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unity商店demo学习:跑酷游戏

2015-05-28 14:56 369 查看
本文素材和代码全部来自unity asset store里面的3D Infinite Runner Toolkit项目

步骤

场景一:TitleScene

1 搭建开始界面场景



这个场景是开启游戏的第一个界面,用于选择切换到正式游戏场景或者商店。
只需要拖入主场景模型和一个角色模型即可,并添加UI资源。

2 添加角色动画逻辑和场景切换逻辑脚本

将要切换的脚本设置为一个变量名,然后切换场景的脚本就可以在不同button间复用
<span style="white-space:pre">	</span>void OnMouseUpAsButton(){
this.guiTexture.texture = normal;
Application.LoadLevel (levelName);
}


场景二:Shop

1 搭建商店界面场景



商店场景用于角色选择和购买,当然还可以扩展其他功能,比如购买道具什么的。
也是导入相关模型就行了,添加UI资源。

2 界面交互基本逻辑脚本

触摸(光标滑动)
<span style="white-space:pre">	</span>IEnumerator SelectDirection(){
bool input = false;
while (input == false) {
if((Input.mousePosition.x - getMousePos.x) < -40){
indexSelect++;
if(indexSelect >= players.Length-1){
indexSelect = players.Length-1;
}
input = true;
}

if((Input.mousePosition.x - getMousePos.x) > 40){
indexSelect--;
if(indexSelect <= 0){
indexSelect = 0;
}
input = true;
}

if(Input.GetMouseButtonUp(0)){
input = true;
}
yield return 0;
}
角色移位
<span style="white-space:pre">	</span>IEnumerator MoveToPoint(){
while (Vector3.Distance(transform.position, point[indexSelect]) > 0.01f) {
transform.position = Vector3.Lerp(transform.position, point[indexSelect], 10 * Time.deltaTime);
yield return 0;
}

transform.position = point [indexSelect];

StartCoroutine (WaitInput ());
}


场景三:PlayGame

1 搭建游戏初始场景



载入街道等初始模型到场景,调整漫反射光

2 添加游戏角色



给角色添加刚体、碰撞体、控制脚本和动画控制器,然后存为预设体。
角色控制有跳、滑,左移右移还有二段跳,分别重写了键盘控制和触摸控制的接口。
<span style="white-space:pre">	</span>IEnumerator MoveBack(){
float z = transform.position.z-0.5f;
bool complete = false;
while(complete == false){
transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x,transform.position.y,z),2*Time.deltaTime);
if((transform.position.z - z) < 0.05f){
complete = true;
}
yield return 0;
}

yield return 0;
}

private void MoveForward(){
speedMove = GameAttribute.gameAttribute.speed;

if(characterController.isGrounded){
moveDir = Vector3.zero;
if(directInput == DirectionInput.Up){
Jump();
if(isDoubleJump){
jumpSecond = true;
}
}
}else{
if(directInput == DirectionInput.Down){
QuickGround();
}
if(directInput == DirectionInput.Up){
if(jumpSecond){
JumpSeccond();
jumpSecond = false;
}
}

if(animationManager.animationState != animationManager.Jump
&& animationManager.animationState != animationManager.JumpSecond
&& animationManager.animationState != animationManager.Roll){
animationManager.animationState = animationManager.JumpLoop;
}
}
moveDir.z = 0;
moveDir += this.transform.TransformDirection(Vector3.forward*speedMove);
moveDir.y -= gravity * Time.deltaTime;

