MMORPG游戏开发实战(一)

2019-01-20  本文已影响27人  元宇宙协会
using System;
using System.Collections;
using System.IO;
using UnityEngine;
using UnityEditor;
public class ScriptsCreat : UnityEditor.AssetModificationProcessor
{
    public static void OnWillCreateAsset(string path)
    {
        path = path.Replace(".meta", "");
        if (!path.EndsWith(".cs")) return;
        string allText = "// ========================================================\r\n"
                         + "// 描述:\r\n"
                         + "// 作者:雷潮 \r\n"
                         + "// 创建时间:#CreateTime#\r\n"
                         + "// 版 本:1.0\r\n"
                         + "//========================================================\r\n";
        allText += File.ReadAllText(path);
        allText = allText.Replace("#CreateTime#", System.DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss"));
        File.WriteAllText(path, allText);
        AssetDatabase.Refresh();
    }
}

效果:每次创建脚本都会有自己的代码注释

效果图
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class RoleCtrl : MonoBehaviour {

    private CharacterController c;

    private Vector3 hitPoint = Vector3.zero;  // 目标点
    private float speed = 10f;

    private Quaternion m_rotation;
    //旋转速度
    private float r_speed = 0.2f;

    private bool isRotationOver = false;

    void Start () {
        c = GetComponent<CharacterController>();
    }
    
    void Update () {

        if (c == null) return;
        //点击屏幕
        if (Input.GetMouseButtonUp(0))   // 
        {
            Debug.Log("鼠标点击屏幕");
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitInfo;
            if (Physics.Raycast(ray, out hitInfo))
            {
                // 如果碰到了地面,会得到一个点
                if (hitInfo.collider.gameObject.name.Equals("Ground", System.StringComparison.CurrentCultureIgnoreCase))
                {
                    hitPoint = hitInfo.point;
                    isRotationOver = false;
                    r_speed = 0;
                }
             }
        }

        // 如果没有与地面连接,让角色贴着地面
        if (!c.isGrounded)
        {
            c.Move(transform.position + new Vector3(0,-1000,0) - transform.position);
        }


        if (hitPoint != Vector3.zero)
        {
            //Debug.DrawLine(Camera.main.transform.position,hitPoint);

            // 知识点:为什么要判断大于0.1因为移动过程数值中会出现小数。
            if (Vector3.Distance(transform.position,hitPoint) > 0.1)
            {
                //transform.LookAt(hitPoint); // 朝向目标位置,一方面可以进行相关的操作,一方面可以达到某个位置后运动停止,
                //transform.Translate(Vector3.forward*Time.deltaTime*speed,Space.Self);


                Vector3 direction = hitPoint - transform.position;
                direction = direction.normalized; // 归一化,让其在xyz上的值都为1
                direction = direction * Time.deltaTime * speed;
                direction.y = 0;
                // 让角色朝向目标点
                // transform.LookAt(new Vector3(hitPoint.x,transform.position.y,hitPoint.z));
                if (!isRotationOver)
                {
                    r_speed += 5f;
                    // 让角色缓慢转身
                    m_rotation = Quaternion.LookRotation(direction);
                    transform.rotation = Quaternion.Lerp(transform.rotation, m_rotation, Time.deltaTime * r_speed);
                    if (Quaternion.Angle(m_rotation, transform.rotation) < 1f)
                    {
                        r_speed = 1;
                        isRotationOver = true;
                    }
                }
                c.Move(direction);
            }
        }
    }
}
using UnityEngine;

public class RoleCtrl : MonoBehaviour {

    private CharacterController c;

    private Vector3 hitPoint = Vector3.zero;  // 目标点
    private float speed = 10f;

    private Quaternion m_rotation;
    //旋转速度
    private float r_speed = 0.2f;

    void Start () {
        c = GetComponent<CharacterController>();
    }
    
    void Update () {

        if (c == null) return;
        //点击屏幕
        if (Input.GetMouseButtonUp(0))  
        {
            Debug.Log("鼠标点击屏幕");
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hitInfo;
            if (Physics.Raycast(ray, out hitInfo))
            {
                // 如果碰到了地面,会得到一个点
                if (hitInfo.collider.gameObject.name.Equals("Ground", System.StringComparison.CurrentCultureIgnoreCase))
                {
                    hitPoint = hitInfo.point;
                    r_speed = 0;
                }
             }
        }

