Unity3D基础游戏逻辑人物、敌人

Unity3D基础游戏逻辑人物、敌人

人物添加刚体后,关闭动画影响

简单的人物移动逻辑

简单的动画

添加移动脚本 public class PlayerMovement : MonoBehaviour{ private float turnspeed;//人物旋转速度 Animator m_animator; Rigidbody rb; Vector3 m_movement; Quaternion m_rotation = Quaternion.identity; void Start() //第一帧执行 { m_animator = GetComponent(); rb = GetComponent(); turnspeed = 20; } // Update is called once per frame void Update() //每帧执行 { } private void FixedUpdate() { //获取水平垂直的轴值 float horizontal = Input.GetAxis("Horizontal"); float vertical = Input.GetAxis("Vertical"); //设置人物移动方向 m_movement.Set(horizontal, 0, vertical); //防止双方向同时按,轴值大于1 m_movement.Normalize(); //判断是否移动 bool hasHorizontalInput = !Mathf.Approximately(horizontal, 0);//Approximately比较两个浮点数是否相近 bool hasVerticalInput = !Mathf.Approximately(vertical, 0); //定义变量判断移动动画是否播放 bool isWalking = hasHorizontalInput || hasVerticalInput; m_animator.SetBool("IsWalking", isWalking); //人物视角朝向的过渡 Vector3 designForward = Vector3.RotateTowards(transform.forward, m_movement, turnspeed * Time.deltaTime, 0f); m_rotation = Quaternion.LookRotation(designForward); } private void OnAnimatorMove() //人物的朝向和移动 { //当前位置向量+目标位置向量 rb.MovePosition(rb.position + m_movement * m_animator.deltaPosition.magnitude); rb.MoveRotation(m_rotation); }}

相机固定距离跟随(脚本或者虚拟相机实现都可)

1.MainCamera挂载脚本

public class CameraFollow : MonoBehaviour{ private Transform m_FollowTarget; Vector3 offset; //差值 void Start() { m_FollowTarget = GameObject.Find("JohnLemon").transform; offset = transform.position - m_FollowTarget.position; } // Update is called once per frame void Update() { transform.position = offset + m_FollowTarget.position; }}

2.虚拟相机添加跟随对象,调整一下相机角度、camera distance,Aim改为do nothing.

制作游戏结束UI界面

Canvas -> image平铺图片充满画布GameEnding.cs

public class GameEnding : MonoBehaviour{ //游戏胜利时淡入淡出的时间 public float fadeDuration = 1.0f; //UI显示时间 public float displayDuration = 1.0f; //游戏人物 public GameObject Player; //画布背景 public CanvasGroup ExitBK; //游戏胜利时的bool值 bool IsExit; //定义计时器,图片渐变显示 private float timer = 0 ; private void OnTriggerEnter(Collider other) { if(other.gameObject == Player) { //检测到玩家 //游戏胜利 IsExit = true; } } // Update is called once per frame void Update() { if (IsExit) { //显示游戏胜利图片的方法 EndLevel(); } } void EndLevel() { timer += Time.deltaTime; ExitBK.alpha = timer / fadeDuration; if(timer > fadeDuration + displayDuration) //游戏退出 { Application.Quit(); } }}

敌人

静态敌人

添加在敌人视野区的脚本

public class Observer : MonoBehaviour{ //游戏角色 //public Transform Player; public Transform Player; public GameEnding gameEnding; //游戏玩家是否进入到扫描棒的视线范围 bool IsInRange = false;//是否扫描到玩家 private void OnTriggerEnter(Collider other) { if(other.gameObject == Player.gameObject) { IsInRange = true; } } private void OnTriggerExit(Collider other) { if(other.gameObject == Player.gameObject) { IsInRange = false; } } private void Start() { } private void Update() { if (IsInRange) //玩家进入敌人视野区域 { Vector3 dir = Player.position - transform.position + Vector3.up; //v3.up是单位向上的长度 //射线检测,判断是否扫描到玩家 Ray ray = new Ray(transform.position, dir);//从敌人这里创建射线 RaycastHit hit;//存储返回结果 if(Physics.Raycast(ray,out hit)) { if(hit.collider.transform == Player) { //宣告游戏失败 gameEnding.Caught(); } } } }}

动态敌人

烘焙完地形后,添加Nav Mesh Agent组件同样给敌人添加视野区使用Nav Mesh添加巡逻路径添加脚本

public class WayPointsPatrol : MonoBehaviour{ private NavMeshAgent m_Agent; public Transform[] waypoints; //当前巡逻终点 int m_currentpointIndex; // Start is called before the first frame update void Start() { m_Agent = GetComponent(); //从起点到达第一个巡逻点 m_Agent.SetDestination(waypoints[0].position); } // Update is called once per frame void Update() { if(m_Agent.remainingDistance if (IsExit)//游戏胜利 { //显示游戏胜利图片的方法 EndLevel(ExitBK,false); if (!audioIsPlaying) { audio[0].Play(); audioIsPlaying = true; } }else if (IsFail)//游戏失败 { EndLevel(FailBK, true); if(!audioIsPlaying) { audio[1].Play(); audioIsPlaying = true; } } }

处理光照细节


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