3D游戏编程

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3D游戏编程

3D游戏编程

3D游戏编程_作业三_牧师与魔鬼

  • 1、简答并用程序验证
  • 2.编程实践:牧师与魔鬼:
    • 1:列出游戏中提及的事物(Objects)
    • 2:用表格列出玩家动作表(规则表),注意,动作越少越好。
    • 3:编程:
      • 1.MVC编程结构:
      • 2.创建预制:
      • 3.代码:
        • 3.1 以下的代码都在文件 controller.cs中的同一个命名空间controller下:
          • 1.Director:
          • 2.接口:
          • 3.牧师以及魔鬼游戏对象的controller,以及它们的运动组件:
          • 4.boat对象的控制函数和运动模块:
          • 5.河岸的控制函数:
        • 3.2 User_GUI负责处理玩家动作;在游戏结束时点击按键重新游戏:
        • 3.3scen_controller `在这里插入代码片`场记:创建初始化游戏对象,切换各游戏对象以及游戏的状态,负责管理各游戏对象的交换动作。
        • 3.4 处理游戏对象点击的类 Click_GUI
    • 4.游戏运行:
      • 1:运行截图:
      • 2:演示视频:
    • 项目链接地址

1、简答并用程序验证

游戏对象运动的本质是什么?
游戏对象运动的本质是,在每次帧刷新时,对象的坐标位置发生变化,即对象的transform.postion属性变化;

public class Move : MonoBehaviour {public int speed = 2;// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {ansform.position =  Vector3.MoveTowards (ansform.position, new Vector3(7,7,0), 2 * Time.deltaTime);}
}

请用三种方法以上方法,实现物体的抛物线运动。(如,修改Transform属性,使用向量Vector3的方法…)

方法一:修改Transform属性:
定义两个方向上的速度,水平速度恒定,垂直方向速度匀加速:

public class Move_para : MonoBehaviour {public int x_speed = 3;public int y_speed = 0;// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {ansform.position +=  Vector3.down *Time.deltaTime *(y_speed/100) ;ansform.position +=  Vector3.left *Time.deltaTime * x_speed;y_speed ++;}
}

方法二:使用向量Vector3:

每次更新都加一个Vector3向量,该向量x轴上的值不变,y轴上的取值持续增长:

public class Move_para : MonoBehaviour {public int x_speed = 3;public int y_speed = 80;// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {ansform.position +=  new Vector3(Time.deltaTime * x_speed,Time.deltaTime *(y_speed/100),0);y_speed --;}
}

三:使用translate

public class Move_para : MonoBehaviour {public int x_speed = 3;public int y_speed = 80;// Use this for initializationvoid Start () {}// Update is called once per framevoid Update () {ansform.Translate(new Vector3(Time.deltaTime * x_speed,Time.deltaTime *(y_speed/100),0));--y_speed;}
}

写一个程序,实现一个完整的太阳系, 其他星球围绕太阳的转速必须不一样,且不在一个法平面上。

1:使用圆球制作太阳系行星的预制:

2:为每个行星编写运行代码:
比如太阳的代码:太阳只需要自转;因此只使用了函数Rotate;

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Sun : MonoBehaviour
{public Transform sun;// Start is called before the first frame updatevoid Start(){sun.position = ;}// Update is called once per framevoid Update(){sun.Rotate(Vector3.up*10*Time.deltaTime);}
}

i地球和其他行星除了需要自转外,还需要绕着太阳公转;因此有两个动作分别对应Rotate()和Rotate Around():依次为其它行星编写运行代码:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Earth : MonoBehaviour
{public Transform earth;// Start is called before the first frame updatevoid Start(){earth.position = new Vector3 (8, 0, 0);}// Update is called once per framevoid Update(){earth.RotateAround (, Vector3.up, 10 * Time.deltaTime);earth.Rotate (Vector3.up * 30 * Time.deltaTime);}
}

3:将预制添加成游戏对象,并为它们添加相应的脚本,运行:

2.编程实践:牧师与魔鬼:

