@作者 : SYFStrive
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目录
游戏单例脚本
单例模式是1种设计模式:????(Design pattern)代表了最佳的实践,通常被有经验的面向对象的软件开发人员所采用。设计模式是软件开发人员在软件开发过程中面临的一般问题的解决方案。这些解决方案是众多软件开发人员经过相当长的一段时间的试验和错误总结出来的。
单例使用说明:“单例模式是指在内存中只会创建一次对象的设计模式,并且确保一个类只有实例,而且会自行实例化,并向整个系统提供这个实例。
非持久化泛型单例
using UnityEngine;
//摘要:Base class for everything attached to GameObjects.
//Component中文说明:所有能挂载到游戏对象上的类型基类
public class Singleton<T> : MonoBehaviour where T :Component
{
public static T Instance { get; private set; }
protected virtual void Awake()
{
Instance = this as T;
}
}
游戏基类
子弹基类实现子弹移动
实现:子弹生成是就开始移动
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Projectile : MonoBehaviour
{
//子弹的移动速度
[SerializeField] float moveSpeed;
//子弹的移动方向
[SerializeField] protected Vector3 moveDirection;
//子弹移动的Obj
protected GameObject targer;
protected virtual void OnEnable()
{
StartCoroutine(ProjectileMoveIE());
}
IEnumerator ProjectileMoveIE()
{
while (true)
{
//子弹移动
transform.position += moveSpeed * moveDirection * Time.deltaTime;
yield return null;
}
}
}
生命系统的基类
实现:储存人物的血量参数(继承这个脚本的简直爽歪歪)……
代码如 ????
using System;
using System.Collections;
using System.Collections.Generic;
using System.Security.Principal;
using UnityEngine;
public class Characters : MonoBehaviour
{
[Header("---Header---")]
//最大生命值
[SerializeField] protected float maxHp;
//当前生命值
protected float currentHp;
//死亡时生成特效
[SerializeField] GameObject dieSpecialEffects;
protected virtual void OnEnable()
{
currentHp = maxHp;
}
/// <summary>
/// 玩家受伤
/// </summary>
/// <param name="injuredValue">伤害值</param>
protected virtual void Injured(float injuredValue)
{
currentHp -= injuredValue;
if (currentHp <= 0)
Die();
}
/// <summary>
/// 玩家死亡
/// </summary>
public void Die()
{
//血量归0
currentHp=0;
//调用对象池
PoolManager.Release(dieSpecialEffects,transform.position);
隐藏该对象
this.gameObject.SetActive(false);
}
/// <summary>
/// 恢复生命值
/// </summary>
protected virtual void RecoverHP(float value)
{
currentHp = Mathf.Clamp(currentHp + value, 0, maxHp);
}
/// <summary>
/// 自动恢复生命值携程
/// </summary>
/// <param name="waitForSeconds">恢复的间隔</param>
/// <param name="value">恢复值</param>
/// <returns></returns>
protected virtual IEnumerator SelfRecoverHpIE(WaitForSeconds waitForSeconds,float value)
{
while (currentHp < maxHp)
{
yield return waitForSeconds;
RecoverHP(currentHp * value);
}
}
/// <summary>
/// 持续受伤
/// </summary>
/// <param name="waitForSeconds">受伤的间隔</param>
/// <param name="value">受伤值</param>
/// <returns></returns>
protected virtual IEnumerator SelfInjuredIE(WaitForSeconds waitForSeconds, float value)
{
while (currentHp >= 0f)
{
yield return waitForSeconds;
Die(currentHp * value);
}
}
}
对象池管理器
说明:这里已经添加了这个项目所有的对象池
using System.Collections.Generic;
using UnityEngine;
public class PoolManager : MonoBehaviour
{
//储存不同类准备的对象池
[SerializeField] Pool[] playerPoolProjectile; //玩家子弹
[SerializeField] Pool[] enemyPoolProjectile; //敌人子弹
[SerializeField] Pool[] poolVFX; //特效
[SerializeField] Pool[] randomCreateEnemy; //随机敌人
[SerializeField] Pool[] createProp; 敌人掉落的道具
//使用字典来存储不同的装备
public static Dictionary<GameObject, Pool> dictionary;
private void Awake()
{
//实例化字典
