using UnityEngine; using System.Collections; public struct WaveMsg { //该波次生成的怪物 public GameObject monster; //时间间隔 public float waveInterval; //生成个数 public float count; //生成间隔 public float interval; //怪物血量 public float hp; /// <summary> /// 构造函数 /// </summary> /// <param name="monster">Monster.</param> /// <param name="waveInterval">Wave interval.</param> /// <param name="count">Count.</param> /// <param name="interval">Interval.</param> public WaveMsg(GameObject monster,float waveInterval, float count,float interval,float hp) { this.monster = monster; this.waveInterval = waveInterval; this.count = count; this.interval = interval; this.hp = hp; } } public class MonsterInit : MonoBehaviour { //怪物预设体 public GameObject[] monsters; //波次信息 public WaveMsg[] waveMsg; //每波怪之间的时间计时器 private float waveTimer; //每个怪之前的时间计时器 private float monsterTimer; //波次计数器 private int count; //怪物个数计数器 private int monsterCount; //游戏开关 private bool gameBegin = true; void Awake() { waveMsg = new WaveMsg[]{ new WaveMsg(monsters[0],0,3,2,10), new WaveMsg(monsters[1],2.5f,5,1.5f,15), new WaveMsg(monsters[2],2,10,1f,20), new WaveMsg(monsters[1],2,10,0.5f,25), new WaveMsg(monsters[0],2,15,0.5f,30) }; } void Update() { if (gameBegin) { //波次计时器计时 waveTimer += Time.deltaTime; if (waveTimer >= waveMsg [count].waveInterval) { //如果当前生成怪的个数不够,继续生成 if (monsterCount < waveMsg [count].count) { //计时器计时 monsterTimer += Time.deltaTime; //计时结束 if (monsterTimer > waveMsg [count].interval) { //生成怪物 GameObject currentMaster = Instantiate ( waveMsg [count].monster, transform.position, Quaternion.identity) as GameObject; //给新生成的怪物设置血量值 currentMaster.GetComponent<Monster> ().hp = waveMsg [count].hp; //怪物个数++ monsterCount++; //计时器清零 monsterTimer = 0; } } else { //波次加一 count++; if (count < waveMsg.Length) { //怪物个数清零 monsterCount = 0; //波次计时器清零 waveTimer = 0; } else { //表示怪兽生成结束 gameBegin = false; } } } } } }
using UnityEngine; using System.Collections; public class GameOver : MonoBehaviour { //血量 public int hp = 10; //触发 void OnTriggerEnter(Collider other) { //如果是怪物 if (other.tag == "Monster") { //减血操作 if (--hp <= 0) { Debug.Log ("GameOver"); } //销毁怪物 Destroy (other.gameObject); } } }
using UnityEngine; using System.Collections; using System.Collections.Generic; public class GaussAttack : MonoBehaviour { //攻击队列 Queue<Transform> monsters; //当前攻击目标 public Transform currentTarget; //炮筒旋转速度 public float turnSpeed = 10; //发射特效 private GameObject muzzle; //炮塔伤害值 public float damage = 30; void Awake() { monsters = new Queue<Transform> (); muzzle = transform.Find ("Base/Turret/Muzzle_1").gameObject; } void Update() { if (currentTarget) { //转向 LookAtTargetSmooth(); //给敌人减血 currentTarget.GetComponent<Monster>().hp-=Time.deltaTime * damage; //如果当前目标已经死亡 if (!currentTarget.GetComponent<Monster> ().monsterAlive) { //切换下一个目标 TargetSwitch (); } } } /// <summary> /// 平滑旋转看向敌人 /// </summary> void LookAtTargetSmooth() { //方向向量 Vector3 dir = currentTarget.position - transform.position; //目标旋转 Quaternion qua = Quaternion.LookRotation (dir); //先找到炮筒 Transform gun = transform.GetChild (0).GetChild (0); //炮筒转向目标四元数 gun.rotation = Quaternion.Lerp (gun.rotation, qua, Time.deltaTime * turnSpeed); } /// <summary> /// 进入攻击范围 /// </summary> /// <param name="other">Other.</param> void OnTriggerEnter(Collider other) { //如果是怪物 if (other.tag == "Monster") { //进队列 monsters.Enqueue (other.transform); // 如果没有攻击目标 if (currentTarget == null) { TargetSwitch (); } } } void OnTriggerExit(Collider other) { //如果是怪物,且在队列内 if (other.tag == "Monster" && other.transform == currentTarget) { //切换下一个目标 TargetSwitch (); } } /// <summary> /// 切换目标 /// </summary> void TargetSwitch() { //如果队列中有数据 if (monsters.Count > 0) { //队列中出来的怪物即为下一个攻击目标 currentTarget = monsters.Dequeue (); //有怪,开枪 muzzle.SetActive (true); } else { //如果队列中没有数据,此时目标为空 currentTarget = null; //没怪,停止开枪 muzzle.SetActive (false); } } }
using UnityEngine; using System.Collections; public class CameraMove : MonoBehaviour { private float hor,ver; public float moveSpeed = 3; void Update() { hor = Input.GetAxis ("Horizontal"); ver = Input.GetAxis ("Vertical"); transform.position += new Vector3 (hor,0,ver) * Time.deltaTime * moveSpeed; //24 0 2 //40 0 35 transform.position = new Vector3 ( Mathf.Clamp(transform.position.x,24f,40f), transform.position.y, Mathf.Clamp(transform.position.z,2f,35f) ); } }
using UnityEngine; using System.Collections; public class TowerInit : MonoBehaviour { //射线碰撞检测器 RaycastHit hit; //炮塔预设体 public GameObject towerPrefab; void Update() { //获取屏幕射线 Ray r = Camera.main.ScreenPointToRay ( Input.mousePosition); //射线碰撞到了碰撞体 if (Physics.Raycast (r, out hit)) { //如果该物体名字中包含‘Base’字符串,且基座没有子物体 if (hit.collider.name.Contains ("Base") && hit.transform.childCount == 0) { if (Input.GetMouseButtonDown (0)) { ///TODO:生成炮塔 GameObject currentTower = Instantiate ( towerPrefab, hit.transform.position + Vector3.up * 2.7f, Quaternion.identity) as GameObject; //设置炮塔为基座的子物体 currentTower.transform.SetParent (hit.transform); } } } } }
炮塔需要触发事件设置好范围来检测怪物,进入范围触发事件攻击。
地图设置导航。
怪物添加刚体,设置动力学。避免出现碰撞弹奏,或者穿透现象。
时间: 2024-10-19 08:07:42