        // 如果没有与地面连接,让角色贴着地面
        if (!c.isGrounded)
        {
            c.Move(transform.position + new Vector3(0,-1000,0) - transform.position);
        }


        if (hitPoint != Vector3.zero)
        {
            // 知识点:为什么要判断大于0.1因为移动过程数值中会出现小数。
            if (Vector3.Distance(transform.position,hitPoint) > 0.1)
            {
                Vector3 direction = hitPoint - transform.position;
                direction = direction.normalized; // 归一化,让其在xyz上的值都为1
                direction = direction * Time.deltaTime * speed;
                direction.y = 0;
                // 让角色朝向目标点
                // transform.LookAt(new Vector3(hitPoint.x,transform.position.y,hitPoint.z));
                if (r_speed <= 1)
                {
                    r_speed += 5f * Time.deltaTime;
                    // 让角色缓慢转身
                    m_rotation = Quaternion.LookRotation(direction);
                    transform.rotation = Quaternion.Lerp(transform.rotation, m_rotation, r_speed);               
                }
                c.Move(direction);
            }
        }
    }
}
检测箱子,可以使用射线方式进行
 if (Input.GetMouseButtonUp(1))
        {
            //Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            //RaycastHit hit;
            //// 发射射线,检测名称为Item的layer层。
            //if (Physics.Raycast(ray, out hit, Mathf.Infinity, 1 << LayerMask.NameToLayer("Box")))
            //{
            //    Debug.Log("find box" + hit.collider.name);
            //}

            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit[] hitArray = Physics.RaycastAll(ray,Mathf.Infinity,1<<LayerMask.NameToLayer("Box"));
            if (hitArray.Length > 0)
            {
                for (int i = 0; i < hitArray.Length; i++)
                {
                    Debug.Log(hitArray[i].collider.name);
                }
            }
        }
Box检测

检测条件:
(1) - 物体的layer在检测的层中
(2) - 物体身上要有碰撞器 (勾选Trigger触发模式,也可以检测)
注意:
当检测的物体重合,也是可以检测到的,射线具备穿透功能

        if (Input.GetMouseButtonUp(1))
        {
           Collider[] cs =  Physics.OverlapSphere(this.transform.position, 3, 1 << LayerMask.NameToLayer("Box"));
            for (int i = 0; i < cs.Length; i++)
            {
                Debug.Log(cs[i].name);
            }
        }
 private void OnDrawGizmos()
    {
        Gizmos.DrawWireSphere(this.transform.position, 3);
    }
OnDrawGizmos 检测到Box

触发销毁

using UnityEngine;

public class ScenneCtrl : MonoBehaviour {

    [SerializeField]
    private Transform transBox;
    [SerializeField]
    private Transform parentBox;

    private GameObject boxPrefab;
    private int minCount = 0;
    private int maxCount = 10;

    private float nextCloneTime = 0;
   

    // 数据存储
    private string boxKey = "BoxKey";
    private int getBoxCount;

    void Start () {
        boxPrefab = Resources.Load("BoxPrefabs/Box") as GameObject;
        getBoxCount = PlayerPrefs.GetInt(boxKey,0);
    }
    
    // Update is called once per frame
    void Update () {
        if (minCount < maxCount)
        {
            if (Time.time > nextCloneTime)
            {
                nextCloneTime = Time.time + 3f;
                GameObject cloneObj =   Instantiate(boxPrefab);
                cloneObj.transform.parent = parentBox;
                cloneObj.transform.position = transBox.TransformPoint(new Vector3(UnityEngine.Random.Range(-0.5f,0.5f),0, UnityEngine.Random.Range(-0.5f, 0.5f)));

                BoxController box =  cloneObj.GetComponent<BoxController>();

                if (box != null)
                {
                    box.OnHit = OnHit;
                    minCount++;
                }             
            }
        }
    }

    private void OnHit(GameObject obj)
    {
        minCount--;
        getBoxCount++;
        PlayerPrefs.SetInt(boxKey, getBoxCount);
        GameObject.Destroy(obj);
        Debug.Log("拾取了" + getBoxCount + "个箱子");
    }
}

箱子的代码设置委托,传递自己被点击信息

public class BoxController : MonoBehaviour {

    public System.Action<GameObject> OnHit;

    public void Hit()
    {
        if (OnHit != null)
        {
            OnHit(gameObject);
        }
    }       
}

销毁箱子代码

 if (Input.GetMouseButtonUp(1))
        {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            // 发射射线,检测名称为Item的layer层。
            if (Physics.Raycast(ray, out hit, Mathf.Infinity, 1 << LayerMask.NameToLayer("Box")))
            {
                BoxController box = hit.collider.GetComponent<BoxController>();
                if (box != null)
                {
                    box.Hit();
                }
                Debug.Log("find box" + hit.collider.name);

            }
简单实用
上一篇下一篇

猜你喜欢

热点阅读