PacMan 02——玩家移动

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player的行走

行走原理:

1.每次移动一个单位,判断是否有障碍物,障碍物不可以穿越
2.在按下按键时候触发一个方法,该方法生成一个射线,如果发现墙壁,则就返回true
3.只有四个移动方向
4.每次移动距离都要与豆子间隔相等

代码如下

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour {
     float Speed=5f;//移动速度
    Vector2 playerto;//移动方向
    void Start()
    {
        playerto = gameObject.transform.position;//初始位置
    }
    void FixedUpdate()
    {
        //移动方法
        Vector2 a = Vector2.MoveTowards(this.gameObject.transform.position, playerto, Speed * Time.fixedDeltaTime);//移动方法
        this.gameObject.GetComponent<Rigidbody2D>().MovePosition(a);//利用rigidoby2D移动
        if ((Vector2)gameObject.transform.position == playerto)
        {
            Vector2 s=Vector2.zero;
            if (Input.GetKey(KeyCode.A)&&!CanGo(Vector2.left))
            {
                s = Vector2.left;
            }
             else if (Input.GetKey(KeyCode.S)&&!CanGo(Vector2.down))
            {
                s = Vector2.down;
            }
             else if (Input.GetKey(KeyCode.D)&&!CanGo(Vector2.right))
            {
                s = Vector2.right;
            }
             else if (Input.GetKey(KeyCode.W)&&!CanGo(Vector2.up))
            {
                s = Vector2.up;
            }
            playerto += s;//改变移动坐标
            gameObject.GetComponent<Animator>().SetFloat("DirX",s.x);//播放相应的动画
            gameObject.GetComponent<Animator>().SetFloat("DirY",s.y);
        }
    }
    void Update()
    {
    }
    bool CanGo(Vector2 ss)//检测方法
    {
        //Debug.Log("检测到障碍物");
       RaycastHit2D raycastHit2=Physics2D.Linecast(this.transform.position,(Vector2)this.transform.position+ss,1<<LayerMask.NameToLayer("map"));
        if (raycastHit2==true)
        {
            Debug.Log("检测到障碍物");
        }
        return raycastHit2;//返回射线信息
    }
}

状态机

FSM

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class StaticMachine<T> : MonoBehaviour {
    // 状态机控制器;
    public SureStatic<T> SureStatic = null;//当前的状态;
    public T owner;//状态机拥有者;
    public void Init(T owner,SureStatic<T> initalState)
    {
        this.owner = owner;
        SureStatic = initalState;
        ChangeState(SureStatic);//状态机变化方法
    }
	public void ChangeState(SureStatic<T> NewState)
    {
        if (NewState!=null)
        {
            SureStatic.Exit(owner);
        }
        SureStatic = NewState;
        SureStatic.Enter(owner);
    }
    public void Update()
    {
        SureStatic.Update(owner);
    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SureStatic<T> : MonoBehaviour
{
    //被用于继承
    public virtual void Exit(T a)//状态退出
    {

    }
	public virtual void Enter(T b)//状态进入
    {

    }
    public virtual void Update(T c)//状态更新
    {

    }
}

怪物的状态转换(只有出发和巡逻)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Moster : MonoBehaviour {
    StaticMachine<Moster> machine = new StaticMachine<Moster>();
    public List<Vector2> LiveHomePath;
    public float speed = 4f;
    class WayPointSetect:SureStatic<Moster>//一种状态,出发状态
    {
        private List<Vector2> path;
        private int index;//当前走的路径点个数
         public  WayPointSetect(List<Vector2> path)
        {
            this.path = path;
            this.index = 0;
        }
        public override void Update(Moster c)
        {
            Vector2 a = Vector2.MoveTowards(c.transform.position,path[index],c.speed*Time.fixedDeltaTime);
            c.GetComponent<Rigidbody2D>().MovePosition(a);
            if ((Vector2)c.transform.position==a)
            {
                index++;
                if (index>=path.Count)//.count属性判断元素真实个数
                {
                    c.machine.Init(c,new XunluoPoint());//走完路点后,开始巡逻状态
                    Debug.Log("出发路点完成");
                }else 
                {
                    Vector2 b = path[index] - path[index - 1];
                    c.GetComponent<Animator>().SetFloat("MirX",b.x);
                    c.GetComponent<Animator>().SetFloat("MirY",b.y);
                }
            }
        }
    }
    class XunluoPoint:SureStatic<Moster>//巡逻状态
    {
        private Vector2 dir;//目标点
        private Vector2 Edir;//当前方向向量
        private Vector2[] EdirTo = new Vector2[] { Vector2.left, Vector2.up,Vector2.right,Vector2.down };
        public override void Enter(Moster b)
        {
            dir = b.transform.position;
            Edir = b.transform.position;
        }
        public override void Update(Moster c)
        {
            //Edir = c.transform.position;
            Vector2 b = Vector2.MoveTowards(c.transform.position,dir,c.speed*Time.fixedDeltaTime);
            c.gameObject.GetComponent<Rigidbody2D>().MovePosition(b);
            if ((Vector2)c.transform.position==dir)
            {
                List<Vector2> Averation = new List<Vector2>();
                for (int i=0;i<EdirTo.Length;i++)
                {

                    if (EdirTo[i]==-Edir)
                    {
                        Debug.Log("相反,跳出路径;");
                        continue;
                    }
                    if (c.CanGo(EdirTo[i]) == false)
                    {
                        Averation.Add(EdirTo[i]);
                    }    
                    
                }
                int a = Random.Range(0,Averation.Count);
                Edir = Averation[a];
                dir += Averation[a];
                //Vector2 s = dir - Edir;
                c.GetComponent<Animator>().SetFloat("MirX", Edir.x);
                c.GetComponent<Animator>().SetFloat("MirY", Edir.y);
            }
        }
    }
    private bool CanGo(Vector2 dir)
    {
        RaycastHit2D a = Physics2D.Linecast(this.transform.position,(Vector2)this.transform.position+dir,1<<LayerMask.NameToLayer("map"));
        return a;
    }
	void Start ()
    {
        machine.Init(this, new WayPointSetect(LiveHomePath));//初始化
	}
     void FixedUpdate()
     {
        machine.Update();//每帧调用
     }
}
posted @ 2019-09-25 09:20  优梦创客  阅读(468)  评论(0编辑  收藏  举报