dictionary = new Dictionary<GameObject, Pool>();
//初始化对象池
InitializeObj(playerPoolProjectile);
InitializeObj(enemyPoolProjectile);
InitializeObj(poolVFX);
InitializeObj(randomCreateEnemy);
InitializeObj(createProp);
}
#region 测试函数
#if UNITY_EDITOR
//停止游戏时执行
private void OnDestroy()
{
CheckPoolSize(playerPoolProjectile);
CheckPoolSize(enemyPoolProjectile);
CheckPoolSize(poolVFX);
CheckPoolSize(randomCreateEnemy);
CheckPoolSize(createProp);
}
#endif
#endregion
#region 测试需要对象池的容量
private void CheckPoolSize(Pool[] pools)
{
foreach (Pool pool in pools)
{
if (pool.sumSize > pool.initializeSize)
{
Debug.LogWarning(string.Format("Pool:{0}初始大小为{1},需要的大小为{2}",
pool.prefabeObjProperty.name,
pool.initializeSize,
pool.sumSize));
}
}
}
#endregion
/// <summary>
/// 初始化子弹
/// </summary>
private void InitializeObj(Pool[] pools)
{
foreach (var pool in pools)
{
#region //条件编译操作 只有在Unity引起运行
#if UNITY_EDITOR
if (dictionary.ContainsKey(pool.prefabeObjProperty))
{
Debug.Log("字典有相同的名字!"+pool.prefabeObjProperty.name);
continue;
}
#endif
#endregion
//添加到字典
dictionary.Add(pool.prefabeObjProperty, pool);
//给创建的Obj命名
Transform poolPatent = new GameObject("对象池Poll" + pool.prefabeObjProperty.name).transform;
//设置父位置
poolPatent.parent = transform;
//初始化对象池
pool.Initialize(poolPatent);
}
}
#region 释放子弹&&重载
/// <summary>
/// 释放子弹
/// </summary>
/// <param name="prefabe">指定游戏的预制体</param>
/// <returns></returns>
public static GameObject Release(GameObject prefabe)
{
#region 条件编译操作 只有在Unity引起运行
#if UNITY_EDITOR
if (!dictionary.ContainsKey(prefabe))
{
Debug.Log("找不到对应的Key");
return null;
}
#endif
#endregion
return dictionary[prefabe].PrepareQuene();
}
/// <summary>
/// 释放子弹
/// </summary>
/// <param name="prefabe">指定游戏的预制体</param>
/// <param name="position">指定游戏的位置</param>
/// <returns></returns>
public static GameObject Release(GameObject prefabe, Vector3 position)
{
#region 条件编译操作 只有在Unity引起运行
#if UNITY_EDITOR
if (!dictionary.ContainsKey(prefabe))
{
Debug.Log("找不到对应的Key");
return null;
}
#endif
#endregion
return dictionary[prefabe].PrepareQuene(position);
}
/// <summary>
/// 释放子弹
/// </summary>
/// <param name="prefabe">指定游戏的预制体</param>
/// <param name="position">指定游戏的位置</param>
/// <param name="quaternion">指定游戏的旋转位置</param>
/// <returns></returns>
public static GameObject Release(GameObject prefabe, Vector3 position, Quaternion quaternion)
{
#region 条件编译操作 只有在Unity引起运行
#if UNITY_EDITOR
if (!dictionary.ContainsKey(prefabe))
{
Debug.Log("找不到对应的Key");
return null;
}
#endif
#endregion
return dictionary[prefabe].PrepareQuene(position, quaternion);
}
/// <summary>
/// 释放子弹
/// </summary>
/// <param name="prefabe">指定游戏的预制体</param>
/// <param name="position">指定游戏的位置</param>
/// <param name="quaternion">指定游戏的旋转位置</param>
/// <param name="localscale">指定游戏的旋转缩放</param>
/// <returns></returns>
public static GameObject Release(GameObject prefabe, Vector3 position, Quaternion quaternion, Vector3 localscale)
{
#region 条件编译操作 只有在Unity引起运行
#if UNITY_EDITOR
if (!dictionary.ContainsKey(prefabe))
{
Debug.Log("找不到对应的Key");
return null;
}
#endif
#endregion
return dictionary[prefabe].PrepareQuene(position, quaternion, localscale);
}
#endregion
}
生命系统
Player脚本添加如下
代码如 ????
