1 需求实现
人机交互Input 中实现了通过键盘控制坦克运动,通过鼠标控制坦克发射炮弹,本文将在此基础上,增加血条(HP)功能。炮弹命中后,HP 值会减少,因此需要应用到 刚体组件Rigidbody 和 碰撞体组件Collider;从不同角度攻击敌人时,敌人的血条始终朝向相机,因此需要用到 相机跟随;血条通过 Image 显示,因此需要用到 UGUI之Image;玩家的血条始终显示在屏幕左上角,因此需要使用到 锚点。
1)需求实现
- 前后箭头键或 W, S 键控制玩家前进或后退;
- 左右箭头键或 A, D 键控制玩家左右转向;
- 鼠标左键或空格键控制玩家发射炮弹;
- 玩家血条显示在屏幕左上角;
- 相机在玩家后上方的位置,始终跟随玩家,朝玩家正前方看;
- 玩家移动时,敌人转向玩家,当偏离玩家的角度小于5°时,发射炮弹;
- 敌人血条显示在其上方,并且始终看向相机。
2)涉及技术栈
2 游戏对象
1)游戏界面
2)游戏对象层级结构
3 Transform组件参数
1)玩家 Transform 组件参数
Name | Type | Position | Rotation | Scale | Color/Texture |
Player | Empty | (0, 0.25, -5) | (0, 0, 0) | (1, 1, 1) | #228439FF |
Botton | Cube | (0, 0, 0) | (0, 0, 0) | (2, 0.5, 2) | #228439FF |
Top | Cube | (0, 0.5, 0) | (0, 0, 0) | (1, 0.5, 1) | #228439FF |
Gun | Cylinder | (0, 0, 1.5) | (90, 0, 0) | (0.2, 1, 0.4) | #228439FF |
FirePoint | Empty | (0, 1.15, 0) | (0, 0, 0) | (1, 1, 1) | —— |
补充:Player 游戏对象添加了刚体组件,并修改 Mass = 100,Drag = 1,AngularDrag = 0.1,Freeze Rotation 中勾选 X 和 Z。
2)玩家 HP RectTransform 组件参数
Name | Type | Rect | Width/Height | Pos | Color/Texture |
PlayerHP | Canvas | —— | —— | —— | —— |
Panel | Panel | (0, 0, 0, 0) | —— | (-, -, 0) | #FFFFFF00 |
HealthBG | Image | (0, 0.25, -5) | (200, 20) | (125, -30, 0) | #FFFFFFFF |
Health | Image | (0, 0.25, -5) | (200, 20) | (125, -30, 0) | #FF2230FF |
补充: 玩家 PlayerHP 的 Canvas 渲染模式是 Screen Space - Overlay,Health 的 ImageType 设置为 Filled,Fill Method 设置为 Horizontal。
3)敌人 Transform 组件参数
Name | Type | Position | Rotation | Scale | Color/Texture |
Enemy | Empty | (0, 0.25, 5) | (0, 180, 0) | (1, 1, 1) | #15D3F9FF |
Botton | Cube | (0, 0, 0) | (0, 0, 0) | (2, 0.5, 2) | #15D3F9FF |
Top | Cube | (0, 0.5, 0) | (0, 0, 0) | (1, 0.5, 1) | #15D3F9FF |
Gun | Cylinder | (0, 0, 1.5) | (90, 0, 0) | (0.2, 1, 0.4) | #15D3F9FF |
FirePoint | Empty | (0, 1.15, 0) | (0, 0, 0) | (1, 1, 1) | —— |
补充:Enemy 游戏对象添加了刚体组件,并修改 Mass = 100,Drag = 0.5,AngularDrag = 0.1,Freeze Rotation 中勾选 X 和 Z。
4)敌人 HP RectTransform 组件参数
Name | Type | Width/Height | Pos | Color/Texture |
HP | Canvas | (2, 0.2) | (0, 0.85, 0) | —— |
HealthBG | Image | (2, 0.2) | (0, 0, 0) | #FFFFFFFF |
Health | Image | (2, 0.2) | (0, 0, 0) | #FF2230FF |
补充: 敌人 HP 的 Canvas 渲染模式是 World Space,Health 的 ImageType 设置为 Filled,Fill Method 设置为 Horizontal。
5)地面和炮弹 Transform 组件参数
Name | Type | Position | Rotation | Scale | Color/Texture |
Plane | Plane | (0, 0, 0) | (0, 0, 0) | (10, 10, 10) | GrassRockyAlbedo |
Bullet | Sphere | (0, 0.5, -5) | (0, 0, 0) | (0.3, 0.3, 0.3) | #228439FF |
补充:炮弹作为预设体拖拽到 Assets/Resources/Prefabs 目录下,并且添加了刚体组件。
3 脚本组件
1)CameraController
CameraController.cs
-
using UnityEngine;
-
-
public
class
CameraController :
MonoBehaviour {
-
private Transform player;
// 玩家
-
private Vector3 relaPlayerPos;
// 相机在玩家坐标系中的位置
-
private
float targetDistance =
15f;
// 相机看向玩家前方的位置
-
-
private void Start() {
-
relaPlayerPos =
new Vector3(
0,
4,
-8);
-
player = GameObject.Find(
"Player/Top").transform;
-
}
-
-
private void LateUpdate() {
-
CompCameraPos();
-
}
-
-
private void CompCameraPos() {
// 计算相机坐标
-
Vector3 target = player.position + player.forward * targetDistance;
-
