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【unity之IMGUI实践】游戏玩法逻辑实现【四】

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👨‍💻个人主页:@元宇宙-秩沅

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👨‍💻 本文由 秩沅 原创

👨‍💻 收录于专栏:unityUI专题篇
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⭐抽象父类继承实现⭐

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文章目录


🎶前言

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🅰️


🎶(A)常用关键API


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🎶(B)需求分析


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🎶(C)行为实现——小地图和相机跟随


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  • Target Texture 行为渲染

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using System.Collections;using System.Collections.Generic;using UnityEngine;//-------------------------------------//—————————————————————————————————————//___________项目:     //___________功能:     地图相机跟随//___________创建者:_______秩沅_______//_____________________________________//-------------------------------------publicclasscameraFollow:MonoBehaviour{public Transform  Tank;private Vector3 offset;publicfloat heiht;privatefloat OffX;privatefloat offZ;privatevoidStart(){
        heiht = transform.position.y;}privatevoidLateUpdate()//注意点1:相机相关逻辑存放点{if(Tank == null)return;//注意点2:为空判断//只有相机的Z轴和X轴跟着Tank变化,y则是距离地面的高度
        offset.x  = Tank.position.x;
        offset.z  = Tank.position.z;
        offset.y = heiht;
        gameObject.transform.position = offset;}}

🎶(D)行为实现——捡起武器发射炮弹


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😶‍🌫️ 步骤


1.靠近武器,碰撞检测
2.将武器位置于坦克发射位置重合
3.武器中封装了发射方法
4.发射方法中封装了炮弹实例化并且发射的逻辑

坦克基类的封装

using System.Collections;using System.Collections.Generic;using UnityEngine;//-------------------------------------//—————————————————————————————————————//___________项目:       //___________功能: 坦克基类——集中子类相同点//___________创建者:______秩沅______//___________________________________//-------------------------------------public abstract  classTankFather:MonoBehaviour{//攻击和防御相关publicint attack;publicint defence;publicint nowBlood;publicint maxBlood;//移动和转速相关publicint moveSpeed;publicint RotateSpeed;publicint HeadSpeed;public Transform  Head;//击败特效public GameObject diedEffect;//受伤行为publicvirtualvoidHeart(TankFather other){//当攻击力大于防御力时才生效if(other.attack - defence >0){
            nowBlood -=(other.attack - defence);}if(nowBlood <=0){
            nowBlood =0;Death();}//更新血条
        GamePlane.SingleInstance.UpdataBlood(maxBlood ,nowBlood );}//死亡行为publicvirtualvoidDeath(){Destroy(this);//将特效实例化相关逻辑
        GameObject effect =Instantiate(diedEffect,this.transform.position ,this.transform.rotation);
        AudioSource soudClip =GetComponent<AudioSource>();
        soudClip.enabled  = MusicContol.SingleMusicContol.nowMusicData.soundSwitch;
        soudClip.volume = MusicContol.SingleMusicContol.nowMusicData.soundRoll ;
        soudClip.mute =false;
        soudClip.playOnAwake =true;}//开火行为public abstract voidFire();//子类中每一个的开火方式都不同,作为抽象方法}

主坦克的运动逻辑的封装

using System.Collections;using System.Collections.Generic;using UnityEngine;//-------------------------------------//—————————————————————————————————————//___________项目:       //___________功能:  坦克的移动和旋转//___________创建者:_______秩沅_______//_____________________________________//-------------------------------------publicclassTankSport:TankFather{using System.Collections;using System.Collections.Generic;using UnityEngine;//-------------------------------------//—————————————————————————————————————//___________项目:       //___________功能:  坦克的移动和旋转//___________创建者:_______秩沅_______//_____________________________________//-------------------------------------publicclassMainTank:TankFather{//主坦克专有特征public  Weapon nowWeapon;private Vector3 zero =newVector3(0,0,0);//特征属性初始化privatevoidAwake(){
        Head = transform.GetChild(1).GetChild(0);
        maxBlood =100;
        nowBlood =100;
        attack =30;
        defence =10;
        moveSpeed =5;
        RotateSpeed =50;
        HeadSpeed =500;}privatevoidUpdate(){//坦克的移动 = 大小*方向
        transform.Translate(Input.GetAxis("Vertical")*Vector3.forward*moveSpeed *Time.deltaTime );//坦克的旋转 = 大小*轴向
        transform.Rotate(Input.GetAxis("Horizontal")*Vector3.up *RotateSpeed *Time .deltaTime );//头部炮管的旋转 = 大小*轴向
        Head.Rotate(Input.GetAxis("Mouse X")*Vector3.up*HeadSpeed*Time .deltaTime );//左键发射炮弹if(Input.GetMouseButtonDown(0)){Fire();}}//捡武器行为publicvoidChangeWeapon(GameObject weapon){
        