CheckSideCollision ();
characterController.Move((moveDir+direction)*Time.deltaTime);
}
与障碍物碰撞逻辑。
<span style="white-space:pre">	</span>private void CheckSideCollision(){
if (positionStand == Position.Right) {
if((int)characterController.collisionFlags == 5 || characterController.collisionFlags == CollisionFlags.Sides){
if(transform.position.x < 1.75f && checkSideCollision == false){
Debug.Log("Hit");
CameraFollow.instace.ActiveShake();
positionStand = Position.Middle;
checkSideCollision = true;
}
}
}

if (positionStand == Position.Left) {
if((int)characterController.collisionFlags == 5 || characterController.collisionFlags == CollisionFlags.Sides){
if(transform.position.x > -1.75f && checkSideCollision == false){
Debug.Log("Hit");
CameraFollow.instace.ActiveShake();
positionStand = Position.Middle;
checkSideCollision = true;
}
}
}

if(positionStand == Position.Middle){
if((int)characterController.collisionFlags == 5 || characterController.collisionFlags == CollisionFlags.Sides){
if(transform.position.x < -0.05f && checkSideCollision == false){
Debug.Log("Hit");
CameraFollow.instace.ActiveShake();
positionStand = Position.Left;

checkSideCollision = true;
}else if(transform.position.x > 0.05f && checkSideCollision == false){
Debug.Log("Hit");
CameraFollow.instace.ActiveShake();
positionStand = Position.Right;
checkSideCollision = true;
}
}
}

if (checkSideCollision == true) {
countDeleyInput += Time.deltaTime;
if(countDeleyInput >= 1f){
checkSideCollision = false;
countDeleyInput = 0;
}
}
}
金币拾取
<span style="white-space:pre">	</span>public void Magnet(float time){
StopCoroutine("CancleMagnet");
magnet.SetActive(true);
timeMagnet = time;
StartCoroutine(CancleMagnet());
}


3 创建游戏控制器

添加空物体到场景,挂载脚本,异步加载场景、开始游戏、动态创建游戏物体,得分更新以及重置。
<span style="white-space:pre">	</span>//Loading method
IEnumerator WaitLoading(){
while(patSysm.loadingComplete == false){
yield return 0;
}
StartCoroutine(InitPlayer());
}

//Spawn player method
IEnumerator InitPlayer(){
GameObject go = (GameObject)Instantiate(playerPref[selectPlayer], posStart, Quaternion.identity);
cameraFol.target = go.transform;
yield return 0;
StartCoroutine(UpdatePerDistance());
}

//update distance score
IEnumerator UpdatePerDistance(){
while(true){
if(PatternSystem.instance.loadingComplete){
if(GameAttribute.gameAttribute.pause == false
&& GameAttribute.gameAttribute.isPlaying == true
&& GameAttribute.gameAttribute.life > 0){
if(Controller.instace.transform.position.z > 0){
GameAttribute.gameAttribute.distance += GameAttribute.gameAttribute.speed * Time.deltaTime;
distanceCheck += GameAttribute.gameAttribute.speed * Time.deltaTime;
if(distanceCheck >= speedAddEveryDistance){
GameAttribute.gameAttribute.speed += speedAdd;
if(GameAttribute.gameAttribute.speed >= speedMax){
GameAttribute.gameAttribute.speed = speedMax;
}
countAddSpeed++;
distanceCheck = 0;
}
}
}
}
yield return 0;
}
}

//reset game
public IEnumerator ResetGame(){
GameAttribute.gameAttribute.isPlaying = false;
GUIManager.instance.showSumGUI = true;
int oldCoind = GameData.LoadCoin ();
GameData.SaveCoin((int)GameAttribute.gameAttribute.coin+oldCoind);
distanceCheck = 0;
countAddSpeed = 0;
yield return 0;
}


