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1)需求实现
2)涉及技术栈
本文代码资源见 → Unity3D 摇杆控制物体运动。
2 游戏对象
1)游戏界面
2)游戏对象层级结构
3)Transform组件参数
1. 玩家 Transform 组件参数
Name | Type | Position | Rotation | Scale | Color/Texture |
---|---|---|---|---|---|
Player | Empty | (0, 0.25, -5) | (0, 0, 0) | (1, 1, 1) | #228439FF |
Botton | Cube | (0, 0, 0) | (0, 0, 0) | (2, 0.5, 2) | #228439FF |
Top | Cube | (0, 0.5, 0) | (0, 0, 0) | (1, 0.5, 1) | #228439FF |
Gun | Cylinder | (0, 0, 1.5) | (90, 0, 0) | (0.2, 1, 0.4) | #228439FF |
FirePoint | Empty | (0, 1.15, 0) | (0, 0, 0) | (1, 1, 1) | —— |
补充:Player 游戏对象添加了刚体组件。
2. 地面和炮弹 Transform 组件参数
Name | Type | Position | Rotation | Scale | Color/Texture |
---|---|---|---|---|---|
Plane | Plane | (0, 0, 0) | (0, 0, 0) | (10, 10, 10) | GrassRockyAlbedo |
Bullet | Sphere | (0, 0.5, -5) | (0, 0, 0) | (0.3, 0.3, 0.3) | #228439FF |
补充:炮弹作为预设体拖拽到 Assets/Resources/Prefabs 目录下,并且添加了刚体组件。
3. 摇杆 RectTransform 组件参数
Name | Type | Width/Height | Pos | Anchors |
---|---|---|---|---|
Stick | Canvas | —— | —— | —— |
Background | Image | (100, 100) | (75, 75, 0) | (0, 0), (0, 0) |
Ball | Image | (40, 40) | (75, 75, 0) | (0, 0), (0, 0) |
1)CameraController
CameraController.cs
- using UnityEngine;
-
- public class CameraController : MonoBehaviour {
- private Transform player; // 玩家
- private Vector3 relaPlayerPos; // 相机在玩家坐标系中的位置
- private float targetDistance = 15f; // 相机看向玩家前方的位置
-
- private void Start() {
- relaPlayerPos = new Vector3(0, 4, -8);
- player = GameObject.Find("Player/Top").transform;
- }
-
- private void LateUpdate() {
- CompCameraPos();
- }
-
- private void CompCameraPos() { // 计算相机坐标
- Vector3 target = player.position + player.forward * targetDistance;
- transform.position = transformVecter(relaPlayerPos, player.position, player.right, player.up, player.forward);
- transform.rotation = Quaternion.LookRotation(target - transform.position);
- }
-
- // 求以origin为原点, locX, locY, locZ 为坐标轴的本地坐标系中的向量 vec 在世界坐标系中对应的向量
- private Vector3 transformVecter(Vector3 vec, Vector3 origin, Vector3 locX, Vector3 locY, Vector3 locZ) {
- return vec.x * locX + vec.y * locY + vec.z * locZ + origin;
- }
- }
说明: CameraController 脚本组件挂在 MainCamera 游戏对象上。
2)PlayerController
PlayerController.cs
- using System;
- using UnityEngine;
-
- public class PlayerController : MonoBehaviour {
- private Transform firePoint; // 开火点
- private GameObject bulletPrefab; // 炮弹预设体
- private StickController stick; // 摇杆控制器
- private float tankMoveSpeed = 4f; // 坦克移动速度
- private float tankRotateSpeed = 2f; // 坦克转向速度
- private Vector3 predownMousePoint; // 鼠标按下时的位置
- private Vector3 currMousePoint; // 当前鼠标位置
- private float fireWaitTime = float.MaxValue; // 距离上次开火已等待的时间
- private float bulletCoolTime = 0.15f; // 炮弹冷却时间
-
- private void Start() {
- firePoint = transform.Find("Top/Gun/FirePoint");
- bulletPrefab = (GameObject) Resources.Load("Prefabs/Bullet");
- stick = GameObject.Find("Stick/Ball").GetComponent<StickController>();
- }
-
- private void Update() {
- Move();
- Rotate();
- Fire();
- }
-
- private void Move() { // 坦克移动
- float hor = Input.GetAxis("Horizontal");
- float ver = Input.GetAxis("Vertical");
- Move(hor, ver);
- }
-
- public void Move(float hor, float ver) { // 坦克移动
- if (Mathf.Abs(hor) > float.Epsilon || Mathf.Abs(ver) > float.Epsilon) {
- Vector3 vec = transform.forward * ver + transform.right * hor;
- GetComponent<Rigidbody>().velocity = vec * tankMoveSpeed;
- // stick.UpdateStick(new Vector3(hor, 0, ver));
