zoukankan      html  css  js  c++  java
  • Unity经典游戏教程之:雪人兄弟

    版权声明:

    • 本文原创发布于博客园"优梦创客"的博客空间(网址:http://www.cnblogs.com/raymondking123/)以及微信公众号"优梦创客"(微信号:unitymaker)
    • 您可以自由转载,但必须加入完整的版权声明!

    雪人兄弟游戏开发过程:

    场景搭建

    1.将Map地图拖入场景,

    9Fqek4.png

    2.创建一个ground空对象给这个对象添加一些Collider 2D 组件,把这些Collide2D覆盖到地图可以行走的地方,创建以个wall空对象给这个对象添加两个Collider 2D组件,把这两个 Collide2D 覆盖到地图的两侧。

    9FOKL6.jpg

    创建主角

    1.创建hero对象给其一张主角的图片精灵,给hero对象添加Rigidbody2D和Collider 2D组件使其可以进行物理运动和碰撞行为;

    9FO2yq.png

    2. 创建动画控制器,编辑一些主角行为的的动画,再用动画控制器进行控制;

    9FXxuq.jpg

    3. 添加HeroMove脚本,通过编辑代码使主角可以移动和跳跃;

    //Update时通过射线检测判断是否可以跳跃:
    
    RaycastHit2D hit = Physics2D.Linecast(this.transform.position, t.position, 1 << LayerMask.NameToLayer("ground"));
            //Debug.DrawLine(this.transform.position, t.position);// t.position
            //print((bool)hit);
            if (Input.GetButtonDown("Jump") && hit)
            {
                jump = true;
            }
    
    ···
    //FixedUpdate
    
            bool speed = false; //触发动画的布尔变量
    
            float h = Input.GetAxis("Horizontal");
            if (h != 0)
            {
                speed = true;
            }
            Vector2 force = new Vector2(h * moveForce, 0);
            //限制移动速度
            if (Mathf.Abs(rb.velocity.x) < maxSpeed)
            {
               
                GetComponent<Animator>().SetBool("Speed", speed);
                rb.AddForce(force);
            }
            if (Mathf.Abs(rb.velocity.x) >= maxSpeed)
            {
                rb.velocity = new Vector2(Mathf.Sign(rb.velocity.x) * maxSpeed, rb.velocity.y);
            }
            //动画方向转变
            if (h < 0)
            {
                var s = this.transform.localScale;
                s.x = Mathf.Abs(-s.x);
                this.transform.localScale = s;
            }
            else if (h > 0)
            {
                var s = this.transform.localScale;
                s.x = -Mathf.Abs(-s.x);
                this.transform.localScale = s;
            }
            //跳跃
            if (jump)
            {
    
                GetComponent<Animator>().SetTrigger("jump");
    
                rb.AddForce(Vector2.up * jumpForce);
                jump = false;
            }
            
    

    4.让主角可以发射子弹:

    1. 制作子弹预制体 ,

    9Fb0wF.png

    2.给hero添加一个子节点Gun作为生成子弹的点,并添加脚本控制子弹的发射和行为。

    void Update () {
    		if (Input.GetButtonDown("Fire1"))
    		{
    			this.transform.parent.gameObject.GetComponent<Animator>().SetTrigger("Shoot");
    			var rocket = Instantiate(rocketPrefab);
    			rocket.transform.position = this.transform.position;
    			if (this.transform.parent.localScale.x > 0)
    			{
    				rocket.transform.rotation = Quaternion.Euler(0, 0, 0);
    				rocket.GetComponent<Rigidbody2D>().velocity = new Vector2(speed, 0);
    			}
    			else
    			{
    				rocket.transform.rotation = Quaternion.Euler(0, 0, 180);
    				rocket.GetComponent<Rigidbody2D>().velocity = new Vector2(-speed, 0);
    			}
    		}
    	}
    

    创建敌人:

    1.创建一个monsters空对象为了确定敌人生成的位置:

