• Unity3d 札记-Tanks Tutorial 知识点汇总--游戏流程的控制


    当我们准备好了所有的模型 ,Prefab,音效,还有各个Script.

    最终我们面临的问题 ,就是如何去将它们调动起来!

    我们需要两样东西 :
    1.管理每一个坦克的TankManager

    2.管理游戏流程的 GameManager

    接着我们就发现 :

             GameManager 需要与坦克数量同等的  TankManager    而由TankManager控制Tank的生成状态(Active)计分 

    实现就不是很难了,因为下午那么长,所以我准备写上所有的注释。

              

      1 //using UnityEngine.SceneManagement;
      2 using UnityEngine.UI;
      3 
      4 public class GameManager : MonoBehaviour
      5 {
      6     public int m_NumRoundsToWin = 5;        //需要获胜多少场才算赢
      7     public float m_StartDelay = 3f;         //启动界面维持时间 
      8     public float m_EndDelay = 3f;           //结束界面维持时间 
      9     public CameraControl m_CameraControl;   //控制摄像机 
     10     public Text m_MessageText;              //页面消息的UI组件 (用于展示  ROUND??  和 胜负情况 的Text)
     11     public GameObject m_TankPrefab;         //实例化一个tank所需要的模型
     12     public TankManager[] m_Tanks;           //坦克们的妈妈桑组成的居委会
     13 
     14 
     15     private int m_RoundNumber;              //场次
     16     private WaitForSeconds m_StartWait;     //根据m_StartDelay的数值来生成的一个 延时对象 
     17     private WaitForSeconds m_EndWait;       //根据m_EndDelay的数值来生成的一个 延时对象 
     18     private TankManager m_RoundWinner;      //每局胜者 记录仪
     19     private TankManager m_GameWinner;       //最终胜者 记录仪
     20 
     21 
     22     private void Start()
     23     {
     24         m_StartWait = new WaitForSeconds(m_StartDelay);  //根据m_StartDelay的数值来生成的一个 延时对象 
     25         m_EndWait = new WaitForSeconds(m_EndDelay);//根据m_EndDelay的数值来生成的一个 延时对象 
     26 
     27         SpawnAllTanks(); //生成所有坦克 
     28         SetCameraTargets(); //为摄像机 设定好 追踪目标
     29 
     30         StartCoroutine(GameLoop()); //开启游戏流程
     31     }
     32 
     33 
     34     private void SpawnAllTanks()  //那么如何生成所有的坦克呢??
     35     {
     36         for (int i = 0; i < m_Tanks.Length; i++)  //一个麻麻一个儿子 
     37         {
     38             m_Tanks[i].m_Instance =
     39                 Instantiate(m_TankPrefab, m_Tanks[i].m_SpawnPoint.position, m_Tanks[i].m_SpawnPoint.rotation) as GameObject;//为该麻麻在设定好的出生点生一个儿子
     40             m_Tanks[i].m_PlayerNumber = i + 1;//并给小孩贴上正确的标号
     41             m_Tanks[i].Setup(); //坦克,组装!
     42         }
     43     }
     44 
     45 
     46     private void SetCameraTargets() //接下来学习一下 怎么告诉摄像机追踪目标
     47     {
     48         Transform[] targets = new Transform[m_Tanks.Length]; //首先告诉摄像机 有几个目标 
     49 
     50         for (int i = 0; i < targets.Length; i++)
     51         {
     52             targets[i] = m_Tanks[i].m_Instance.transform; //把每个目标的transform告诉它 
     53         }
     54 
     55         m_CameraControl.m_Targets = targets;
     56     }
     57 
     58 
     59     private IEnumerator GameLoop()
     60     {
     61         yield return StartCoroutine(RoundStarting());  //游戏初始化阶段 
     62         yield return StartCoroutine(RoundPlaying());  //游戏进行阶段 
     63         yield return StartCoroutine(RoundEnding());    //游戏收尾阶段 
     64 
     65       if (m_GameWinner != null)
     66         {
     67             Application.LoadLevel (Application.loadedLevel); //如果有最终胜者,那就
     68         }
     69         else
     70         {
     71             StartCoroutine(GameLoop());
     72         }
     73     }
     74 
     75 
     76     private IEnumerator RoundStarting()  
     77     { 
     78         ResetAllTanks ();  //重置所有坦克  
     79         DisableTankControl ();  //不允许玩家控制  
     80         m_CameraControl.SetStartPositionAndSize (); //设置好摄像机的位置
     81         m_RoundNumber++;  //场次+1 
     82         m_MessageText.text = "Round " + m_RoundNumber; 
     83         yield return m_StartWait; //让Text飞一会 
     84     }
     85 
     86 
     87     private IEnumerator RoundPlaying()
     88     {
     89         EnableTankControl ();  //允许玩家控制 
     90         m_MessageText.text = string.Empty; //Text“消失”
     91         while (!OneTankLeft ()) {
     92             yield return null; //除非只剩下一个玩家,否则一直停留在游戏阶段
     93         }
     94     }
     95 
     96 
     97     private IEnumerator RoundEnding()
     98     {
     99         DisableTankControl (); //不允许玩家控制
    100         // Clear the winner from the previous round.
    101         m_RoundWinner = null;  //清除上次数据 
    102         m_RoundWinner = GetRoundWinner (); //获取胜者 
    103         if (m_RoundWinner != null) {
    104             m_RoundWinner.m_Wins++;  //胜者,积分+1 
    105         }
    106         m_GameWinner = GetGameWinner (); //看看有没有玩家满足获胜条件 
    107         m_MessageText.text = EndMessage (); //发布战斗结果 
    108 
    109         yield return m_EndWait;
    110     }
    111 
    112 
    113     private bool OneTankLeft()
    114     {
    115         int numTanksLeft = 0;
    116 
    117         for (int i = 0; i < m_Tanks.Length; i++)
    118         {
    119             if (m_Tanks[i].m_Instance.activeSelf)  //存活着的才算数!!
    120                 numTanksLeft++;
    121         }
    122 
    123         return numTanksLeft <= 1;
    124     }
    125 
    126 
    127     private TankManager GetRoundWinner()
    128     {
    129         for (int i = 0; i < m_Tanks.Length; i++)
    130         {
    131             if (m_Tanks[i].m_Instance.activeSelf)
    132                 return m_Tanks[i]; //存活着的才算数!!
    133         }
    134 
    135         return null;
    136     }
    137 
    138 
    139     private TankManager GetGameWinner()
    140     {
    141         for (int i = 0; i < m_Tanks.Length; i++)
    142         {
    143             if (m_Tanks[i].m_Wins == m_NumRoundsToWin)  //满足设定获胜场次的才算赢
    144                 return m_Tanks[i];
    145         }
    146 
    147         return null;
    148     }
    149 
    150 
    151     private string EndMessage()
    152     {
    153         string message = "DRAW!";  //默认信息  
    154 
    155         if (m_RoundWinner != null)
    156             message = m_RoundWinner.m_ColoredPlayerText + " WINS THE ROUND!";  
    157 
    158         message += "
    