public class Player : Characters{
//恢复血量的时间
[SerializeField] float selfRecoverTime;
//恢复血量的百分比
[SerializeField,Range(0,1)] float selfRecoverPercentum;
//是否要使用自动恢复生命功能
[SerializeField] bool isSTSelfRecover;
//生命自动恢复的间隔协程
WaitForSeconds selfRecoverTimeIE;
//停止携程的第三种方法
private Coroutine relfRecoverCoroutine;
private void Start()
{
//生命自动恢复的间隔
selfRecoverTimeIE = new WaitForSeconds(selfRecoverTime);
//测试
Injured(50f);
}
#region 生命系统
protected override void Injured(float injuredValue)
{
Debug.Log("被攻击血量减少:"+ injuredValue);
base.Injured(injuredValue);
if (gameObject.activeSelf)
{
if (isSTSelfRecover)
{
if (relfRecoverCoroutine != null)
StopCoroutine(relfRecoverCoroutine);
relfRecoverCoroutine=StartCoroutine(SelfRecoverHpIE(selfRecoverTimeIE, selfRecoverPercentum));
}
}
}
#endregion
//测试代码
//protected override void RecoverHP(float value)
//{
// Debug.Log("---血量开始恢复---");
// base.RecoverHP(value);
// Debug.Log(string.Format("当前的血量为{0}", (int)currentHp));
//}
}
自动恢复系统效果如 ????
创建AI子弹
说明:在子弹移动时首先改变子弹移动的方向 ???? 实现子弹移动的方向
EnemyProjectileNavAI 脚本如 ????
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyProjectileNavAI : Projectile
{
private void Awake()
{
targer = GameObject.Find("Player").gameObject;
}
protected override void OnEnable()
{
StartCoroutine(nameof(NavProjectileIE));
base.OnEnable();
}
//AI子弹协程
IEnumerator NavProjectileIE()
{
yield return null;
if (!targer.activeSelf)
//获取发射的方向
moveDirection = (targer.transform.position - transform.position).normalized;
}
}
效果
实现物理碰撞
实习:子弹碰到飞机产生碰撞实现受伤……
实现物理碰撞的条件如 ????
- 碰撞的物体之间拥有碰撞体组件
- 碰撞的物体之间都不被标记为触发器
- 碰撞的物体之间至少一个物体拥有刚体组件
- 碰撞的物体之间所属的层在层碰撞矩阵中设置为互相产生碰撞
3D及2D常用的碰撞体如 ????
Projectile代码的修改
//玩家攻击力
[SerializeField] float damage;
//特效预制体
[SerializeField] GameObject hitVFX;
private void OnCollisionEnter2D(Collision2D collision)
{
//返回true或false
if(collision.collider.TryGetComponent<Characters>(out Characters characters))
{
//玩家受伤
characters.Injured(damage);
//从对象池取出特效预制体
PoolManager.Release(hitVFX,collision.GetContact(0).point, Quaternion.LookRotation(collision.GetContact(0).normal));
//隐藏该对象
gameObject.SetActive(false);
}
}
PoolManager添加对应的特效容器
PoolManager 代码如 ????
public class PoolManager : MonoBehaviour
{
[SerializeField] Pool[] poolVFX;
private void OnEnable()
{
//初始化对象池
InitializeObj(poolVFX);
}
#region 测试函数
#if UNITY_EDITOR
//停止游戏时执行
private void OnDestroy()
{
CheckPoolSize(playerPoolProjectile);
CheckPoolSize(enemyPoolProjectile);
CheckPoolSize(poolVFX);
}
#endif
#endregion
}
效果如 ????