transform.position = transformVecter(relaPlayerPos, player.position, player.right, player.up, player.forward);
-
transform.rotation = Quaternion.LookRotation(target - transform.position);
-
}
-
-
// 求以origin为原点, locX, locY, locZ 为坐标轴的本地坐标系中的向量 vec 在世界坐标系中对应的向量
-
private Vector3 transformVecter(Vector3 vec, Vector3 origin, Vector3 locX, Vector3 locY, Vector3 locZ) {
-
return vec.x * locX + vec.y * locY + vec.z * locZ + origin;
-
}
-
}
说明: CameraController 脚本组件挂在 MainCamera 游戏对象上。
2)PlayerController
PlayerController.cs
-
using System;
-
using UnityEngine;
-
-
public
class
PlayerController :
MonoBehaviour {
-
private Transform firePoint;
// 开火点
-
private GameObject bulletPrefab;
// 炮弹预设体
-
private
float tankMoveSpeed =
4f;
// 坦克移动速度
-
private
float tankRotateSpeed =
2f;
// 坦克转向速度
-
private
float fireWaitTime =
float.MaxValue;
// 距离上次开火已等待的时间
-
private
float bulletCoolTime =
0.15f;
// 炮弹冷却时间
-
-
private void Start() {
-
firePoint = transform.Find(
"Top/Gun/FirePoint");
-
bulletPrefab = (GameObject) Resources.Load(
"Prefabs/Bullet");
-
}
-
-
private void Update() {
-
fireWaitTime += Time.deltaTime;
-
float hor = Input.GetAxis(
"Horizontal");
-
float ver = Input.GetAxis(
"Vertical");
-
Move(hor, ver);
-
if (Input.GetMouseButtonDown(
0) || Input.GetKeyDown(KeyCode.Space)) {
-
Fire();
-
}
-
}
-
-
private void Move(float hor, float ver) {
// 坦克移动
-
if (Math.Abs(hor) >
0.1f || Math.Abs(ver) >
0.1f) {
-
GetComponent<Rigidbody>().velocity = transform.forward * tankMoveSpeed * ver;
-
GetComponent<Rigidbody>().angularVelocity = Vector3.up * tankRotateSpeed * hor;
-
}
-
}
-
-
private void Fire() {
// 开炮
-
if (fireWaitTime > bulletCoolTime) {
-
BulletInfo bulletInfo =
new BulletInfo(
"PlayerBullet", Color.red, transform.forward,
10f,
15f);
-
GameObject bullet = Instantiate(bulletPrefab, firePoint.position, Quaternion.identity);
-
bullet.AddComponent<BulletController>().SetBulletInfo(bulletInfo);
-
fireWaitTime =
0f;
-
}
-
}
-
}
说明: PlayerController 脚本组件挂在 Player 游戏对象上。
3)EnemyController
EnemyController.cs
-
using UnityEngine;
-
using UnityEngine.UI;
-
-
public
class
EnemyController :
MonoBehaviour {
-
private Transform target;
// 目标
-
private Transform top;
// 炮头
-
private Transform firePoint;
// 开火点
-
private Transform hp;
// 血条
-
private GameObject bulletPrefab;
// 炮弹预设体
-
private
float rotateSpeed =
0.4f;
// 坦克转向速度
-
private
float fireWaitTime =
float.MaxValue;
// 距离上次开火已等待的时间
-
private
float bulletCoolTime =
1f;
// 炮弹冷却时间
-
-
private void Start () {
-
target = GameObject.Find(
"Player/Top").transform;
-
top = transform.Find(
"Top");
-
firePoint = transform.Find(
"Top/Gun/FirePoint");
-
hp = transform.Find(
"HP");
-
bulletPrefab = (GameObject) Resources.Load(
"Prefabs/Bullet");
-
}
-
-
private void Update () {
-
fireWaitTime += Time.deltaTime;
-
LookAtTarget();
-
float angle = Vector3.Angle(target.position - top.position, top.forward);
-
if (LookAtTarget()) {
-
Fire();
-
}
-
HPLookAtCamera();
-
}
-
-
private bool LookAtTarget() {
-
Vector3 dir = target.position - top.position;
-
float angle = Vector3.Angle(dir, top.forward);
-
if (angle >
5) {
-
int axis = Vector3.Dot(Vector3.Cross(dir, top.forward), Vector3.up) >
0 ?
