Unity 3d 六、物理系统与碰撞

Homework6-adapter模式的打飞碟游戏

这周的任务主要就是通过给打飞碟游戏加上adapter模式让我们熟悉adapter模式,体会到Apapter模式给我们编程带来的作用,提升我们面向对象的设计技巧。

完成的类

其实在上一周已完成作业的基础上,这一周并不用加什么特别的东西。只需要写出一个基本的ActionManagerTarget的接口(类似上图中的IActionManager), 然后实现一个供场景控制器调用的ActionManagerAdapter,然后实现我们这次需要实现的PhysicsActionManager, 把原来调用FirstSceneActionController的地方换成调用我们新实现的ActionManagerAdapter,那么这周的作业就完成了。下面我们分类来说说

ActionManagerTarget

这个接口里声明的就是我们动作管理器所需的基本函数,以及一个切换动作管理器的功能。通过使用这个统一的接口,我们可以在多个动作管理器之间无缝切换.

public interface ActionManagerTarget 
{
	int getMode();

	void switchActionManager();

	void addAction (GameObject ufo, float speed);

	void removeActionOf (GameObject ufo);
}

ActionManagerAdapter

这里就是对于我们声明的一个接口的实现,通过实现这个接口以供场景控制器调用,我们给游戏加上的Adapter模式的工作就完成一大半了,剩下的基本就是完成PhysicsActionManager了。

public class ActionManagerAdapter : ActionManagerTarget 
{
	FirstSceneActionManager firstSceneActionManager;
	PhysicsActionManager physicsActionManager;

	int mode = 0; // 0: firstSceneActionManager, 1: physicsActionManager

	public int getMode() 
	{
		return mode;
	}

	public void switchActionManager() 
	{
		mode = 1 - mode;
	}

	public ActionManagerAdapter(GameObject main) 
	{
		firstSceneActionManager = main.AddComponent < FirstSceneActionManager> ();
		physicsActionManager = main.AddComponent<PhysicsActionManager> ();
		mode = 0;
	}

	public void addAction(GameObject ufo, float speed) 
	{
		if (mode == 0)
		{
			firstSceneActionManager.addActionToUFO (ufo, speed);
		}
		else
		{
			physicsActionManager.addForceToObj (ufo, speed);
		}
	}

	public void removeActionOf(GameObject ufo) 
	{
		if (mode == 0) 
		{
			firstSceneActionManager.removeActionByObj (ufo);
		}
		else
		{
			physicsActionManager.removeForceOfObj (ufo);
		}
	}
}

PhysicsActionManage

在这里因为给我们的ufo加上了刚体,我们可以直接通过加上力、初速度,去掉力的方式,给动作加上对应的动作,设速度为0的操作实现动作的管理。

public class PhysicsActionManager : MonoBehaviour {
	public void addForceToObj (GameObject ufo, float speed) 
	{
		int position = (Random.Range (1, 3) < 2) ? -1 : 1;
		ufo.transform.position = new Vector3 (-10 * position, Random.Range (4, 6), 5);
		Vector3 speedVector = new Vector3 (Random.Range ((int)speed, (int)(1.5 * speed)) * position, Random.Range ((int)speed, (int)(1.2 * speed)), 0);
		ufo.GetComponent<Rigidbody> ().useGravity = true;
		ufo.GetComponent<Rigidbody> ().velocity = speedVector;
	}

	public void removeForceOfObj (GameObject ufo)
	{
	   ufo.GetComponent<Rigidbody> ().useGravity = false;
	   ufo.GetComponent<Rigidbody> ().velocity = Vector3.zero;
	}

}

实现了这些类之后,加上其他代码的一些微小的修整,即一些地方对于切换场景控制器功能的调用的设置(游戏场景内右键点击)以及一些加入了新的PhysicsActionManager后出了一些小Bug的修复和加了一些游戏的彩蛋(飞碟相撞会💥,你打得不快的话有时就打不到了,哈哈),我们就完成这周的作业了,这周的这个作业相对前几周其实任务量并不大,所以,继续肝射箭小游戏去啦🌚!

结果演示

Homework6-射箭小游戏

游戏要求

  1. 靶对象为 5 环,按环计分;
  2. 箭对象,射中后要插在靶上
  3. 增强要求:射中后,箭对象产生颤抖效果,到下一次射击 或 1秒以后(未实现)
  4. 游戏仅一轮,无限 trials;
  5. 增强要求:添加一个风向和强度标志,提高难度

UML图

游戏实现

做了这几次的作业以后,我发现基本架构的代码都几乎可以复用,所以我直接把一些基本的每次用到的代码弄了一个BasicCode文件夹,ActionManager也摆放在内,编写游戏的时候,在其基础上增加就好了。

