) {
if (diskID[i] != -1) {
//執行有附着在飛碟上的 action
actions[i].Update();
}
}
}
public void setRound(int round) {
this.round = round;
}
public void UFOFly(DiskModel disk) {
ruler.setRound(round);
disk.disk.transform.position = ruler.getStart();//設定飛碟的出現位置
int index = 0;
for (; diskID[index] != -1; index++) ;//找到空閑的 Action
actions[index] = FlyAction.GetSSAction(ruler.getAngle(), ruler.getSpeed());
diskID[index] = disk.getDiskID();
disk.disk.GetComponent<Rigidbody>().useGravity = false;
disk.disk.GetComponent<Rigidbody>().velocity = Vector3.zero;
this.RunAction(disk.disk, actions[index], this);
}
public void freeAction(DiskModel disk) {
for(int i = 0; i < 20; i++) {
//當飛碟不再需要時,actionManager可以簡單的将對應的action設為空閑,而非直接删除 action
if(diskID[i] == disk.getDiskID()) {
diskID[i] = -1;
break;
}
}
}}
4. PhyUFOFlyAction
控制飛碟的實體學運動,與運動學類似,但要對遊戲對象的rigidbody 進行操作。
public class PhyUFOFlyAction : SSAction {
private Vector3 angle; //飛行角度
float speed; //飛行初速度private PhyUFOFlyAction() { }
public static PhyUFOFlyAction GetSSAction(Vector3 angle, float speed) {
//初始化物體将要運動的初速度向量
PhyUFOFlyAction action = CreateInstance<PhyUFOFlyAction>();
action.angle = angle;
action.speed = speed;
return action;
}
public override void Start() {
//使用重力以及給一個初速度
gameobject.GetComponent<Rigidbody>().velocity = angle * speed;
gameobject.GetComponent<Rigidbody>().useGravity = true;
}}
5. PhyFlyActionManager
public class PhyFlyActionManager : SSActionManager, ActionAdapter {public PhyUFOFlyAction[] actions = new PhyUFOFlyAction[20]; //最多建立20個action
public int[] diskID = new int[20]; //action 所應用的飛碟的ID
public ISceneController controller;
private Ruler ruler; //根據不同 round 對飛碟的性能參數做設定
int round;
protected void Start() {
controller = (ISceneController)SSDirector.getInstance().currentSceneController;
controller.actionManager = this;
ruler = new Ruler();
for (int i = 0; i < 20; i++) {
diskID[i] = -1; //開始時沒有可用飛碟,ID 均為-1
}
}
public void setRound(int round) {
this.round = round;
}
public void UFOFly(DiskModel disk) {
ruler.setRound(round);
disk.disk.transform.position = ruler.getStart();//設定飛碟的出現位置
int index = 0;
for (; diskID[index] != -1; index++) ;//找到空閑的 Action
Vector3 angle = Vector3.left;
int flag = Random.Range(0, 2);
if (flag == 1) angle *= -1;
actions[index] = PhyUFOFlyAction.GetSSAction(angle, ruler.getSpeed());//從ruler中擷取初速度和飛行角度,加速度為10
diskID[index] = disk.getDiskID();
this.RunAction(disk.disk, actions[index], this);
}
public void freeAction(DiskModel disk) {
disk.disk.GetComponent<Rigidbody>().velocity = Vector3.zero;
disk.disk.GetComponent<Rigidbody>().useGravity = false;
for (int i = 0; i < 20; i++) {
//當飛碟不再需要時,actionManager可以簡單的将對應的action設為空閑,而非直接删除 action
if (diskID[i] == disk.getDiskID()) {
diskID[i] = -1;
break;
}
}
}}
6. ISceneController
其主要功能為:
- 在飛碟數量小于目前 round 值規定時,向場景中發送飛碟;
- 對場景中所有飛碟進行位置判斷,如果超出視野範圍則“銷毀”飛碟;
