Unity實(shí)現(xiàn)3D射箭小游戲
Unity 小游戲:3D射箭,供大家參考,具體內(nèi)容如下
前兩周因?yàn)閷?shí)訓(xùn)太忙,再加上自己對(duì)老師所講的設(shè)計(jì)模式并不是很理解,所以就沒(méi)有寫(xiě)博客。這次博客是記錄3D射箭游戲的實(shí)現(xiàn)過(guò)程。
1. 準(zhǔn)備資源
我是在網(wǎng)上找的弓與箭的資源,至于靶子,創(chuàng)建五個(gè)不同大小的同心圓柱體,如圖所示:

需要注意的是,五個(gè)圓柱體并不在同一個(gè)平面上,這樣才能夠看清每一環(huán)的顏色,并且在檢測(cè)碰撞時(shí)不會(huì)出現(xiàn)各種問(wèn)題。
另外,如果靶子放得離相機(jī)太近,就沒(méi)有射箭的感覺(jué)了;離相機(jī)太遠(yuǎn),好像又看不清靶子了,然后我試著把靶子Material的Shader改為 Sprites/Default ,這樣靶子離相機(jī)遠(yuǎn)一點(diǎn)也能看得很清晰。
2. 布置場(chǎng)景
把弓箭作為Main Camera的子物體,這樣我們可以在用鼠標(biāo)控制鏡頭移動(dòng)時(shí),使弓箭一直指向屏幕中心,以達(dá)到第一人稱控制器的效果。

在此項(xiàng)目中,沒(méi)有選擇使用GUI來(lái)做UI界面,而是創(chuàng)建了一個(gè)Canvas,在這里面添加了一個(gè)Image用來(lái)顯示弓箭的準(zhǔn)心,以及四個(gè)Text來(lái)顯示得分、風(fēng)向、風(fēng)力、提示等。

3. 編輯腳本
游戲采用MVC架構(gòu),大部分功能是自己實(shí)現(xiàn)的,也有一小些函數(shù)是借鑒大神的。整體上感覺(jué)有很多缺陷,但是又不知道怎么修改才好,我也很無(wú)奈?。 ?°ˊДˋ°) °
下面是我的UML圖:

以下是完整代碼:
SSDirector.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SSDirector : System.Object {
private static SSDirector _instance;
public ISceneCotroller currentScenceCotroller {
get;
set;
}
public bool running {
get;
set;
}
public static SSDirector getInstance() {
if (_instance == null) {
_instance = new SSDirector ();
}
return _instance;
}
}
ISceneCotroller.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface ISceneCotroller {
void LoadResources ();
}
IUserAction.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IUserAction {
string getMyScore ();
float getWind ();
void Openbow ();
void Draw ();
void Shoot ();
}
ActionManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ActionManager : MonoBehaviour {
private float Force = 0f;
private int maxPower = 2500;
private float power;
public Transform arrowSpawn;
public Transform myArrow;
public Transform bow;
//播放拉弓動(dòng)畫(huà)
public void Openbow () {
bow.GetComponent<Animation>().Play("Draw");
bow.GetComponent<Animation>()["Draw"].speed = 1;
bow.GetComponent<Animation>()["Draw"].wrapMode = WrapMode.Once;
arrowSpawn.GetComponent<MeshRenderer>().enabled = true;
//重置 power 為 0
power = 0;
}
//拉弓,從power為0到power為3000
public void Draw () {
if(power < maxPower) {
power += maxPower * Time.deltaTime;
}
}
//射箭
public void Shoot () {
float percent = bow.GetComponent<Animation>()["Draw"].time / bow.GetComponent<Animation>()["Draw"].length;
float shootTime = 1 * percent;
bow.GetComponent<Animation>().Play("Shoot");
bow.GetComponent<Animation>()["Shoot"].speed = 1;
bow.GetComponent<Animation>()["Shoot"].time = shootTime;
bow.GetComponent<Animation>()["Shoot"].wrapMode = WrapMode.Once;
arrowSpawn.GetComponent<MeshRenderer>().enabled = false;
Transform arrow= Instantiate (myArrow, arrowSpawn.transform.position, transform.rotation);
arrow.transform.GetComponent<Rigidbody>().AddForce(transform.forward * power);
wind (arrow);
Force = Random.Range (-100, 100);
}
//產(chǎn)生風(fēng)
private void wind(Transform arrow) {
arrow.transform.GetComponent<Rigidbody> ().AddForce (new Vector3 (Force, 0, 0), ForceMode.Force);
}
//返回風(fēng)
public float getWindForce() {
return Force;
}
}
ScoreRecorder.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ScoreRecorder : MonoBehaviour {
private string Score = "0";
//判斷得分
public void countScore(string type) {
Score = type;
}
//返回分?jǐn)?shù)
public string getScore () {
return Score;
}
}
FirstScene.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FirstScene : MonoBehaviour, ISceneCotroller, IUserAction {
private ActionManager actionManager;
private ScoreRecorder scoreRecorder;
void Awake () {
SSDirector director = SSDirector.getInstance ();
director.currentScenceCotroller = this;
director.currentScenceCotroller.LoadResources ();
actionManager = (ActionManager)FindObjectOfType (typeof(ActionManager));
scoreRecorder = (ScoreRecorder)FindObjectOfType (typeof(ScoreRecorder));
}
//加載預(yù)制物體靶子
public void LoadResources () {
Debug.Log ("loading...\n");
GameObject target = Instantiate<GameObject> (
Resources.Load<GameObject> ("Prefabs/target"));
target.name = "target";
}
//獲得分?jǐn)?shù)
public string getMyScore () {
return scoreRecorder.getScore ();
}
//獲得風(fēng)向和風(fēng)力
public float getWind () {
return actionManager.getWindForce ();
}
//拉弓
public void Openbow () {
actionManager.Openbow ();
}
//蓄力
public void Draw () {
actionManager.Draw ();
}
//射箭
public void Shoot () {
actionManager.Shoot ();
}
}
UserGUI.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UserGUI : MonoBehaviour {
private IUserAction userAction;
private FirstScene scene;
private Quaternion m_CharacterTargetRot;
public Text Score;
public Text WindDirection;
public Text WindForce;
// Use this for initialization
void Start () {
userAction = SSDirector.getInstance ().currentScenceCotroller as IUserAction;
}
void Awake () {
m_CharacterTargetRot = transform.localRotation;
}
void Update () {
//鏡頭跟隨鼠標(biāo)
float xRot = Input.GetAxis ("Mouse X") * 3f;
float yRot = Input.GetAxis ("Mouse Y") * -3f;
m_CharacterTargetRot *= Quaternion.Euler (yRot, xRot, 0f);
transform.localRotation = Quaternion.Slerp (transform.localRotation, m_CharacterTargetRot,
5f * Time.deltaTime);
//按空格鍵使弓箭瞄準(zhǔn)靶心
if (Input.GetKeyDown (KeyCode.Space)) {
m_CharacterTargetRot = Quaternion.Euler (0f, 0f, 0f);
transform.localRotation = Quaternion.Slerp (transform.localRotation, m_CharacterTargetRot,
5f * Time.deltaTime);
}
//鼠標(biāo)左鍵按下,開(kāi)始拉弓
if (Input.GetMouseButtonDown (0)) {
userAction.Openbow ();
}
//鼠標(biāo)左鍵按住不放,蓄力
if (Input.GetMouseButton (0)) {
userAction.Draw ();
}
//鼠標(biāo)左鍵抬起。射箭
if (Input.GetMouseButtonUp (0)) {
userAction.Shoot ();
}
Score.text = "Score : " + userAction.getMyScore (); //顯示上一輪分?jǐn)?shù)
float force = userAction.getWind ();
if (force < 0) {
WindDirection.text = "Wind Direction : <---"; //顯示風(fēng)向
} else if (force > 0) {
WindDirection.text = "Wind Direction : --->";
} else {
WindDirection.text = "Wind Direction : No";
}
WindForce.text = "Wind Force : " + Mathf.Abs (userAction.getWind ()); //顯示風(fēng)力
}
}
Arrow.cs
using UnityEngine;
using System.Collections;
public class Arrow : MonoBehaviour {
private RaycastHit hit;
void Update (){
//檢測(cè)在移動(dòng)的箭
if(GetComponent<Rigidbody>().velocity.magnitude > 0.5f) {
CheckForHit();
} else {
enabled = false;
}
if (transform.position.y < -5) {
Destroy (this.gameObject); //將掉出地面以下的箭銷毀
}
}
//檢測(cè)是否碰撞
void CheckForHit (){
float myVelocity = GetComponent<Rigidbody>().velocity.magnitude;
float raycastLength = myVelocity * 0.03f;
if(Physics.Raycast(transform.position, transform.forward, out hit, raycastLength)) {
GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll; //使箭停留在靶子上
transform.position = hit.point;
transform.parent = hit.transform;
enabled = false;
} else {
Quaternion newRot = transform.rotation;
newRot.SetLookRotation(GetComponent<Rigidbody>().velocity);
transform.rotation = newRot; //箭沒(méi)中靶,則繼續(xù)做拋物線運(yùn)動(dòng)
}
}
}
Target.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Target : MonoBehaviour {
private ScoreRecorder scoreRecorder;
public string score; //對(duì)應(yīng)靶環(huán)的分?jǐn)?shù)
public void Start() {
scoreRecorder = (ScoreRecorder)FindObjectOfType (typeof(ScoreRecorder));
}
void OnTriggerEnter(Collider other) {
if (other.gameObject.tag == "Arrow") {
scoreRecorder.countScore (score); //記錄分?jǐn)?shù)
}
}
}
以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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