根据我们画出的UML图,我们可以看到我们这次需要完成的类不算多, 基础的代码都有,不不不过这次作业中的PhysicsActionManager,我经过上一次作业的编辑,经过思考,觉得其应该继承我们的SSActionManager,这样不仅可以让我们减少了一个接口类的书写,还把其整合到整个ActionManager的系统中,拥有ActionCallback等的功能,动作的完成的判断可以直接在自身的Update里完成,比起上一次作业优化了挺多。

现在我们分类说说

ArrowFlyAction

这次作业最基本的肯定就是我们箭的动作了,这里我不仅包含了射箭出去的动作,还包含了风向对于箭产生的动作,至于为什么我会把风力对箭的影响实体化成动作在游戏中呢,因为通过使用ActionManager去管理风力,我们可以在场景控制器中减少相应的代码。

ArrowFlyAction实现如下

public class ArrowFlyAction : SSAction {
	public int type; // 0: windAction, 1: shootAction
	public Vector3 speed;
	bool firstTime = false;

	private ArrowFlyAction() {}

	public static ArrowFlyAction GetSSAction(int type, Vector3 speed) {
		ArrowFlyAction arrowFlyAction = ScriptableObject.CreateInstance<ArrowFlyAction> ();
		arrowFlyAction.speed = speed;
		arrowFlyAction.firstTime = true;
		arrowFlyAction.type = type;
		return arrowFlyAction;
	}

	public override void Start() {}

	public override void Update() {
		if (firstTime) {
			if (type == 0) {
				// wind
				this.gameObject.GetComponent<Rigidbody> ().AddForce (speed, ForceMode.Force);
			} else {
				// shoot
				this.gameObject.GetComponent<Rigidbody> ().AddForce (speed, ForceMode.VelocityChange);
			}
			firstTime = false;
		}
		if (this.gameObject.transform.position.z > 50) {
			this.destroy = true;
			this.callback.actionDone (this);
		}
		if (this.gameObject.GetComponent<ArrowControl> ().arrowController.available == false) {
			this.destroy = true;
		}
	}
}

PhysicsActionManager

和我一开始说的一样,我的PhysicsActionManager继承了SSActionManager类,并实现了ActionCallback接口以完成事件结束的处理。该类实现挺简单,这里不多BB

public class PhysicsActionManager : SSActionManager, ActionCallback {
	public FirstController firstController;

	public void Start () {
		firstController = (FirstController)GameDirector.getInstance ().currentSceneController;
		firstController.physicsActionManager = this;
	}

	public void Update() {
		base.Update ();
	}

	public void actionDone (SSAction source) {
		if (((ArrowFlyAction)source).type == 1) {
			firstController.arrowFactory.recycle (((ArrowFlyAction)source).gameObject.GetComponent<ArrowControl> ().arrowController);
			firstController.shootFinish = true;
		}
	}
}

到这里,基础的部分就差不多了,还剩下负责具体功能的各个类与我们的场景控制器。

CheckCrack

我们先来看看我用于检查物体碰撞以提供给计分器,并且使得箭体碰到靶子后插在靶上(停住)的类

这里主要用到了OnTriggerEnter来确定箭体碰到靶子这一事件,只要我们的CheckCrack Add到各个分数对应的GameObject中,我们的靶子就能获取箭射到的位置,交给计分员计分。

在这里,可能因为我靶子实现的不太好,我的箭在射中靶子后,插入靶子里面,从而也会触发后面靶子的触发器,所以这里可以看到,我的ArrowController里加入了一个available,这样保证箭一旦插入就不再处理对应的触发事件。

public class CheckCrack : MonoBehaviour {
	public FirstController firstController;
	public ScoreRecorder scoreRecorder;

	void Start() {
		firstController = (FirstController)GameDirector.getInstance ().currentSceneController;
		scoreRecorder = ScoreRecorder.getInstance ();
	}

	void OnTriggerEnter(Collider arrow) {
		if (arrow.gameObject.GetComponent<ArrowControl> ().arrowController.available == true) {
			arrow.gameObject.GetComponent<Rigidbody> ().velocity = Vector3.zero;
			arrow.gameObject.GetComponent<Rigidbody> ().isKinematic = true;
			arrow.gameObject.GetComponent<ArrowControl> ().arrowController.available = false;
			arrow.gameObject.transform.GetComponent<Collider> ().enabled = false;
			firstController.shootFinish = true;
			firstController.showCamera.showCamera ();
			scoreRecorder.record (gameObject);
		}
	}
}

ScoreRecorder

计分员的实现和上次类似,不过这一次是根据GameObbject的名字来加分

public class ScoreRecorder {
	public int score = 0;