1:列出游戏中提及的事物(Objects)

牧师、恶魔、船、水、左河岸、右河岸

2:用表格列出玩家动作表(规则表),注意,动作越少越好。

状态玩家动作结果
角色在岸边,船上有空位玩家点击角色角色上船
角色在船上,船靠岸玩家点击角色角色上岸
游戏结束点击restart游戏重新开始

3:编程:

1.MVC编程结构:

按照要求,本次编程我们需要使用MVC架构。MVC架构即就是Model,View和Controller。在牧师与魔鬼游戏中,我们的所有GameObject可以说就是Model,包括 牧师、魔鬼、船等。每个Model就由对应的Controller控制。例如船就受到控制船的Controller的控制。在脚本文件中,我们定义了Boat_controller、Bank_controller等多个controller。而View就是展示给用户的游戏界面,以及可供用户操作的各种方式。比如船点击就能动,牧师和魔鬼一点击就可以上船或下船等。这些功能在User_GUI和Click_GUI文件中实现。
本次编程的代码文件:
所有的游戏对象都由代码动态生成,我们进需要创建一个空的游戏对象,然后将脚本Click_GUI、User_GUI、scen_controller文件添加到空游戏对象中即可运行。

2.创建预制:

在Resources文件夹下创建预制:

3.代码:

3.1 以下的代码都在文件 controller.cs中的同一个命名空间controller下:
1.Director:

我们需要一名导演来获取游戏场景;以及控制场景的切换,管理游戏状态:

    public class Director : System.Object{private static Director _instance;public  ISceneController currentSceneController {get ;set ;}public static Director getInstance() {if (_instance == null) {_instance = new Director ();}return _instance;}}
2.接口:
	public interface ISceneController {void load_resource ();}public interface IUserAction {void S_Boating();void Click_char(chara_controller characterCtrl);void Restart();}
3.牧师以及魔鬼游戏对象的controller,以及它们的运动组件:

