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2017-07-11  本文已影响20人  胤醚貔貅

1.有限状态机

usingUnityEngine;

usingSystem.Collections;

usingSystem.Collections.Generic;

///

///状态基类

///

public  abstract  class  State{

publicFSMManagerfsm;

publicState(FSMManagerfsm){

this.fsm=fsm;

}

publicabstractvoidOnEnter();//当状态进入

publicabstractvoidOnUpdate();//状态持续

publicabstractvoidOnExit();//状态退出

}

publicclassFSMManager{

publicGameObjectm_ctrl;//控制游戏对象

publicDictionary<string,State>allState;//存放所有状态

privateStatecurState;//当前状态

///

///添加状态

///

publicvoidAddState(Statestate){

stringstateName=state.GetType().Name;

if(allState==null){

allState=newDictionary();

}

if(!allState.ContainsKey(stateName)){

allState.Add(stateName,state);

}else{

}

}

///

///移除状态

///

///The 1st type parameter.

publicvoidRemoveState<T>(){

stringstateName=typeof(T).Name;

if(allState.ContainsKey(stateName)){

allState.Remove(stateName);

}

}

///

///切换状态

///

///The 1st type parameter.

publicvoidChangeState<T>(){

stringstateName=typeof(T).Name;

if(allState.ContainsKey(stateName)){

if(curState!=null){

curState.OnExit();

}

curState=allState[stateName];

curState.OnEnter();

}

}

///

///更新状态机

///

publicvoidUpdateFSM(){

if(curState!=null){

curState.OnUpdate();

}

}

}

怪物脚本

usingUnityEngine;

usingSystem.Collections;

publicclassPlayer:MonoBehaviour{

publicstringname;

publicfloathp;

publicfloatmp;

publicfloatattack;

publicfloatattackRange;

publicTransformtarget;//目标

publicNavMeshAgentm_Agent;

FSMManagerfsm;

voidStart(){

fsm=newFSMManager();

fsm.m_ctrl=gameObject;

fsm.AddState(newIdleState(fsm));

fsm.AddState(newPursuitstate(fsm));

fsm.ChangeState();

}

voidUpdate(){

fsm.UpdateFSM();

}

}

2.数据库

usingUnityEngine;

usingSystem.Collections;

///

///普通单例模版

///

publicclassSingletonwhereT:new(){

//单例

protectedstaticTinstance;

publicstaticTInstance{

get{

if(instance==null){

instance=newT();

}

returninstance;

}

}

}

usingUnityEngine;

usingSystem.Collections;

usingSystem.Collections.Generic;

usingSystem.IO;

usingMono.Data.Sqlite;

publicclassDataBaseTool:Singleton{

privatestringDataBaseName="GameData.sqlite";

privateSqliteConnectionconn;

privateSqliteCommandcommand;

privatestringdataPath="";

publicDataBaseTool(){

if(conn==null){

dataPath="DataSource="+Application.streamingAssetsPath+"/"+DataBaseName;

#ifUNITY_ANDRIOD

dataPath=AndriodPaltformSet();

#endif

try{

conn=newSqliteConnection(dataPath);

}catch(System.Exceptione){

Debug.Log("创建数据库链接失败。。。");

Debug.Log(e.Message);

}

}

}

//安卓平台数据库设置

publicstringAndriodPaltformSet(){

stringpath="URI=file:"+Application.persistentDataPath+"/"+DataBaseName;

//AndroidAPK中数据库文件的路径

stringandroidPath="jar:file://"+Application.dataPath+"!/assets/"+DataBaseName;

//Android沙盒路径

stringandroidFilePath=Application.persistentDataPath+"/"+DataBaseName;

//如果Android项目源文件中不存在数据库文件,说明没有加载过,需要加载

if(!File.Exists(androidFilePath))

{

//从APK路径拿到Sqlite数据库文件,下载

WWWwww=newWWW(androidPath);

//下载未完成时,保持等待

while(!www.isDone){}

//下载完成,IO流写入到沙盒路径

File.WriteAllBytes(androidFilePath,www.bytes);

}

returnpath;

}

///

///打开数据库连接

///

publicvoidOpenConnection(){

if(conn!=null){

try{

conn.Open();

}catch(System.Exceptionex){

Debug.Log("数据库打开失败");

Debug.LogError(ex.Message);

}

}

}

///

///关闭数据库链接

///

publicvoidCloseConnection(){

if(conn!=null){

try{

conn.Close();

}catch(System.Exceptionex){

Debug.Log("数据库关闭失败");

Debug.LogError(ex.Message);

}

}

}

#region对外接口方法

///

///获得一行数据的方法

///

///The row data.

///Sql.

publicDictionaryGetRowData(stringsql){

OpenConnection();

command=conn.CreateCommand();

command.CommandText=sql;

SqliteDataReaderreader=command.ExecuteReader();

Dictionarydata=newDictionary();

if(reader.Read()){

for(inti=0;i

data.Add(reader.GetName(i),reader.GetValue(i));

}

}

reader.Close();

reader=null;

command.Dispose();

command=null;

CloseConnection();

returndata;

}

///

///获得一张表的方法

///

///The all data.

///Sql.

publicList>GetAllData(stringsql){

OpenConnection();

command=conn.CreateCommand();

command.CommandText=sql;

SqliteDataReaderreader=command.ExecuteReader();

List>allData=newList>();

while(reader.Read()){

DictionaryrowData=newDictionary();

for(inti=0;i

rowData.Add(reader.GetName(i),reader.GetValue(i));

}

allData.Add(rowData);

}

reader.Close();

reader=null;

command.Dispose();

command=null;

CloseConnection();

returnallData;

}

#endregion

}

3.四元数缓动

Vector3torwards=(monster_player.attackTarget.transform.position-monster_player.transform.position);

QuaternionqTorwards=Quaternion.LookRotation(torwards);

monster_player.transform.rotation=Quaternion.Slerp(monster_player.transform.rotation,qTorwards,Time.deltaTime*5f);

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