    2. 创建monster对象给其一张敌人的图片精灵,给monster对象添加Rigidbody2D和Collider2D组件使其可以进行物理运动和碰撞行为,并把它做成预制体。

    9FjLdK.png

    3. 添加Monster脚本,通过编辑代码使敌人可以移动和跳跃;

    public class Monster : MonoBehaviour
    {
        // public float speed = 3; 
    
        private float MonsterMoveForce = 0.8f;  //速度
        //private float MonsterMaxSpeed = 0.5f;     //限制速度
    
        public float monsterJumpForce = 600f; //= 2.8f;
        private bool monsterJump = false;
    
        private Transform topCheck;
        private Transform frontCheck;
        private Transform downCheck;
    
        int h;
        private int hp = 1;
    
        public GameObject snowball;
    
        public void Start()
        {
    
            topCheck = transform.Find("topCheck");
            frontCheck = transform.Find("frontCheck");
            downCheck = transform.Find("DownCheck");
    
        }
        public void Update()
        {
            if (hp <= 0)
            {
    
                Vector2 s = this.transform.position;
                hp = 0;
                Destroy(this.gameObject);
                GameObject g = Instantiate(snowball);
                g.transform.position = s;
                return;
    
            }
        }
    
        public void FixedUpdate()
        {
    
            // 跳跃           
            RaycastHit2D hit1 = Physics2D.Linecast(topCheck.position, this.transform.position, 1 << LayerMask.NameToLayer("ground"));
            RaycastHit2D hit2 = Physics2D.Linecast(downCheck.position, this.transform.position, 1 << LayerMask.NameToLayer("ground"));
            RaycastHit2D hit = Physics2D.Linecast(frontCheck.position, this.transform.position);
            h = Random.Range(0, 100);
            Rigidbody2D rb = this.transform.gameObject.GetComponent<Rigidbody2D>();
    
            Debug.DrawLine(this.transform.position, topCheck.position);
            Debug.DrawLine(this.transform.position, downCheck.position);
            Debug.DrawLine(this.transform.position, frontCheck.position);
    
            if (hit && hit.transform.gameObject.tag == "wall" || hit.transform.gameObject.tag == "destroyer")
            {
                Vector3 s = this.transform.localScale;//
                s.x = -s.x;
                this.transform.localScale = s;
            }
            else if (hit2 && hit && hit.transform.gameObject.tag == "ground")
            {
                monsterJump = true;
            }
            else
            {    //随机方向         
                if (h == 2)
                {
                    Vector3 s = this.transform.localScale;
                    s.x = -s.x;
                    this.transform.localScale = s;
                }
            }
            //移动     
            Vector2 x = new Vector2(-this.transform.localScale.x * MonsterMoveForce, rb.velocity.y);
            rb.velocity = x;
            this.gameObject.GetComponent<Animator>().SetTrigger("move");
            //跳跃
            if (hit1 && hit2 && h == 3)
            {
                monsterJump = true;
            }
            if (monsterJump)
            {
                rb.AddForce(Vector2.up * monsterJumpForce);
                monsterJump = false;
            }
        }
        public void OnCollisionEnter2D(Collision2D collision)
        {
            if (collision.gameObject.tag == "ground")
            {
                this.gameObject.GetComponent<Animator>().SetTrigger("ground");
            }
            if (collision.gameObject.tag == "bullet")
            {
                hp--;
            }
        }
        public void OnCollisionExit2D(Collision2D collision)
        {
            if (collision.gameObject.tag == "ground")
            {
                this.gameObject.GetComponent<Rigidbody2D>().velocity = new Vector2(0, 0);
                this.gameObject.GetComponent<Animator>().SetTrigger("groundl");
            }
        }
    
    }
    

    创建雪球:

    1. 创建snowball对象给其一张默认的图片精灵,给snowball对象添加Rigidbody2D和lColider2D组件使其可以进行物理运动和碰撞行,并把它做成预制体。