-1 :
1;
-
GetComponent<Rigidbody>().angularVelocity = axis * Vector3.up * rotateSpeed;
-
return
false;
-
}
-
GetComponent<Rigidbody>().angularVelocity = Vector3.zero;
-
return
true;
-
}
-
-
private void HPLookAtCamera() {
-
Vector3 cameraPos = Camera.main.transform.position;
-
Vector3 target =
new Vector3(cameraPos.x, hp.position.y, cameraPos.z);
-
hp.LookAt(target);
-
}
-
-
private void Fire() {
-
if (fireWaitTime > bulletCoolTime) {
-
BulletInfo bulletInfo =
new BulletInfo(
"EnemyBullet", Color.yellow, top.forward,
5f,
10f);
-
GameObject bullet = Instantiate(bulletPrefab, firePoint.position, Quaternion.identity);
// 通过预设体创建炮弹
-
bullet.AddComponent<BulletController>().SetBulletInfo(bulletInfo);
-
fireWaitTime =
0;
-
}
-
}
-
}
说明: EnemyController 脚本组件挂在 Enemy 游戏对象上。
4)BulletController
BulletController.cs
-
using UnityEngine;
-
using UnityEngine.UI;
-
-
public
class
BulletController :
MonoBehaviour {
-
private BulletInfo bulletInfo;
// 炮弹信息
-
private
volatile
bool isDying =
false;
-
-
private void Start () {
-
gameObject.name = bulletInfo.name;
-
GetComponent<MeshRenderer>().material.color = bulletInfo.color;
-
float lifeTime = bulletInfo.fireRange / bulletInfo.speed;
// 存活时间
-
Destroy(gameObject, lifeTime);
-
}
-
-
private void Update () {
-
transform.GetComponent<Rigidbody>().velocity = bulletInfo.flyDir * bulletInfo.speed;
-
}
-
-
private void OnCollisionEnter(Collision other) {
-
if (isDying) {
-
return;
-
}
-
if (IsHitEnemy(gameObject.name, other.gameObject.name)) {
-
other.transform.Find(
"HP/Health").GetComponent<Image>().fillAmount -=
0.1f;
-
isDying =
true;
-
Destroy(gameObject,
0.1f);
-
}
else
if (IsHitPlayer(gameObject.name, other.gameObject.name)) {
-
GameObject.Find(
"PlayerHP/Panel/Health").GetComponent<Image>().fillAmount -=
0.1f;
-
isDying =
true;
-
Destroy(gameObject,
0.1f);
-
}
-
}
-
-
public void SetBulletInfo(BulletInfo bulletInfo) {
-
this.bulletInfo = bulletInfo;
-
}
-
-
private bool IsHitEnemy(string name, string otherName) {
// 射击到敌军
-
return name.Equals(
"PlayerBullet") && otherName.Equals(
"Enemy");
-
}
-
-
private bool IsHitPlayer(string name, string otherName) {
// 射击到玩家
-
return name.Equals(
"EnemyBullet") && otherName.Equals(
"Player");
-
}
-
}
说明: BulletController 脚本组件挂在 Bullet 游戏对象上(代码里动态添加)。
5)BulletInfo
BulletInfo.cs
-
using UnityEngine;
-
-
public
class
BulletInfo {
-
public
string name;
// 炮弹名
-
public Color color;
// 炮弹颜色
-
public Vector3 flyDir;
// 炮弹飞出方向
-
public
float speed;
// 炮弹飞行速度
-
public
float fireRange;
// 炮弹射程
-
-
public BulletInfo(string name, Color color, Vector3 flyDir, float speed, float fireRange) {
-
this.name = name;
-
this.color = color;
-
this.flyDir = flyDir;
-
this.speed = speed;
-
this.fireRange = fireRange;
-
}
-
}
4 运行效果
转载:https://blog.csdn.net/m0_37602827/article/details/125862315