角色的血条UI制作及实现相应共能
飞机上的UI血条 ????
屏幕空间PlayerUI血条 ????
血条系统状态脚本
功能实现:代码框架 ???? 初始化血条 ???? 更新血条 ???? 缓慢更新填充
代码框架
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIState : MonoBehaviour
{
//血条的前后填充图片
[SerializeField] Image imgBackHP;
[SerializeField] Image imgFrontHP;
//当前填充值 与 目标填充值
private float initializeFillAmount;
private float currentFillAmount;
protected float targetFillAmount;
//是否延迟 与 延迟的时间
[SerializeField] bool isDelayFill;
[SerializeField] float delayFillTime;
//缓慢填充的速度 与 填充的携程
private float t;
[SerializeField] float fillSpeed;
private WaitForSeconds waitForSeconds;
//第三种停止携程的方法
private Coroutine coroutine;
private void Awake()
{
//判断是否有画布有就获取
if (TryGetComponent<Canvas>(out Canvas canvas))
{
canvas.worldCamera = Camera.main;
}
}
private void OnEnable()
{
//初始化延迟时间
waitForSeconds = new WaitForSeconds(delayFillTime);
}
private void OnDisable()
{
//关闭所有携程
StopAllCoroutines();
}
}
1、初始化血条如
/// <summary>
/// 初始化血量UI
/// </summary>
/// <param name="currentValue">当前的血量</param>
/// <param name="maxValue">最大血量</param>
public virtual void Initialize(float currentValue, float maxValue)
{
currentFillAmount = currentValue / maxValue;
targetFillAmount = currentFillAmount;
imgBackHP.fillAmount = currentFillAmount;
imgFrontHP.fillAmount = currentFillAmount;
}
2、更新血条
/// <summary>
/// 更新血量UI
/// </summary>
/// <param name="currentValue">当前的血量</param>
/// <param name="maxValue">最大血量</param>
public void UpdateUIState(float currentValue, float maxValue)
{
//目标血量值
targetFillAmount = currentValue / maxValue;
//停止之前的携程
if (coroutine != null)
StopCoroutine(coroutine);
// PseudoCode伪代码(思路清晰)
//如果值是增加的那么后的血条先增加 ?? 然后前在逐渐填充
if (currentFillAmount > targetFillAmount)
{
//同步UI
imgFrontHP.fillAmount = targetFillAmount;
//如果场景中的UI为空、血量小于0 直接返回
if (imgBackHP == null || imgFrontHP == null || currentValue <= 0)
{
StopCoroutine(coroutine);
return;
}
coroutine = StartCoroutine(BufferedFillIE(imgBackHP));
return;
}
//如果值是减少那么前面的先减少 ?? 后面的逐渐填充
if (currentFillAmount < targetFillAmount)
{
imgBackHP.fillAmount = targetFillAmount;
//如果场景中的UI为空、血量小于0 直接返回
if (imgBackHP == null || imgFrontHP == null || currentValue<=0) StopCoroutine(coroutine);
coroutine = StartCoroutine(BufferedFillIE(imgFrontHP));
}
}
3、缓慢更新填充
/// <summary>
/// 缓慢更新填充
/// </summary>
/// <param name="image">判断缓慢填充的Img</param>
/// <returns></returns>
protected virtual IEnumerator BufferedFillIE(Image image)
{
//是否要开启延迟填充
if (isDelayFill)
yield return waitForSeconds;
t = 0;
//初始化UI值
initializeFillAmount = currentFillAmount;
while (t < 1f)
{
t += Time.deltaTime * fillSpeed;
//使用插值进行填充
currentFillAmount = Mathf.Lerp(initializeFillAmount, targetFillAmount, t);
//同步UI值
image.fillAmount = currentFillAmount;
yield return null;
}
}
4、血量UI与机架关联
功能:实现1个隐藏和1个显示的函数 ???? 受伤时更新UI血量值 ???? 自动恢复生命值时也应该更新UI血量值
Characters添加代码如 ????