    9kZKde.png
    9kZmqO.png
    9kZuZD.png

    2.给snowball对象添加脚本通过编辑代码,添加状态机使雪球状态可以切换。

    public class Snowball : MonoBehaviour
    {
    
    
        StateMachine<Snowball> stateMachine = new StateMachine<Snowball>();
    
        public Sprite snowball1;
        public Sprite snowball2;
        public Sprite snowball3;
    
        public GameObject monster;
        public Transform frontCheck;
    
        public GameObject[] props;
    
        public GameObject balldestory;
    
        // Use this for initialization
        //雪球状态
        public class SnowballStateB : State<Snowball>
        {
            public float explodeTime = 0;
            public bool gun = false;
            public float gunForce = 3f;
    
            float dir;
    
            public override void Enter(Snowball e)
            {
                e.gameObject.GetComponent<SpriteRenderer>().sprite = e.snowball1; //获的图片
                e.gameObject.GetComponent<Animator>().SetTrigger("snowball1");
                e.frontCheck = e.transform.Find("frontCheck");
                e.gameObject.layer = LayerMask.NameToLayer("snowball");
            }
            public override void Update(Snowball e)
            {
    
                //雪球没滚时隔 6 个时间点恢复成版雪球
                if (gun == false)
                {
                    explodeTime += Time.deltaTime;
                    if (explodeTime > 6)
                    {
                        explodeTime = 0;
                        e.stateMachine.ChangeState(new SnowballStateA());
                        return;
                    }
                }
                else if (gun)
                {
                    Rigidbody2D rb = e.gameObject.GetComponent<Rigidbody2D>();
                    rb.freezeRotation = false;
    
                    Vector2 v = new Vector2(dir * gunForce, rb.velocity.y);
                    // rb.AddForce(v);
                    rb.velocity = v;
    
                    Collider2D[] enemies = Physics2D.OverlapCircleAll(e.transform.position, 0.05f, 1 << LayerMask.NameToLayer("monster"));
    
                    foreach (Collider2D a in enemies)
                    {
                        Vector2 s = a.gameObject.transform.position;
                        Destroy(a.gameObject);
                        GameObject prop = Instantiate(e.props[Random.Range(0, e.props.Length)]);
                        prop.transform.position = s;
                    }
                }
            }
            public override void OnCollisionStay2D(Snowball e, Collision2D collision)
            {
    
                ContactPoint2D[] a = collision.contacts;
                if (gun == false)
                {
                    if (collision.gameObject.tag == "player" && collision.gameObject.transform.FindChild("Gun").GetComponent<Gun>().isFire)
                    {
                        //  dir = -GameObject.Find("hero").transform.localScale.x;
                        gun = true;
                        dir = -collision.transform.localScale.x;
                    }
                }
            }
            public override void OnCollisionEnter2D(Snowball e, Collision2D collision)
            {
    
                if (gun == false)
                {
                    if (collision.gameObject.tag == "snowball")
                    {
                        gun = true;
                        dir = -collision.transform.localScale.x;
                    }
                }
    
                if (gun)
                {
                    if (collision.gameObject.tag == "wall" || collision.gameObject.tag == "snowball")
                    {
                        dir = -dir;
                    }
                    if (collision.gameObject.tag == "player")
                    {
                        //TODO
                        //雪球带着主角走
                        //transform.SetParent//设置父节点 
                        //collision.transform.SetParent(e.transform);
                        //collision.transform.position = e.transform.position;
                        //torque //旋转
                    }
                }
                if (collision.gameObject.tag == "destroyer")
                {
                    e.gameObject.GetComponent<Animator>().SetTrigger("destrayer");
                }
            }
            public override void Exit(Snowball e)
            {
    
