unity 3d 游戏设计(三)牧师与魔鬼动作分离版
Homework3编程实践
牧师与魔鬼 动作分离版
在上一周的编程实践中,我们已经完成了一个具有MVC架构的牧师与魔鬼的版本,而我们这周的任务就是实现一个动作管理器,把我们上周写在GameObjectController
和SceneController
里的对于GameObject
动作的处理写出来,通过一个SceneActionManager
的实例来管理,让其专门负责GameObject
的动作。下面我们来谈谈动作管理器。
建立动作管理器的意义
在上一个版本的简单的牧师与恶魔的游戏中,我为了避免FirstSceneController
中对于物体移动操作的代码量过多,把物体的动作封装在GameObjectController
里面,通过这种做法,FirstSceneController
的代码量的确得到了一定的减少,但是这样的话我每写一个GameObjectController
我就要多写一个物体运动的函数,一旦需要移动的GameObject
多起来,可能冗余的代码量就会大量增多了,而且一旦我们需要修改Move,我们可能就每一个类都要进行修改了,显然这对于开发者非常不友好。
这个时候,动作管理器的意义就体现出来了,就以我们这次的作业为例子,Move的一类的动作抽象成一个动作类MoveAction
,然后通过ActionManager
对其进行管理。我们在需要物体进行移动时,只需要新建一个MoveAction
,调用ActionManaer
的addAction
,把具体的参数传给它,ActionManager
就会执行我们的动作,我们再也不用将Move这类的动作一个一个写在我们的GameObjController
中,大大减少了我们的代码量,大大提高了我们代码的复用性,一旦动作方面的需求修改,我们也只需要修改该Action类的内容,以及相关调用创建该Action的地方,更加利于我们的维护以及让程序更能适应需求变化。
在了解了动作管理器的意义之后,我们就可以开始我们动作管理器的编写了,我们先画一个动作管理器的UML图理清一下思路
然后与上一节课的UML图结合起来变成整个程序的UML图,画出来UML图之后,我们程序的架构就很清晰了。
下面我们分类进行描述
ActionCallBack
这个方法主要是提供一个让动作完成时调用的接口,一旦动作完成,该接口对应实现的方法就会被调用,动作管理器可以对动作的完成进行响应。
public interface ActionCallback {
void actionDone (SSAction source);
}
SSAction
SSAction这个类就是所有动作对象类抽象出来的一个不需要绑定 GameObject 对象的可编程基类,其动作的实现由其子类实现Update中的内容实现,这个在后面的MoveAction就有体现,所有的SSAction对象受ActionManager管理。
public class SSAction : ScriptableObject {
public bool enable = true;
public bool destroy = false;
public GameObject gameObject;
public Transform transform;
public ActionCallback callback;
public virtual void Start()
{
throw new System.NotImplementedException();
}
public virtual void Update()
{
throw new System.NotImplementedException();
}
}
MoveAction
MoveAction就是上面SSAction的一个子类,它的作用就是根据用户所提供的目的地和速度,使得物体完成一定速度的向某一目的地的直线运动。其通过Update的实现来完成逐帧的对于物体位置的变动,实现一个所谓的物体的"动作"。
public class MoveAction : SSAction {
public Vector3 target;
public float speed;
private MoveAction(){
}
public static MoveAction getAction(Vector3 target, float speed) {
MoveAction action = ScriptableObject.CreateInstance<MoveAction> ();
action.target = target;
action.speed = speed;
return action;
}
// Use this for initialization
public override void Start () {
}
// Update is called once per frame
public override void Update () {
transform.position = Vector3.MoveTowards(transform.position, target, speed*Time.deltaTime);
if (transform.transform.position == target) {
destroy = true;
callback.actionDone (this);
}
}
}
CCSequenceAction
这是一个动作顺序执行序列的是SSAction的子类,其通过一个Action的List,和actionDone对于List的维护以及Update对于调用哪个Action的Update方法的控制,实现了一个动作顺序执行的效果。十分方便了我们对于一个连续动作的编程。
public class CCSequenceAction : SSAction, ActionCallback {
public List<SSAction> sequence;
public int repeat = 1; // 1->only do it for once, -1->repeat forever
public int currentActionIndex = 0;
public static CCSequenceAction getAction(int repeat, int currentActionIndex, List<SSAction> sequence) {
CCSequenceAction action = ScriptableObject.CreateInstance<CCSequenceAction>();
action.sequence = sequence;
action.repeat = repeat;
action.currentActionIndex = currentActionIndex;
return action;
}