- 判斷玩家的射擊操作,擊中飛碟後進行爆炸特效、增加分數、銷毀飛碟等一系列處理;
public class ISceneController : MonoBehaviour, IUserAction {
public ActionAdapter actionManager;
public DiskFactory diskFactory;private List<DiskModel> currentDisks = new List<DiskModel>();
private int diskCount = 0; //目前場景中的飛碟數量
private int[] maxCount = { 3, 5, 8 }; //每個round中飛碟需要維持的數目,數目不足時将發送新的飛碟
private int round = 0; //目前遊戲的 round
private int currentTrial = 0;//目前遊戲的 trail
private int score = 0; //獲得的分數
private int[] scoreOfRound = { 10, 20, 30 }; //每個round需要達成的分數目标
private bool playing = false;
private int life = 100; //血量
public UserGUI userGUI;
void Start() {
SSDirector director = SSDirector.getInstance();
director.currentSceneController = this;
diskFactory = Singleton<DiskFactory>.Instance;
actionManager = gameObject.AddComponent<PhyFlyActionManager>() as ActionAdapter;
actionManager.setRound(round);
userGUI = gameObject.AddComponent<UserGUI>() as UserGUI;
}
void Update() {
//發送飛碟
if (playing) {
if (diskCount < maxCount[round]) {
sendDisk();
}
//檢查目前遊戲狀态是否允許更新
checkStatus();
removeRemoteDisk();
//檢查玩家的射擊操作
if (Input.GetButtonDown("Fire1")) {
Vector3 mp = Input.mousePosition;
Hit(mp);
}
}
}
public void startGame() {
life = 100;
playing = true;
}
public int getScore() {
return score;
}
public int getLife() {
return life;
}
public int getTrail() {
return currentTrial;
}
public int getRound() {
return round;
}
//檢查目前遊戲狀态
//檢查目前trail是否足以進入下一 round
//檢查目前round是否足夠結束遊戲
public void checkStatus() {
//此時的分數大于設定的門檻值,遊戲進入下一階段,分數清零重新計算
if (score >= scoreOfRound[round]) {
currentTrial++;
score = 0;
//當遊戲的trail大于3時進入下一 round
if (currentTrial >= 3) {
round++;
life = 100;//當遊戲進入到新的round生命值回複
if (round >= 3) winGame();
currentTrial = 0;
actionManager.setRound(round);
}
}
}
//判斷飛碟是否已經離開視野
private bool outOfSight(Vector3 pos) {
return pos.x > 35 || pos.x < -35
|| pos.y > 35 || pos.y < -35
|| pos.z > 10 || pos.z < -300;
}
//檢查目前所有被使用的飛碟是否已經飛出視野
//将飛出視野的飛碟“銷毀”
//每銷毀一個飛碟就将目前飛碟數量減一,遊戲将自動補齊缺少的飛碟
private void removeRemoteDisk() {
for (int i = 0; i < diskCount; i++) {
GameObject tmp = currentDisks[i].disk;
if (outOfSight(tmp.transform.position)) {
tmp.SetActive(false);
diskFactory.FreeDisk(currentDisks[i]);
actionManager.freeAction(currentDisks[i]);
currentDisks.Remove(currentDisks[i]);
diskCount--;
life--;
}
}
}
//發送飛碟
private void sendDisk() {
diskCount++;
DiskModel disk = diskFactory.getDisk(); //從工廠擷取新的飛碟
currentDisks.Add(disk); //将新飛碟加入到目前的清單
actionManager.UFOFly(disk); //令飛碟進行移動
}
//檢查玩家是否射中飛碟
public void Hit(Vector3 pos) {
Ray ray = Camera.main.ScreenPointToRay(pos);
RaycastHit[] hits;
hits = Physics.RaycastAll(ray);
DiskModel hitDisk;
for (int i = 0; i < hits.Length; i++) {
RaycastHit hit = hits[i];
hitDisk = diskFactory.findDisk(hit.collider.gameObject.GetInstanceID());
//射線打中物體
if (hitDisk != null) {
score += hitDisk.score;
//顯示爆炸粒子效果
hitDisk.disk.GetComponent<ParticleSystem>().Play();