    
    
    ";
    159 
    160         for (int i = 0; i < m_Tanks.Length; i++)
    161         {
    162             message += m_Tanks[i].m_ColoredPlayerText + ": " + m_Tanks[i].m_Wins + " WINS
    ";
    163         }
    164 
    165         if (m_GameWinner != null)
    166             message = m_GameWinner.m_ColoredPlayerText + " WINS THE GAME!";
    167 
    168         return message;
    169     }
    170 
    171 
    172     private void ResetAllTanks()
    173     {
    174         for (int i = 0; i < m_Tanks.Length; i++)
    175         {
    176             m_Tanks[i].Reset(); 
    177         }
    178     }
    179 
    180 
    181     private void EnableTankControl()
    182     {
    183         for (int i = 0; i < m_Tanks.Length; i++)
    184         {
    185             m_Tanks[i].EnableControl();
    186         }
    187     }
    188 
    189 
    190     private void DisableTankControl()
    191     {
    192         for (int i = 0; i < m_Tanks.Length; i++)
    193         {
    194             m_Tanks[i].DisableControl();
    195         }
    196     }
    197 }
     1 [Serializable]
     2 public class TankManager
     3 {
     4     public Color m_PlayerColor;            //坦克的颜色 
     5     public Transform m_SpawnPoint;         //坦克出生点 
     6     [HideInInspector] public int m_PlayerNumber;   //坦克编号           
     7     [HideInInspector] public string m_ColoredPlayerText; //用于展示战果时的文字标识
     8     [HideInInspector] public GameObject m_Instance;          //坦克
     9     [HideInInspector] public int m_Wins;                     //分数
    10 
    11 
    12     private TankMovement m_Movement;       //坦克移动 代码    
    13     private TankShooting m_Shooting;       //坦克射击 代码
    14     private GameObject m_CanvasGameObject;  //坦克血条所处的画布 
    15 
    16 
    17     public void Setup()
    18     {
    19         m_Movement = m_Instance.GetComponent<TankMovement>();   //
    20         m_Shooting = m_Instance.GetComponent<TankShooting>();    //
    21         m_CanvasGameObject = m_Instance.GetComponentInChildren<Canvas>().gameObject;//获取实例 
    22 
    23         m_Movement.m_PlayerNumber = m_PlayerNumber;  //设定好独特编号 
    24         m_Shooting.m_PlayerNumber = m_PlayerNumber;   //以便准确获取输入 
    25 
    26         m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; //设置 好 Player x 的文字,字体颜色为坦克颜色
    27 
    28         MeshRenderer[] renderers = m_Instance.GetComponentsInChildren<MeshRenderer>();   //MeshRenderer是用于渲染3D对象的组件 
    29 
    30         for (int i = 0; i < renderers.Length; i++)
    31         {
    32             renderers[i].material.color = m_PlayerColor;  //利用这一组件 , 给坦克刷颜色  
    33         }
    34     }
    35 
    36 
    37     public void DisableControl()
    38     {
    39         m_Movement.enabled = false;   //设定代码不可用
    40         m_Shooting.enabled = false; //设定代码不可用
    41 
    42         m_CanvasGameObject.SetActive(false); //设定画布不可用
    43     }
    44 
    45 
    46     public void EnableControl()
    47     {
    48         m_Movement.enabled = true; //设定代码可用
    49         m_Shooting.enabled = true; //设定代码可用
    50          
    51         m_CanvasGameObject.SetActive(true); //设定画布可用
    52     }
    53 
    54 
    55     public void Reset()
    56     {
    57         m_Instance.transform.position = m_SpawnPoint.position;  //设定位置回出生点 
    58         m_Instance.transform.rotation = m_SpawnPoint.rotation;  //设定转向回出生转向  
    59 
    60         m_Instance.SetActive(false);  //坦克得消失后 
    61         m_Instance.SetActive(true);   //再出现,才能使数据生效
    62     
    63     }
    64 }
  • 相关阅读:
    mapreduce 函数入门 三
    *hiho 1475
    hiho 1571
    hiho 1620
    hiho 1613
    centos下nginx配置
    hiho 1617
    hiho 172周
    uva 11584
    hiho1605
  • 原文地址:https://www.cnblogs.com/dongfangliu/p/5806990.html
Copyright © 2020-2023  润新知