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Characters : MonoBehaviour
{
[Header("---Header---")]
//最大生命值
[SerializeField] protected float maxHp;
//当前生命值
protected float currentHp;
//死亡时生成特效
[SerializeField] GameObject dieSpecialEffects;
//声音管理
[SerializeField] AudioData[] destroyDodegeData;
[Header("---UI_HP---")]
//获取UI管理脚本
[SerializeField] UIState uIState;
//是否显示机架上的UI血条
[SerializeField] bool isShowHPUI;
protected virtual void OnEnable()
{
currentHp = maxHp;
//判断显示或者是隐藏HPUI
if (isShowHPUI)
showHPUI();
else
hideHPUI();
}
#region 玩家受伤 及 死亡
/// <summary>
/// 玩家受伤
/// </summary>
/// <param name="injuredValue">伤害值</param>
public virtual void Injured(float injuredValue)
{
if (currentHp <= 0f) return;
currentHp -= injuredValue;
//实时更新HPUI
if (isShowHPUI)
{
uIState.UpdateUIState(currentHp, maxHp);
}
if (currentHp <= 0)
Die();
}
/// <summary>
/// 玩家死亡
/// </summary>
public virtual void Die()
{
//播放声音
AudioManager.Instance.RandomPitchPlaySFX(destroyDodegeData);
//血量归0
currentHp = 0;
//调用对象池
PoolManager.Release(dieSpecialEffects, transform.position);
this.gameObject.SetActive(false);
}
#endregion
#region 持续恢复 及 持续受伤
/// <summary>
/// 恢复生命值
/// </summary>
public virtual void RecoverHP(float value)
{
currentHp = Mathf.Clamp(currentHp + value, 0, maxHp);
}
/// <summary>
/// 自动恢复生命值携程
/// </summary>
/// <param name="waitForSeconds">恢复的间隔</param>
/// <param name="value">恢复的百分比值</param>
/// <returns></returns>
protected virtual IEnumerator SelfRecoverHpIE(WaitForSeconds waitForSeconds, float value)
{
while (currentHp <= maxHp)
{
yield return waitForSeconds;
//实时更新HPUI
if (isShowHPUI)
{
uIState.UpdateUIState(currentHp, maxHp);
}
//恢复血量
RecoverHP(currentHp * value);
}
}
/// <summary>
/// 持续受伤
/// </summary>
/// <param name="waitForSeconds">受伤的间隔</param>
/// <param name="value">受伤值</param>
/// <returns></returns>
protected virtual IEnumerator SelfInjuredIE(WaitForSeconds waitForSeconds, float value)
{
while (currentHp >= 0f)
{
yield return waitForSeconds;
//恢复血量
RecoverHP(currentHp * value);
}
}
#endregion
#region 显示血条及隐藏血条
private void showHPUI()
{
uIState.gameObject.SetActive(true);
uIState.Initialize(currentHp, maxHp);
}
private void hideHPUI()
{
uIState.gameObject.SetActive(false);
}
#endregion
}
功能实现:重写血条系统 ???? 在初始化或者受伤时更新系统
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class PlayerWorldHUD : UIState
{
//UI文本
[SerializeField] protected Text PlayerUI;
protected virtual void SetPercentText()
{
//返回偶数如:传入10.6 → 返回10
PlayerUI.text = Mathf.RoundToInt(targetFillAmount * 100f) + "%";
}
public override void Initialize(float currentValue, float maxValue)
{
base.Initialize(currentValue, maxValue);
SetPercentText();
}
protected override IEnumerator BufferedFillIE(Image image)
{
SetPercentText();
return base.BufferedFillIE(image);
}
}
效果
最后
本文到这里就结束了,大佬们的支持是我持续更新的最大动力,希望这篇文章能帮到大家????
下篇文章再见ヾ( ̄▽ ̄)ByeBye