            }
    
        }
        //半雪球状态
        public class SnowballStateA : State<Snowball>
        {
            public float explodeTime = 0;
            int hp = 0;
            public override void Enter(Snowball e)
            {
                e.gameObject.GetComponent<SpriteRenderer>().sprite = e.snowball2;
                e.gameObject.GetComponent<Animator>().SetTrigger("snowball2");
                e.gameObject.layer = LayerMask.NameToLayer("monster");
                hp = 2;
            }
            public override void Update(Snowball e)
            {
                print(hp);
                if (hp <= 0)
                {
                    e.stateMachine.ChangeState(new SnowballStateB());
                    return;
                }
                explodeTime += Time.deltaTime;
                if (explodeTime > 5 && hp > 0)
                {
                    explodeTime = 0;
                    e.stateMachine.ChangeState(new SnowballState());
                    return;
                }
            }
            public override void Exit(Snowball e)
            {
    
            }
            public override void OnCollisionEnter2D(Snowball e, Collision2D collision)
            {
    
                if (collision.gameObject.tag == "bullet")
                {
                    hp--;
                }
            }
        }
        //monster被攻击状态;
        public class SnowballState : State<Snowball>
        {
            public float explodeTime = 0;
            Vector3 s;
            public int hp = 0;
            public override void Enter(Snowball e)
            {
                //取得图片精灵
    
                e.gameObject.GetComponent<SpriteRenderer>().sprite = e.snowball3;
                e.gameObject.GetComponent<Animator>().SetTrigger("snowball3");
                e.gameObject.layer = LayerMask.NameToLayer("monster");
                hp = 3;
            }
            public override void Update(Snowball e)
            {
                print(hp);
                if (hp <= 0)
                {
                    e.stateMachine.ChangeState(new SnowballStateA());
                    hp = 0;
                    return;
                }
    
                explodeTime += Time.deltaTime;
                print(explodeTime);
                //经过多少时    
                if (explodeTime > 4 && hp > 0)
                {
                    explodeTime = 0;
                    hp = 0;
                    s = e.gameObject.transform.position;
                    GameObject g = Instantiate(e.monster);
                    g.transform.position = s;
                    Destroy(e.gameObject);
                    return;
                }
    
            }
            public override void OnCollisionEnter2D(Snowball e, Collision2D collision)
            {
                if (collision.gameObject.tag == "bullet")
                {
                    hp--;
                }
    
            }
        }
    
        void Start()
        {
            stateMachine.Init(this, new SnowballState());
        }
        // Update is called once per frame
        void Update()
        {
    
        }
        public void FixedUpdate()
        {
            stateMachine.Update();
        }
    
        public void OnCollisionEnter2D(Collision2D collision)
        {
            stateMachine.OnCollisionEnter2D(this, collision);
        }
    
        public void OnCollisionStay2D(Collision2D collision)
        {
            stateMachine.OnCollisionStay2D(this, collision);
        }
        public void Destory()
        {
            Instantiate(balldestory);
            Destroy(this.gameObject);
        }
    
    
    }
    

    创建道具

    1.添加道具预制体.
    2.雪球撞到敌人时敌人死亡,在敌人死亡的地方随机生成一种道具。
    3.主角吃到道具增加属性或者加分。

    过关判定

    1. 判断场景中没有敌人并且没有雪球并且没有道具就过关了。

    更多知识、教程、源码请进↓↓↓
    优梦创客工坊

    精品内容推送请搜索↓↓↓
    微信公众号:优梦创客

    免费直播、VIP视频请进↓↓↓
    优梦创客课堂

    游戏开发交流群↓↓↓
    游戏开发交流群

  • 相关阅读:
    node
    github
    [模块] pdf转图片-pdf2image
    python 15 自定义模块 随机数 时间模块
    python 14 装饰器
    python 13 内置函数II 匿名函数 闭包
    python 12 生成器 列表推导式 内置函数I
    python 11 函数名 迭代器
    python 10 形参角度 名称空间 加载顺序
    python 09 函数参数初识
  • 原文地址:https://www.cnblogs.com/raymondking123/p/8424673.html
Copyright © 2011-2022 走看看