4 设置摄像机跟随
主摄像机挂载脚本,主要有跟随、重置和晃动逻辑
<span style="white-space:pre">	</span>void LateUpdate(){
if(target != null){
if(target.position.z >= 0){
if(shake == false){
posCamera.x = Mathf.Lerp(posCamera.x, target.position.x, 5 * Time.deltaTime);
posCamera.y = Mathf.Lerp(posCamera.y, target.position.y + height, 5 * Time.deltaTime);
posCamera.z = Mathf.Lerp(posCamera.z, target.position.z + distance, GameAttribute.gameAttribute.speed); //* Time.deltaTime);
transform.position = posCamera;
angleCam.x = angle;
angleCam.y = Mathf.Lerp(angleCam.y, 0, 1 * Time.deltaTime);
angleCam.z = transform.eulerAngles.z;
transform.eulerAngles = Vector3.Lerp(transform.eulerAngles, angleCam, 1 * Time.deltaTime);
}
}else{
if(PatternSystem.instance.loadingComplete == true){
Vector3 dummy = Vector3.zero;
posCamera.x = Mathf.Lerp(posCamera.x, 0, 5 * Time.deltaTime);
posCamera.y = Mathf.Lerp(posCamera.y, dummy.y + height, 5 * Time.deltaTime);
posCamera.z = dummy.z + distance;
transform.position = posCamera;
angleCam.x = angle;
angleCam.y = transform.eulerAngles.y;
angleCam.z = transform.eulerAngles.z;
transform.eulerAngles = angleCam;
}
}
}
}

//Reset camera when charater die
public void Reset(){
shake = false;
Vector3 dummy = Vector3.zero;
posCamera.x = 0;
posCamera.y = dummy.y + height;
posCamera.z = dummy.z + distance;
transform.position = posCamera;
angleCam.x = angle;
angleCam.y = transform.eulerAngles.y;
angleCam.z = transform.eulerAngles.z;
transform.eulerAngles = angleCam;
}

//Shake camera
public void ActiveShake(){
shake = true;
StartCoroutine(ShakeCamera());
}


5 调整场景物体的尺寸
可以用标准立方体作为标尺来衡量场景物体的长宽高,使得游戏角色和场景物体比例得当。

6 添加游戏物体实例管理系统
创建空物体,挂载脚本,用于动态管理场景物体的更新(比如街道的无限延长,障碍物的随机产生等等)

<span style="white-space:pre">	</span>IEnumerator AddBuilding(){
QueueFloor qFloor = queneFloor[0];
queneFloor.RemoveRange(0,1);
int i = 0;
randomPattern = Random.Range(0, patternBuilding.Count);
randomItem = Random.Range(0, patternItem.Count);
while(i < building_Script.Count){
int j = 0;
while(j < patternBuilding[randomPattern].stateBuilding_Left.Length){
CheckAddBuilding_Left(i,j,qFloor);
j++;
}
j = 0;
while(j < patternBuilding[randomPattern].stateBuilding_Right.Length){
CheckAddBuilding_Right(i,j,qFloor);
j++;
}
i++;
}
yield return 0;
i = 0;
CheckTypeItemFormAdd(qFloor, i);
yield return 0;
qFloor.floorObj.transform.position = posFloorLast;
posFloorLast.z += nextPosFloor;
queneFloor.Add(qFloor);
StartCoroutine(WaitCheckFloor());
yield return 0;
}


<span style="white-space:pre">	</span>void AddItemWihtType_SubRight(QueueFloor floor, int slotIndex,int type){
if(patternItem[randomItem].itemType_SubRight[slotIndex].x == type){
int j = 0;
while(j < amount_Item_Pattern_SubRight[type-1]){
if(j < item_Type_Script[type-1].itemList.Count){
if(item_Type_Script[type-1].itemList[j].itemActive == false
&& floor.floorItemSlotClass.floor_Slot_SubRight[slotIndex] == false){
SetPosItem_SubRight_For_Type(slotIndex,type-1,j,floor, patternItem[randomItem].itemType_SubRight[slotIndex].y);
j = 0;
}
}
j++;
}
}
}


7 设置障碍物摆放
这里用到unity一个非常棒的工具,可以用图形化的手段对内部数据结构进行配置,实现所见即所得



如图,可以手动配置街道物体,接到障碍物,很好的关卡设置编辑器。

编译

将项目编译为可执行文件,需要在build设置里面添加所有scene,注意顺序。



游戏效果

开始界面



商店



游戏中

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