栏目分类:
子分类:
返回
名师互学网用户登录
快速导航关闭
当前搜索
当前分类
子分类
实用工具
热门搜索
名师互学网 > IT > 软件开发 > 游戏开发 > Unity3D

C#高级 (设计模式实例)

Unity3D 更新时间: 发布时间: IT归档 最新发布 模块sitemap 名妆网 法律咨询 聚返吧 英语巴士网 伯小乐 网商动力

C#高级 (设计模式实例)

设计模式
简单工厂模式

using System.Collections;
using UnityEngine;
using System;

public class UnityAssetsFactory 
{
    public static UnityAsset CreateUnityAssets(string assetType)
    {
        switch (assetType)
        {
            case "GameObject":
                return new PrefabAssets("");
            case "Sprite":
                return new SpriteAsset("");
            default:
                return null;
        }
    }
}

public abstract class UnityAsset
{
    public string path;
    protected object assets;

    public UnityAsset(string path)
    {
        this.path = path;
    }

    public void Load()
    {
        assets = Resources.Load(path);
    }

    public abstract void Instantiate();
    public abstract void Show();

}

public class PrefabAssets : UnityAsset
{
    public override void Instantiate()
    {
        GameObject go = GameObject.Instantiate(assets as GameObject);
    }

    public PrefabAssets(string path) : base(path) { }

    public override void Show()
    {
    }
}

策略模式

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

public abstract class Skill
{
    public GameHero[] AttackTargets { set; get; }

    public GameHero SkillFireHero { set; get; }

    public float[] skillParameters { get; set; }

    public float Damage{ get; set; }

    public abstract void TakeDamage();
}

/// 
/// 圆形攻击技能
/// 
public class CircleSkill : Skill
{
    public override void TakeDamage()
    {
        //  拿到玩家坐标
        Vector3 playerPos = SkillFireHero.heroTra.position;

        //  计算技能中心  --> playerPos + forward * length
        Vector3 skillCenter = playerPos + SkillFireHero.heroTra.forward * skillParameters[0];

        for (int i = 0; i < AttackTargets.Length; i++)
        {
            //  计算该目标与技能中心的距离
            float dis = Vector3.Distance(skillCenter, AttackTargets[i].heroTra.position);

            //  如果距离小于技能半径
            if (dis <= skillParameters[1])
            {
                AttackTargets[i].TakeDamage(Damage);
            }
        }
    }
}
public class GameHero
{
    private string name;
    public float HeroHP{ set; get; }
    public Transform heroTra { set; get; }
    public Skill Skill{ set; get; }

    public GameHero(string name)
    {
        this.name = name;
    }

    public void FireSkill()
    {
        Skill.SkillFireHero = this;
        Skill.TakeDamage();
    }

    public void TakeDamage(float damage)
    {
        HeroHP -= damage;

        Debug.Log(name + "受到伤害" + damage);
    }
}

转载请注明:文章转载自 www.mshxw.com
本文地址:https://www.mshxw.com/it/900414.html
我们一直用心在做
关于我们 文章归档 网站地图 联系我们

版权所有 (c)2021-2022 MSHXW.COM

ICP备案号:晋ICP备2021003244-6号