//charact_move 
//牧师和魔鬼的运动模块:
public class charact_move : MonoBehaviour{int char_moveable;  //运动使能,为1时才运动int status;    //0 ->移动到起始点,1->移动到船上,2-》移动到终点Vector3  free;  //要移动到的目标位置void Update() {if(char_moveable == 1){if(status == 1){if(transform.position.x > 0){  //从出发点移动到船上if(transform.position.x > 7)transform.position = Vector3.MoveTowards (transform.position, new Vector3(7,3,0), 2 * Time.deltaTime);else{transform.position = Vector3.MoveTowards (transform.position, free , 2 * Time.deltaTime);}if(transform.position == free){char_moveable = 0;}}else{  //从终点移动到船上if(transform.position.x < -7)transform.position = Vector3.MoveTowards (transform.position, new Vector3(-7,3,0), 2 * Time.deltaTime);else{transform.position = Vector3.MoveTowards (transform.position, free , 2 * Time.deltaTime);}if(transform.position == free){char_moveable = 0;}}}else{if(transform.position.x > 0){  //移动到起始岸边if(transform.position.x < 7)transform.position = Vector3.MoveTowards (transform.position, new Vector3(7,3,0), 2 * Time.deltaTime);else{transform.position = Vector3.MoveTowards (transform.position, free , 2 * Time.deltaTime);}if(transform.position == free){char_moveable = 0;}}else{   //移动到终点岸边if(transform.position.x > -7)transform.position = Vector3.MoveTowards (transform.position, new Vector3(-7,3,0), 2 * Time.deltaTime);else{transform.position = Vector3.MoveTowards (transform.position, free , 2 * Time.deltaTime);}if(transform.position == free){char_moveable = 0;}}}}}public void set_char_mov(int istatus,Vector3 t_free)   {char_moveable = 1 ;status = istatus;free = t_free ;}public void init(){char_moveable = 0;}
}chara_controllerpublic class chara_controller {GameObject character;int char_type;  //0-priest;1-devilint status; //0- start;1->on boat; 2->on destint char_moveable;  //运动使能int rank ; //排位Vector3 position; //位置Vector3 free;  //移动的目标地址readonly Click_GUI click_GUI;Bank_controller bank_con;Boat_controller boat_con ;charact_move chara_movscr;  //运动模块public chara_controller(int irank,int itype){if (itype == 0) {position = new Vector3(7+irank,2,0);rank = irank;status = 0;char_type = 0;character = Object.Instantiate (Resources.Load ("Perfabs/Priest", typeof(GameObject)), position, Quaternion.identity, null) as GameObject;} else {position = new Vector3(7+irank,2,0);rank = irank;status = 0;char_type = 1;character = Object.Instantiate (Resources.Load ("Perfabs/Devil", typeof(GameObject)), position, Quaternion.identity, null) as GameObject;}chara_movscr = character.AddComponent (typeof(charact_move)) as charact_move;click_GUI = character.AddComponent (typeof(Click_GUI)) as Click_GUI;click_GUI.setController (this);}//角色运动控制函数public void charac_action(int start_end,Vector3 ifree){if(status == 0 || status == 2 ){chara_movscr.set_char_mov(start_end,ifree);status = 1;}else {chara_movscr.set_char_mov(start_end,ifree);status = start_end;}}public void set_position(Vector3 pos){ansform.position = pos;position = pos;}public void setName(string name) {character.name = name;}public Vector3 get_position(){return position;}public int get_type(){return char_type;}public int get_rank(){return rank ;}public int get_status(){return status;}public void set_free(Vector3 free_posi){free = free_posi;}public void get_on_boat(Boat_controller boat_c){bank_con = null;boat_con = boat_ansform.parent = _Object().transform;}public void get_on_bank(Bank_controller ban_c){bank_con = ban_ansform.parent = null;boat_con = null;}public Bank_controller get_bank(){return bank_con;}public  void init() {  //初始化position = new Vector3(7+rank,2,0);ansform.position = position ;status = 0;bank_con = (Instance ().currentSceneController as scen_controller).start_bank;get_on_bank (bank_con);chara_movscr.init();}}
4.boat对象的控制函数和运动模块:

public class boat_move : MonoBehaviour{    //船的运动模块;int status;  //0-> 在起始位置  1-> 在终点位置int boat_movable;   //运动使能Vector3 start_pos = new Vector3(5.2F,1,0);  //船的起始位置Vector3 desti_pos = new Vector3(-5.2F,1,0); //船的的终点位置void Update() {if(boat_movable == 1){if(status == 0 && boat_movable == 1)  //从起点移动到终点{transform.position = Vector3.MoveTowards (transform.position,desti_pos,5*Time.deltaTime);if(transform.position == desti_pos){status = 1;//boat_movable = 0;}}else if(status == 1 && boat_movable == 1){  //从终点移动到起始点transform.position = Vector3.MoveTowards (transform.position,start_pos,5*Time.deltaTime);if(transform.position == desti_pos){status = 0;//boat_movable = 0;}}}}public void set_boat_action(int stat,int moveable) //设置状态和运动时能{status =stat;boat_movable  = moveable; }public void init()  //初始化{status = 0;boat_movable = 0;}
}public class Boat_controller{GameObject boat;Vector3 start_pos = new Vector3(5.2F,1,0);Vector3 desti_pos = new Vector3(-5.2F,1,0);boat_move  boat_moscri;int status ;  //0->at_start,1->at_dest; 2->boatingint boat_movable;//0->不移动  1-->移动chara_controller [] passenger = new chara_controller [2];  //船上的乘客public Boat_controller() {status = 0;boat_movable = 0;boat = Object.Instantiate(Resources.Load ("Perfabs/Boat",typeof(GameObject)),start_pos,Quaternion.identity,null) as GameObject;boat.name = "boat";boat.AddComponent(typeof(Click_GUI));boat_moscri = boat.AddComponent (typeof(boat_move)) as boat_move;}public void boating()
{if(status == 0){boat_moscri.set_boat_action(0,1);status = 1;}else if(status == 1){boat_moscri.set_boat_action(1,1);status = 0;       }
}public int get_free() {//获取船上的空闲位置if(passenger[0] == null)  return 0;if(passenger[1] == null)  return 1;return -1;}public void get_on_boat(chara_controller chara_c) { //将角色加入船的乘客队列int free_i = get_free ();passenger [free_i] = chara_c;}public chara_controller get_off_boat(int rank_i) {//将角色从队列中除去;for(int i = 0; i < 2; ++i){if(passenger[i]!= null && passenger[i].get_rank() == rank_i) {chara_controller chara_c = passenger [i];passenger [i] = null;return chara_c ;}}   return null;       }public GameObject get_Object() {return boat;}public int get_status() {return status ;}public void set_boat_move(int t){boat_movable = t;}public int [] count_chara() {  //统计乘客的数量和类型int [] count = {0,0,0};for(int i = 0; i< 2; i++){if(passenger[i] == null)continue;else if(passenger[i].get_type() == 0)count[0] ++;else{count[1] ++;}}count[2] = count[0] +count[1];return count;}public void init() {if(status == 1){boating();}passenger = new chara_controller[2];}}
5.河岸的控制函数:
    public class Bank_controller{GameObject bank;Vector3 position;int type ; //1->start  -1->destinationchara_controller [] characters ;public  Bank_controller(int itype){position = new Vector3(10*itype,1,0);bank = Object.Instantiate (Resources.Load("Perfabs/bank",typeof(GameObject)),position ,Quaternion.identity,null) as GameObject;type = itype;characters = new chara_controller [6];}public void get_on_bank(chara_controller chara_c) {int irank = _rank();characters[irank] = chara_c ;}public chara_controller get_off_bank(int irank){chara_controller ichara = characters[irank];characters[irank]  = null;return ichara ;}public int get_type() {return type;}public int [] count_chara() {int [] count = { 0 , 0};for(int i = 0; i< 6; ++i){if(characters[i] == null)continue ;if(characters[i].get_type() == 0)count[0] ++;else if(characters[i].get_type() == 1)count[1] ++;}return count ;}public void init() {characters = new chara_controller[6];}}
3.2 User_GUI负责处理玩家动作;在游戏结束时点击按键重新游戏:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using controller;public class User_GUI : MonoBehaviour {private IUserAction action;public int status = 0;GUIStyle style;GUIStyle buttonStyle;void Start() {//action = Instance ().currentSceneController as IUserAction;style = new GUIStyle();style.fontSize = al.textColor = new Color(100, 155, 255);style.alignment = TextAnchor.MiddleCenter;buttonStyle = new GUIStyle("button");buttonStyle.fontSize = al.textColor = new Color(100, 155, 255);}void OnGUI() {if (status == 1) {GUI.Label(new Rect(Screen.width/2-50, Screen.height/2-85, 100, 50), "Gameover!", style);if (GUI.Button(new Rect(Screen.width/2-70, Screen.height/2, 140, 70), "Restart", buttonStyle)) {status = 0;action.Restart ();}} else if(status == 2) {GUI.Label(new Rect(Screen.width/2-50, Screen.height/2-85, 100, 50), "You win!", style);if (GUI.Button(new Rect(Screen.width/2-70, Screen.height/2, 140, 70), "Restart", buttonStyle)) {status = 0;action.Restart ();}}}