public override void Update() {
if (sequence.Count == 0)return;
if (currentActionIndex < sequence.Count) {
sequence[currentActionIndex].Update();
}
}
public void actionDone(SSAction source) {
source.destroy = false;
this.currentActionIndex++;
if (this.currentActionIndex >= sequence.Count) {
this.currentActionIndex = 0;
if (repeat > 0) repeat--;
if (repeat == 0) {
this.destroy = true;
this.callback.actionDone(this);
}
}
}
public override void Start() {
foreach(SSAction action in sequence) {
action.gameObject = this.gameObject;
action.transform = this.transform;
action.callback = this;
action.Start();
}
}
void OnDestroy() {
foreach(SSAction action in sequence) {
DestroyObject(action);
}
}
}
SSActionManager
这个就是我们这一期的主角ActionManager了,其负责了action的增加、删除、执行。它通过在Update中调用SSAction的Update方法,实现对于动作的一个调度,管理动作的自动执行。
public class SSActionManager : MonoBehaviour, ActionCallback {
private Dictionary<int, SSAction> actions = new Dictionary<int, SSAction>();
private List<SSAction> waitingToAdd = new List<SSAction>();
private List<int> watingToDelete = new List<int>();
protected void Update() {
foreach(SSAction ac in waitingToAdd) {
actions[ac.GetInstanceID()] = ac;
}
waitingToAdd.Clear();
foreach(KeyValuePair<int, SSAction> kv in actions) {
SSAction ac = kv.Value;
if (ac.destroy) {
watingToDelete.Add(ac.GetInstanceID());
} else if (ac.enable) {
ac.Update();
}
}
foreach(int key in watingToDelete) {
SSAction ac = actions[key];
actions.Remove(key);
DestroyObject(ac);
}
watingToDelete.Clear();
}
public void addAction(GameObject gameObject, SSAction action, ActionCallback callback) {
action.gameObject = gameObject;
action.transform = gameObject.transform;
action.callback = callback;
waitingToAdd.Add(action);
action.Start();
}
public void actionDone(SSAction source) {
}
}
FirstSceneActionManager
FirstSceneActionManager就是我们上面SSActionManager的一个子类,对于我们场景中具体的动作进行了封装,我们只需要在FirstSceneController中调用该方法,就可以实现我们之前的Move了,十分方便了我们的编程。
public class FirstSceneActionManager : SSActionManager {
public void toggleBoat(BoatController boat) {
MoveAction action = MoveAction.getAction (boat.getTarget (), boat.speed);
this.addAction (boat.getBoat (), action, this);
boat.toggle ();
}
public void moveCharacter(ICharacterController character, Vector3 target) {
Vector3 nowPos = character.getPos ();
Vector3 tmpPos = nowPos;
if (target.y > nowPos.y) {
tmpPos.y = target.y;
} else {
tmpPos.x = target.x;
}
SSAction action1 = MoveAction.getAction(tmpPos, character.speed);
SSAction action2 = MoveAction.getAction(target, character.speed);
SSAction sequenceAction = CCSequenceAction.getAction(1, 0, new List<SSAction>{action1, action2});
this.addAction(character.getInstance(), sequenceAction, this);
}
}
FirstController
在完成了FirstSceneActionManager后,我们把GameObjectController中以及FirstController中一些关于动作的部分删除,然后在原来动作的部分调用FirstSceneActionManager提供新的方法就可以了。(不过因为一开始设计架构的时候没有考虑加入动作管理器,加之最近时间较紧,没有太多时间对游戏进行重构,所以FirstController中仍然有着部分关于判断物体运动的逻辑)
public class FirstController : MonoBehaviour, ISceneController, IUserAction {
UserGUI userGUI;