- Vector3 dire = new Vector3(hor, ver, 0);
- dire = dire.normalized * Mathf.Min(dire.magnitude, 1);
- stick.UpdateStick(dire);
- }
- }
-
- private void Rotate() { // 坦克旋转
- if (Input.GetMouseButtonDown(1)) {
- predownMousePoint = Input.mousePosition;
- } else if (Input.GetMouseButton(1)) {
- currMousePoint = Input.mousePosition;
- Vector3 vec = currMousePoint - predownMousePoint;
- GetComponent<Rigidbody>().angularVelocity = Vector3.up * tankRotateSpeed * vec.x;
- predownMousePoint = currMousePoint;
- }
- }
-
- private void Fire() { // 坦克开炮
- fireWaitTime += Time.deltaTime;
- if (Input.GetMouseButtonDown(0) && !IsMouseInUIArea() || Input.GetKeyDown(KeyCode.Space)) {
- if (fireWaitTime > bulletCoolTime) {
- BulletInfo bulletInfo = new BulletInfo("PlayerBullet", Color.red, transform.forward, 10f, 15f);
- GameObject bullet = Instantiate(bulletPrefab, firePoint.position, Quaternion.identity);
- bullet.AddComponent<BulletController>().SetBulletInfo(bulletInfo);
- fireWaitTime = 0f;
- }
- }
- }
-
- private bool IsMouseInUIArea() { // 鼠标在UI控件区域
- Vector3 pos = Input.mousePosition;
- return pos.x < 150 && pos.y < 150;
- }
- }
说明: PlayerController 脚本组件挂在 Player 游戏对象上。
3)StickController
StickController.cs
- using UnityEngine;
- using UnityEngine.UI;
- using UnityEngine.EventSystems;
-
- public class StickController : MonoBehaviour, IDragHandler, IEndDragHandler {
- private Vector3 originPos; // 鼠标开始拖拽时位置
- private Vector3 currPos; // 鼠标当前位置
- private float radius; // 遥杆半径
- private PlayerController player; // 玩家控制器
- private Vector3 dire = Vector3.zero; // 摇杆球的方位
-
- private void Start () {
- originPos = transform.position;
- radius = 50;
- player = GameObject.Find("Player").GetComponent<PlayerController>();
- }
-
- private void Update () {
- player.Move(dire.x, dire.y);
- }
-
- public void OnDrag(PointerEventData eventData) {
- Vector3 vec = Input.mousePosition - originPos;
- dire = vec.normalized * Mathf.Min(vec.magnitude / radius, 1);
- UpdateStick(dire);
- }
-
- public void OnEndDrag(PointerEventData eventData) {
- transform.position = originPos;
- dire = Vector3.zero;
- }
-
- public void UpdateStick(Vector3 dire) { // 更新摇杆位置
- transform.position = originPos + dire * radius;
- }
- }
说明: StickController 脚本组件挂在 Ball 游戏对象上。
4)BulletController
BulletController.cs
- using UnityEngine;
- using UnityEngine.UI;
-
- public class BulletController : MonoBehaviour {
- private BulletInfo bulletInfo; // 炮弹信息
-
- private void Start () {
- gameObject.name = bulletInfo.name;
- GetComponent<MeshRenderer>().material.color = bulletInfo.color;
- float lifeTime = bulletInfo.fireRange / bulletInfo.speed; // 存活时间
- Destroy(gameObject, lifeTime);
- }
-
- private void Update () {
- transform.GetComponent<Rigidbody>().velocity = bulletInfo.flyDir * bulletInfo.speed;
- }
-
- public void SetBulletInfo(BulletInfo bulletInfo) {
- this.bulletInfo = bulletInfo;
- }
- }
说明: BulletController 脚本组件挂在 Bullet 游戏对象上(代码里动态添加)。
5)BulletInfo
BulletInfo.cs
- using UnityEngine;
-
- public class BulletInfo {
- public string name; // 炮弹名
- public Color color; // 炮弹颜色
- public Vector3 flyDir; // 炮弹飞出方向
- public float speed; // 炮弹飞行速度
- public float fireRange; // 炮弹射程
-
- public BulletInfo(string name, Color color, Vector3 flyDir, float speed, float fireRange) {
- this.name = name;
- this.color = color;
- this.flyDir = flyDir;
- this.speed = speed;
- this.fireRange = fireRange;
- }
- }
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