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名师互学网 > IT > 软件开发 > 游戏开发 > Unity3D

Unity-简单的坦克大战的一些思路

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Unity-简单的坦克大战的一些思路

        

一.主角的问题

1.移动和转身方法的实现

        hor和ver获取键盘的Axis轴数据,写个欧拉角转即可

        float hor = Input.GetAxis("Horizontal");
        float ver = Input.GetAxis("Vertical");
        ChangeSpeed();
        if(upSpeed)//这个upSpeed是加速的,写个判断是否按下某个键即可
        {
            transform.position += ver * transform.forward * Time.deltaTime * moveSpeed*2;
            transform.eulerAngles += hor * transform.up * turnSpeed;//结束
        }
        else
        {
            transform.position += ver * transform.forward * Time.deltaTime * moveSpeed;
            transform.eulerAngles += hor * transform.up * turnSpeed;//结束
        }
2.开火的方法

按下开火,创建子弹预置体,设置好velocity矢量即可

fire = Input.GetButtonDown("Fire");//获取虚拟按键是否按下
        if(fire)
        {
            GameObject blt =Instantiate(bulletPerf, firePoint.position, Quaternion.identity);
            blt.GetComponent().velocity = transform.forward * shotSpeed;
            Destroy(blt, 2f);
        }
二.摄像机跟随的问题

获取跟随目标的GameObject 测量位置,并保持距离相等

public Transform playerTransform;
    private Vector3 offset;
    private void Awake()
    {
        offset = playerTransform.position - transform.position;
        
    } 
	void Update () {
        transform.position = playerTransform.position -  offset;
	}
三.敌人生成
public GameObject enemy;
    public float interval=1f;//坦克生成的时间间隔
    private float timer;//计时器
    private int tankCount = 0;//计数器

    [Header("坦克最多数量")]
    [Range(10,60)]
    public int maxEnemy = 10;

	// Use this for initialization
	void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {
        timer += Time.deltaTime;
        if(timer>interval)
        {
            //TODO
            if (maxEnemy > tankCount)
            {
                CreateEnemy();
                tankCount++;
                //每隔一段时间,生成新的坦克(如果不够数的话)
            }
            
            timer = 0;
        }
	}
    private void CreateEnemy()
    {
        Vector3 pos;
        do {
            float x = Random.Range(-40f, 40f);
            float z = Random.Range(-40f, 40f);
            pos = new Vector3(x, 1, z);
        } while (NotUsePos(pos));//检测到生成的位置有人,就继续随机生成位置
        int y = Random.Range(0, 360);//随机一个预置体的角度
        Quaternion q= Quaternion.Euler(new Vector3(0, y, 0));//三维变量转换为四元数
        GameObject et = Instantiate(enemy,pos, q);//初始化预置体
    }
    private bool NotUsePos(Vector3 pos)
    {
        //检测到碰撞体,返回true,没有检测到 返回False
        return Physics.CheckSphere(pos, 2f, ~(1 << 8));
        //(1<<8||1<<9)表示只检测第八层和第九层,加~为取反
    }
    public void TankDestory() //外部调用 死了在场坦克数量-1
    {
        tankCount--;
    }
四.敌人AI
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyTankController : MonoBehaviour {
    private Transform player; //获取玩家对象
    public GameObject bullet; //获取子弹预置体
    private float distance;//玩家与当前坦克距离
    private float shotinterval=0.5f;//炮弹发射时间间隔
    private float shotTimer = 0; //炮弹发射计时器
    private float randomTurnTimer = 0; //AI随机转动角度的时间
    private float y;//随机转动角度
    private Transform firePoint;//获取发射点(炮口)
    private RaycastHit hit;//射线碰撞检测
    [Header("转身速度")]
    public float turnSpeed = 1f;
    [Header("移动速度")]
    public float moveSpeed = 1f;
    [Header("子弹速度")]
    public float shotSpeed = 2f;

    private void Awake()
    {
        player = GameObject.FindGameObjectWithTag("Player").transform;
        firePoint = transform.Find("Top/Gun/FirePoint");

    }
	
	// Update is called once per frame
	void Update () {
        //計算距離
        distance = Vector3.Distance(transform.position, player.position);
        
        if (distance<10)
        {
            RotateToPlayer();
            //TODO:kaipao
            Attack();
        }else if(distance<20)
        {
            //TODO:逼近       
            MoveToPlayer();
        }else
        {
            //TODO:逛街
            Patrol();
        }
	}
    private void Attack()//攻击玩家
    {
        if (!CheckForwardFriend(10))//判断10距离内是否为友军
        {
            Fire();
        }
    }
    //开火
    private void Fire()
    {
        shotTimer += Time.deltaTime;
        if (shotTimer > shotinterval)
        {
            GameObject blt = Instantiate(bullet, firePoint.position, Quaternion.identity);
            blt.GetComponent().velocity = transform.forward * shotSpeed;
            shotTimer = 0;
            Destroy(blt, 2f);
        }

    }

    /// 
    /// 转向一个地方
    /// 
    /// 方向向量
    private void RotateTo(Vector3 dir)
    {
        //方向向量转换为四元数
        Quaternion targetQua = Quaternion.LookRotation(dir);
        Lerp(targetQua);
    }
    private void Lerp (Quaternion targetQua)
    {
        //Lerp对过去
        transform.rotation = Quaternion.Lerp(transform.rotation, targetQua, Time.deltaTime * turnSpeed);
    }
    private void RotateToPlayer()
    {
        Vector3 dir = player.position - transform.position;
        RotateTo(dir);
    }
    
    //逼近
    private void MoveToPlayer()
    {
        RotateToPlayer();//先转向
        if (!CheckForwardFriend(5))
        {
            transform.position += transform.forward * Time.deltaTime * moveSpeed;
        }
            
    }
    //巡逻
    private void Patrol()
    {
        transform.position += transform.forward * Time.deltaTime * moveSpeed;//往前走
        randomTurnTimer+=Time.deltaTime;
        if (randomTurnTimer > 2)//两秒钟随机转一次向
        {
           // Debug.Log("gogogo");
            y = Random.Range(15, 360);//随机转15-360度之间
            randomTurnTimer = 0;
        }
        Lerp(Quaternion.Euler(Vector3.up * y));

    }
    //判断前方dis米有无友军
    private bool CheckForwardFriend(float dis)
    {
        if(Physics.Raycast(firePoint.position, transform.forward, out hit, dis))//利用Raycast方法获取范围内射线碰撞到的第一个RaycastHit对象
        {
            if (hit.collider.transform.root.tag == "Enemy")//该对象组件的根标签为Enemy判断是否为友军
            {
                return true;//存在友军
            }
        }
        return false;
    }

    //碰到子弹 死
    private void OnCollisionEnter(Collision other)
    {
        if (other.gameObject.tag == "Coin")//这边子弹的标签为Coin
        {
            Destroy(other.gameObject);
            Destroy(this.gameObject);
            GameObject.Find("EnemyTankManager").GetComponent().TankDestory();//跨脚本调用
        }
    }
}

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