	Text gameInfo;

	private static ScoreRecorder instance;
	public static ScoreRecorder getInstance()
	{
		if (instance == null)
		{
			instance = new ScoreRecorder();
		}
		return instance;
	}

	private ScoreRecorder() {
		gameInfo = (GameObject.Instantiate (Resources.Load ("Prefabs/ScoreInfo")) as GameObject).transform.Find ("Text").GetComponent<Text> ();
		gameInfo.text = "" + score;
	}

	public void record(GameObject hitObj) {
		switch (hitObj.name) {
			case "1":
				score += 1;
				break;
			case "2":
				score += 2;
				break;
			case "3":
				score += 3;
				break;
			case "4":
				score += 4;
				break;
			case "5":
				score += 5;
				break;
		}
		gameInfo.text = "" + score;
	}


	public int getScore() {
		return score;
	}

	public void reset() {
		score = 0;
		gameInfo.text = "" + score;
	}
}

showSubCamera

这里我加了个子摄像头的功能,若玩家射中靶子,我会激活该摄像头,使玩家清晰看到箭射中的位置

public class showSubCamera : MonoBehaviour {
	private float time = 0;
	private bool show = false;
	GameObject cameraObj;

	// Use this for initialization
	void Start () {
		show = false;
		cameraObj = (GameObject.Instantiate (Resources.Load ("Prefabs/SubCamera")) as GameObject);
		cameraObj.SetActive (false);
	}

	public void showCamera() {
		cameraObj.SetActive (true);
		show = true;
		time = 1;
	}
	
	// Update is called once per frame
	void Update () {
		if (show) {
			time -= Time.deltaTime;
			if (time <= 0) {
				show = false;
				cameraObj.SetActive (false);
			}
		}
	}
}

WindMake

游戏中我直接实现了一个WindMake类来管理风的生成,每240帧数更换一个风向,并且把其实时的风向显示到游戏画面的左上角

public class WindMake : MonoBehaviour {
	public Vector3 Wind;
	Text gameInfo;
	int fpsCount = 0;

	void Awake() {
		gameInfo = (GameObject.Instantiate (Resources.Load ("Prefabs/WindInfo")) as GameObject).transform.Find ("Text").GetComponent<Text> ();
		makeWind ();
		fpsCount = 0;
	}

	void Update() {
		fpsCount++;
		if (fpsCount == 240) {
			Wind = makeWind ();
			fpsCount = 0;
		}// 240帧换一个风向
	}

	public Vector3 makeWind() {
		float y = Random.Range (-100, 100);
		float z = Random.Range (-30, 0);
		float x = Random.Range (-50, 50);
		gameInfo.text = "(" + x + "," + y + "," + z + ")";
		return new Vector3 (x, y, z);
	}

	public Vector3 getWind() {
		return Wind;
	}
}

说到这里,突然看到还有我们的ArrowFactory没有讲🌚

ArrowFactory

实现和基本的Factory类似,没有什么可讲的, 就是加上了对于刚体的初始化等的一些内容

public class ArrowFactory : MonoBehaviour {
	Queue<ArrowController> waitingQueue;
	List<ArrowController> runningList;
	 
	private FirstController firstController;


	GameObject basic;

	private void Awake() {
		waitingQueue = new Queue<ArrowController> ();
		runningList = new List<ArrowController> ();

		basic = Instantiate (Resources.Load ("Prefabs/Arrow", typeof(GameObject)) as GameObject);
		basic.SetActive (false);
	}

	public ArrowController getArrow() {
		ArrowController arrow;
		if (waitingQueue.Count == 0) {
			GameObject newArrow = GameObject.Instantiate (basic);
			arrow = new ArrowController (newArrow);
		} else {
			arrow = waitingQueue.Dequeue ();
		}
		arrow.getObject ().transform.parent = ((FirstController)GameDirector.getInstance ().currentSceneController).Bow.transform;
		arrow.getObject().GetComponent<Rigidbody> ().velocity = Vector3.zero;
		arrow.getObject ().transform.localPosition = new Vector3 (0, 2, 1);
		arrow.getObject ().GetComponent<Rigidbody> ().isKinematic = true;
		arrow.getObject ().transform.GetComponent<Collider> ().enabled = true;
		arrow.appear ();
		runningList.Add (arrow);
		return arrow;
	}

	public void recycle(ArrowController arrow) {
		arrow.disappear ();
		arrow.getObject ().transform.position = new Vector3 (0, 0, -8);
		arrow.getObject ().transform.GetComponent<Collider> ().enabled = false;
		runningList.Remove (arrow);
		waitingQueue.Enqueue (arrow);
	}

	public void recycleAll() {
		while (runningList.Count != 0)
		{
			recycle(runningList[0]);
		}
	}
}