        nowWeapon = weapon.GetComponent<Weapon>();//依附成为子对象______待优化
        weapon.gameObject.transform.position = Head.GetChild(0).transform.position ;
        weapon.gameObject.transform.rotation = Head.GetChild(0).transform.rotation;
        weapon.gameObject.transform.SetParent(Head.GetChild(0));
        attack += nowWeapon.attack;}//开火行为重写publicoverridevoidFire(){
        nowWeapon.Shoot();}}

武器类的封装

using System.Collections;using System.Collections.Generic;using UnityEngine;//-------------------------------------//—————————————————————————————————————//___________项目:       ______________//___________功能:  武器的逻辑相关控制//___________创建者:秩沅_______________//_____________________________________//-------------------------------------publicclassWeapon:MonoBehaviour{public GameObject Tank;//挂载的坦克对象public GameObject bullet;//子弹对象public Transform []  bulletNum;//子弹数量及位置publicint attack;//攻击力    publicfloat bulletSpeed =1000f;//速度private  AudioSource shootSound;//发射音效privatevoidStart(){//加载发射音效
        
        shootSound =GetComponent<AudioSource>();//同步设置中音效大小

        shootSound.enabled = MusicContol.SingleMusicContol.nowMusicData.soundSwitch;
        shootSound.volume = MusicContol.SingleMusicContol.nowMusicData.soundRoll;
        shootSound.enabled =false;//加载子弹发射数量
        bulletNum =new Transform[transform.GetChild(0).childCount];for(int i =0; i < transform.GetChild(0).childCount ; i++){
            bulletNum[i]= transform.GetChild(0).GetChild(i);}}//销毁行为publicvoidVanish(){Destroy(this.gameObject );}//射击行为publicvirtualvoidShoot(){
        shootSound.enabled =true;
        shootSound.Play();//实例化炮弹,并进行发射for(int i =0; i < bulletNum.Length ; i++){
            GameObject ball =Instantiate(bullet, bulletNum[i].position, bulletNum[i].rotation );
            BulletMove movScript = ball.GetComponent<BulletMove>();          
            Rigidbody shootBall = ball.GetComponent<Rigidbody>();

            shootBall.AddForce(transform.forward * bulletSpeed);

            movScript.Tank = Tank;//声明子弹是由谁打出去的}}//如果碰到标签是主坦克玩家 并且 武器没有主人privatevoidOnCollisionEnter(Collision collision){if(Tank == null && collision.transform.name  =="Player"){
            Tank = collision.gameObject;
            MainTank player = collision.gameObject.GetComponent<MainTank>();           
            player.ChangeWeapon(this.gameObject);print("玩家");}}}

🎶(E)行为实现——炮弹的销毁和特效


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using System.Collections;using System.Collections.Generic;using UnityEngine;//-------------------------------------//—————————————————————————————————————//___________项目:       ______________//___________功能:  子弹的逻辑相关//___________创建者:秩沅_______________//_____________________________________//-------------------------------------publicclassBulletMove:MonoBehaviour{public  GameObject Tank;//挂载在哪个坦克上public  GameObject DeidEffect;public  AudioSource distorySound;//销毁的音效privatefloat endTime =15f;//销毁倒计时privatevoidStart(){}//子弹的销毁及特效privatevoidOnTriggerEnter(Collider other){if(other.CompareTag("Environment")){if(DeidEffect != null){
                GameObject eff =Instantiate(DeidEffect, transform.position, transform.rotation);//音效控制
                distorySound = eff.GetComponent<AudioSource>();
                distorySound.enabled = MusicContol.SingleMusicContol.nowMusicData.soundSwitch;
                distorySound.volume = MusicContol.SingleMusicContol.nowMusicData.soundRoll;
                eff.AddComponent<SelfDestroy>();}Destroy(this.gameObject);}}privatevoidUpdate(){//当未碰撞时自动销毁endTimeDistory(gameObject);}//倒计时销毁publicvoidendTimeDistory( GameObject instans){
        endTime = Mathf.MoveTowards(endTime,0,0.1f);if(endTime <=0)Destroy(instans);}}

总结:

问题: 为什么炮弹生成了却无法射出 ; 原因: FreezePosition被锁定了

问题:往前走时,发射方向和炮口方向相反

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本文转载自: https://blog.csdn.net/m0_64128218/article/details/131759167
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