//等0.5秒後執行回收飛碟
StartCoroutine(WaitingParticle(0.50f, diskFactory, hitDisk));
break;
}
}
}
public void winGame() {
playing = false;
Debug.Log("you win");
}
//暫停幾秒後回收飛碟
IEnumerator WaitingParticle(float wait_time, DiskFactory diskFactory, DiskModel hitDisk) {
yield return new WaitForSeconds(wait_time);
if (hitDisk.disk.active == true) {
hitDisk.disk.SetActive(false);
hitDisk.disk.GetComponent<ParticleSystem>().Stop();
hitDisk.disk.GetComponent<Rigidbody>().velocity = Vector3.zero;
hitDisk.disk.GetComponent<Rigidbody>().useGravity = false;
currentDisks.Remove(hitDisk);
actionManager.freeAction(hitDisk);
diskFactory.FreeDisk(hitDisk);
diskCount--;
}
}}
7. UserGUI
UI的作用比較簡單,主要是實作顯示目前分數、血量、關卡,以及在關卡之間切換的功能。我在這裡主要是參考了師兄師姐的實作,然後按照自己的規則做了一些改動。
public class UserGUI : MonoBehaviour {
private IUserAction action;//每個GUI的style
GUIStyle bold_style = new GUIStyle();
GUIStyle text_style = new GUIStyle();
GUIStyle over_style = new GUIStyle();
bool show;
int round;
bool changeRound;
bool playing = true;
void Start() {
show = true;
changeRound = false;
action = SSDirector.getInstance().currentSceneController as IUserAction;
}
void OnGUI() {
if (!playing) {
if (action.getLife() < 0) {
GUI.Button(new Rect(0, 0, Screen.width, Screen.width), "YOU LOSE");
}
else {
GUI.Button(new Rect(0, 0, Screen.width, Screen.width), "YOU WIN");
}
return;
}
bold_style.normal.textColor = new Color(1, 0, 0);
bold_style.fontSize = 16;
text_style.normal.textColor = new Color(0, 0, 0, 1);
text_style.fontSize = 16;
over_style.normal.textColor = new Color(1, 0, 0);
over_style.fontSize = 25;
if (action.getLife() < 0) {
playing = false;
}
if (changeRound) {
GUI.Label(new Rect(Screen.width / 2 - 120, Screen.width / 2 - 220, 400, 100), " N E X T R O U N D ", over_style);
if (GUI.Button(new Rect(0, 0, Screen.width, Screen.width), "press to continue")) {
changeRound = false;
action.startGame();
}
}
else {
if (show) {
GUI.Label(new Rect(Screen.width / 2 - 170, Screen.width / 2 - 180, 400, 100), "大量UFO出現,點選它們即可消滅,快來加入戰鬥吧", text_style);
if (GUI.Button(new Rect(Screen.width / 2 - 40, Screen.width / 2 - 120, 100, 50), "開始")) {
show = false;
action.startGame();
}
}
else {
GUI.Label(new Rect(Screen.width - 120, 20, 200, 50), "score:", text_style);
GUI.Label(new Rect(Screen.width - 70, 20, 200, 50), action.getScore().ToString(), bold_style);
GUI.Label(new Rect(Screen.width - 120, 50, 200, 50), "trial:", text_style);
GUI.Label(new Rect(Screen.width - 70, 50, 200, 50), (action.getTrail() + 1).ToString(), bold_style);
GUI.Label(new Rect(Screen.width - 120, 80, 50, 50), "life:", text_style);
GUI.Label(new Rect(Screen.width - 70, 80, 50, 50), action.getLife().ToString(), bold_style);
if (action.getRound() > round) {
round = action.getRound();
if (round > 2) playing = false;
changeRound = true;
}
}
}
}}
四、 運作界面與代碼傳送門
遊戲視訊位址
代碼傳送門