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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
Transform组件人机交互刚体组件Rigidbody碰撞体组件Collider相机跟随UGUI之ImageCanvas渲染模式与锚点
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
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。
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。
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。
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。
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
声明:本文转自【Unity3D】血条(HP) |
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