ArrowController

这里为了方便Arrow的实现,我在这次作业中也一样实现了ArrowController类,加入了箭体的基本状态的信息,并方便了之后的拓展。

public class ArrowController{
	GameObject arrow;
	ArrowControl arrowControl;
	public bool available = false;

	public ArrowController (GameObject gameObject) {
		this.arrow = gameObject;
		arrowControl = gameObject.AddComponent<ArrowControl> ();
		arrowControl.arrowController = this;
	}

	public void appear()
	{
		available = true;
		arrow.SetActive(true);
	}

	public void disappear()
	{
		arrow.SetActive(false);
	}
		
	public GameObject getObject() {
		return arrow;
	}
}

ArrowControl类

这个类主要是用于GameObject获取其对应的Controller

public class ArrowControl : MonoBehaviour {
	public ArrowController arrowController;
}

FirstController类

写完各个功能的类后,就剩下我们的游戏场景控制器了,这里基本就是各个类的整合以及用户交互的实现,实现不难。

public class FirstController : MonoBehaviour, ISceneController {
	public PhysicsActionManager physicsActionManager;

	public GameDirector gameDirector;
	public GameObject Bow;
	public ArrowController arrow;
	public ScoreRecorder scoreRecorder;

	public ArrowFactory arrowFactory;
	public WindMake windMake;
	public showSubCamera showCamera;

	GUIStyle gameInfoStyle;
	public bool shootFinish = true; // whether arrow hit success

	void Awake() {
		arrowFactory = gameObject.AddComponent<ArrowFactory> ();
		windMake = gameObject.AddComponent<WindMake> ();
		physicsActionManager = gameObject.AddComponent<PhysicsActionManager> ();
		scoreRecorder = ScoreRecorder.getInstance ();
		showCamera = gameObject.AddComponent<showSubCamera> ();

		gameDirector = GameDirector.getInstance ();
		gameDirector.currentSceneController = this;
	}
		
	// Use this for initialization
	void Start () {
		loadResources ();
		Cursor.lockState = CursorLockMode.Locked;
		Cursor.visible = false;
		gameInfoStyle = new GUIStyle ();
		gameInfoStyle.fontSize = 25;
	}

	void OnGUI() {
		GUI.Label (new Rect (20, 80, 200, 50), "Press space to restart!", gameInfoStyle);
	}
	

	// Update is called once per frame
	void Update () {
		float offsetX = Input.GetAxis ("Mouse X");
		float offsetY = Input.GetAxis ("Mouse Y");
		moveBow (offsetX, offsetY);

		if (Input.GetKeyDown("escape")) {
			Cursor.visible = true;
			Cursor.lockState = CursorLockMode.None;
		}

		if (Input.GetButton ("Fire1")) {
			Cursor.lockState = CursorLockMode.Locked;
			Cursor.visible = false;
			shootArrow ();
		}

		if (Input.GetKeyDown ("space")) {
			reset ();
		}

		if (shootFinish && arrow == null) {
			arrow = arrowFactory.getArrow ();
		}
		
	}

	public void moveBow(float offsetX, float offsetY) {
		float posy = Mathf.Clamp(Bow.transform.position.y + offsetY, 1, 30);
		Bow.transform.position = new Vector3 (Bow.transform.position.x + offsetX, posy, Bow.transform.position.z);
	}

	public void shootArrow() {
		if (arrow != null) {
			GameObject arrowObj = arrow.getObject ();
			arrowObj.GetComponent<Rigidbody> ().isKinematic = false;
			Vector3 dir = arrowObj.transform.up * -1;
			ArrowFlyAction arrowAction = ArrowFlyAction.GetSSAction (1, dir * 30);
			ArrowFlyAction windAction = ArrowFlyAction.GetSSAction (0, windMake.getWind());
			physicsActionManager.addAction (arrowObj, arrowAction, physicsActionManager);
			physicsActionManager.addAction (arrowObj, windAction, physicsActionManager);
			arrowObj.transform.parent = null;
			arrow = null;
			shootFinish = false;
		}
	}

	public void loadResources() {
		Instantiate(Resources.Load("Prefabs/Land"));
		Instantiate(Resources.Load("Prefabs/Target"));
		Bow = Instantiate(Resources.Load("Prefabs/Bow")) as GameObject;  
		arrow = arrowFactory.getArrow ();
	}

	void reset() {
		arrow = null;
		shootFinish = true;
		scoreRecorder.reset ();
		arrowFactory.recycleAll ();
	}
}

到这里这周的作业就完成了,难度不算太大,在学习了物理引擎的使用后,我们Action的使用更加简单,只需要加上对应的力就可以了,并不需要一些复杂的语句,而且有了之前几周完成的基础的游戏架构,我们基本就是完成负责游戏对象的创建功能的类,完成对象基本动作的类,以及游戏场景中对应功能解耦出来的类。只要有了这些基本的意识后,我们对于写游戏的上手还是很快的。

结果演示

posted @ 2020-11-11 18:30  沐锋丶  阅读(258)  评论(0编辑  收藏  举报