}
3.3scen_controller 在这里插入代码片场记:创建初始化游戏对象,切换各游戏对象以及游戏的状态,负责管理各游戏对象的交换动作。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using controller;public class scen_controller : MonoBehaviour, ISceneController, IUserAction {User_GUI user_GUI;public Bank_controller start_bank;public Bank_controller dest_bank;public Boat_controller boat;public chara_controller [] characters ;void Awake() {Director director = Instance ();director.currentSceneController = this;user_GUI = gameObject.AddComponent <User_GUI>() as User_GUI;characters = new chara_controller[6];load_resource();}public void load_resource() {start_bank = new Bank_controller(1) ;dest_bank = new Bank_controller (-1);GameObject water = Instantiate (Resources.Load ("Perfabs/Water", typeof(GameObject)), new Vector3(0,0.5F,0), Quaternion.identity, null) as GameObject;boat = new Boat_controller ();for(int i = 0; i < 6; ++i){if(i < 3){chara_controller chara_t = new chara_controller (i,0);chara_t.setName("priest" + i);_on_bank(start_bank);_on_bank(chara_t);characters[i] = chara_t;}else{chara_controller chara_t = new chara_controller (i,1);int t = i - 3;chara_t.setName("devil" +t);_on_bank(start_bank);_on_bank(chara_t);characters[i] = chara_t;}}}public void S_Boating() {int [] count_i = unt_chara();if(count_i[2] == 0){Debug.Log("boat_empty");return;}boat.boating();Debug.Log("set_boat");user_GUI.status = check_game_over ();}public void Click_char(chara_controller char_i) {if(_status() == 1){  //在船上_status() == 0)//在开始地方{_on_bank(start_bank);_on_bank(char_i);int t_rank = _rank();_off_boat(t_rank);Vector3 free_pos = new Vector3(7+t_rank ,2,0);char_i.charac_action(0,free_pos);}_status() == 1) //上终点河岸{_on_bank(dest_bank);_on_bank(char_i);int t_rank = _rank();_off_boat(t_rank);Vector3 free_pos = new Vector3(-7-t_rank ,2,0);char_i.charac_action(2,free_pos);}}else{//在岸上Bank_controller bank_i = _bank();_free() == -1)  return ;if((_type() == 1 && _status() == 0)) ///在起点河岸上船{_off_bank(_rank());int index = (_free())*2-1;           Vector3 free_pos = new Vector3(5+index,1.5F,0);char_i.charac_action(1,free_pos);_on_boat (boat);_on_boat(char_i);}//在终点河岸上船:else if ((_type() == -1 && _status() == 1)){_off_bank(_rank());int index = (_free())*2-1;           Vector3 free_pos = new Vector3(-5+index,1.5F,0);char_i.charac_action(1,free_pos);_on_boat (boat);_on_boat(char_i);}else  {return ;}}user_GUI.status = check_game_over();}int check_game_over() {int start_priest = 0;int start_devil = 0;int dest_priest = 0;int dest_devil  = 0;int[] start = unt_chara();int[] dest = unt_chara();int[] boat_count = unt_chara();if(dest[0] +dest[1] == 6)  return 2;   //赢_status() == 0){start_priest = start[0] + boat_count[0];start_devil =  start[1] + boat_count[1];dest_priest = dest[0];dest_devil =  dest[1];}else{start_priest = start[0] ;start_devil =  start[1] ;dest_priest = dest[0]+ boat_count[0];dest_devil =  dest[1]+ boat_count[1];}Debug.Log("start:"+start[0]+start[1]);Debug.Log("dest:" +dest[0]+dest[1]);Debug.Log("boat:"+ boat_count[0]+boat_count[1]+boat_count[2]);Debug.Log("start_p"+start_priest+start_devil+dest_priest+dest_devil);if((start_priest < start_devil && start_priest !=0) || (dest_priest < dest_devil && dest_priest != 0))return 1;   //游戏结束return 0;  //游戏继续}public void Restart(){start_bank.init();dest_bank.init();boat.init();for(int i = 0; i < 6; ++i){characters[i].init();_on_bank(characters[i]);}
} }
3.4 处理游戏对象点击的类 Click_GUI
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using controller;public class Click_GUI : MonoBehaviour {IUserAction action;chara_controller characterController;public void setController(chara_controller characterCtrl) {characterController = characterCtrl;}void Start() {action = Instance ().currentSceneController as IUserAction;}void OnMouseDown() {if (gameObject.name == "boat") {action.S_Boating();} else {action.Click_char(characterController);}}
}

4.游戏运行:

1:运行截图:


2:演示视频:

priest and devil

项目链接地址

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