public LandController rightLand;
public LandController leftLand;
public BoatController boat;
public ICharacterController[] characters;
private FirstSceneActionManager actionManager;
void Awake()
{
GameDirector director = GameDirector.getInstance();
director.currentSceneController = this;
userGUI = gameObject.AddComponent<UserGUI>() as UserGUI;
genGameObjects();
}
void Start() {
actionManager = GetComponent<FirstSceneActionManager> ();
}
public void genGameObjects()
{
characters = new ICharacterController[6];
boat = new BoatController();
leftLand = new LandController(-1);
rightLand = new LandController(1);
for (int i = 0; i < 3; i++)
{
ICharacterController priest = new ICharacterController(0, "priest" + i);
priest.setPosition(rightLand.getEmptyPosition());
priest.getOnLand(rightLand);
rightLand.getOnLand(priest);
characters[i] = priest;
}
for (int i = 0; i < 3; i++)
{
ICharacterController demon = new ICharacterController(1, "demon" + i);
demon.setPosition(rightLand.getEmptyPosition());
demon.getOnLand(rightLand);
rightLand.getOnLand(demon);
characters[i+3] = demon;
}
}
public void ClickCharacter(ICharacterController character)
{
if (userGUI.status != 0 || !boat.available())
{
return;
}
if (character.isOnBoat()) {
LandController land;
if (boat.getBoatPos() == 0)
{
land = leftLand;
}
else
{
land = rightLand;
}
boat.getOffBoat(character.getName());
actionManager.moveCharacter (character, land.getEmptyPosition ());
character.getOnLand(land);
land.getOnLand(character);
}
else
{
LandController land = character.getLandController();
if (boat.getEmptyIndex() == -1)
return;
int landPos = land.getType(), boatPos = (boat.getBoatPos() == 0) ? -1 : 1;
if (landPos != boatPos)
return;
land.getOffLand(character.getName());
actionManager.moveCharacter (character, boat.getEmptyPosition ());
character.getOnBoat(boat, boat.getEmptyIndex());
boat.getOnBoat(character);
}
userGUI.status = checkResult();
}
public void ToggleBoat()
{
if (userGUI.status != 0 || boat.isEmpty() || !boat.available())
return;
actionManager.toggleBoat (boat);
userGUI.status = checkResult();
}
int checkResult()
{
int leftPriests = 0;
int rightPriests = 0;
int leftDemons = 0;
int rightDemons = 0;
int[] leftStatus = leftLand.getStatus();
leftPriests += leftStatus[0];
leftDemons += leftStatus[1];
if (leftPriests + leftDemons == 6)
return 2;
int[] rightStatus = rightLand.getStatus();
rightPriests += rightStatus[0];
rightDemons += rightStatus[1];
int[] boatStatus = boat.getBoatStatus();
if (boat.getBoatPos() == 0)
{
leftPriests += boatStatus[0];
leftDemons += boatStatus[1];
}
else
{
rightPriests += boatStatus[0];
rightDemons += boatStatus[1];
}
if (leftPriests > 0 && leftPriests < leftDemons)
return 1;
if (rightPriests > 0 && rightPriests < rightDemons)
return 1;
return 0;
}
public void restart()
{
boat.reset();
leftLand.reset();
rightLand.reset();
for (int i = 0; i < characters.Length; i++)
characters[i].reset();
}
}
改进
- 根据上课学到的内容,给Camera加上了SkyBox,美化了程序的UI
- 给游戏添加了切换视角的功能,玩家可以根据自己喜好在全局视角以及船只跟随视角之间任意切换,游戏的体验更佳