Unity 3D游戏-塔防类游戏源码:重要方法和功能的实现

简介: Unity-塔防游戏源码本文提供全流程,中文翻译。Chinar坚持将简单的生活方式,带给世人!(拥有更好的阅读体验 —— 高分辨率用户请根据需求调整网页缩放比例)...

Unity-塔防游戏源码


本文提供全流程,中文翻译。

Chinar坚持将简单的生活方式,带给世人!

(拥有更好的阅读体验 —— 高分辨率用户请根据需求调整网页缩放比例)

1

using UnityEngine;
using System.Collections;
using UnityEngine.EventSystems;
using UnityEngine.UI;

/// <summary>
/// 建筑物控制脚本
/// </summary>
public class BuildManager : MonoBehaviour
{
    public  TurretData StandarTurretData;  //标准炮塔数据
    public  TurretData MissileTurretData;  //导弹炮塔数据
    public  TurretData LaserTurretData;    //激光炮塔数据
    private TurretData SelectedTurretData; //当前选择的炮塔(即将要建造的炮台)
    private MapCube    _selectedMapCube;   //当前选择的游戏炮台
    private int        Money = 1000;       //金币
    public  Text       MoneyText;          //金币文本框
    public  Animator   MoneyAnimator;
    public  GameObject UpgradeCanvas;
    public  Button     ButtonUpGrade;
    private Animator   UpgradeCanvasAnimator;


    void Start()
    {
        UpgradeCanvasAnimator = UpgradeCanvas.GetComponent<Animator>();
    }


    void Update()
    {
        //容错,炮台的建造,需要满足2个条件
        if (SelectedTurretData != null && Input.GetMouseButtonDown(0)) //如果鼠标右键按下;
        {
            if (EventSystem.current.IsPointerOverGameObject() == false) //检测鼠标在不在UI上。
            {
                //射线
                Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

                //被照射物体
                RaycastHit hit;

                //是否照射到物体                  (射线,被照射物体,射线长度,MapCuber层的物体)
                bool isCollider = Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("MapCube"));
                if (isCollider)
                {
                    MapCube mapcube = hit.collider.GetComponent<MapCube>(); //得到点击的mapcube

                    //如果底板上 没有炮塔,则可以创建
                    if (mapcube.TurretGo == null)
                    {
                        //可以创建,然后判断钱够不够,
                        if (Money >= SelectedTurretData.Cost)
                        {
                            ChangeMoney(-SelectedTurretData.Cost);   //减少钱
                            mapcube.BuildTurret(SelectedTurretData); //创建炮塔
                        }
                        else
                        {
                            //提示钱不够
                            MoneyAnimator.SetTrigger("Flicker");
                        }
                    }
                    else if (mapcube.TurretGo != null)
                    {
                        //选择的是否是同一个炮台&&UI升级框是否显示
                        if (mapcube.TurretGo == _selectedMapCube && UpgradeCanvas.activeInHierarchy)
                        {
                            StartCoroutine(HideUpGradeUi());
                        }
                        else
                        {
                            Vector3 upgraded = new Vector3(mapcube.transform.position.x, mapcube.transform.position.y + 2.6f, mapcube.transform.position.z);
                            //升级
                            ShowUpGradeUI(upgraded, mapcube.IsUpgraded);
                        }

                        //选择的炮台,被赋值
                        _selectedMapCube = mapcube;
                    }
                }
            }
        }
    }


    public void OnStandarSelected(bool isOn)
    {
        if (isOn)
        {
            SelectedTurretData = StandarTurretData;
        }
    }


    public void OnMissileSelected(bool isOn)
    {
        if (isOn)
        {
            SelectedTurretData = MissileTurretData;
        }
    }


    public void OnLaserSelected(bool isOn)
    {
        if (isOn)
        {
            SelectedTurretData = LaserTurretData;
        }
    }


    /// <summary>
    /// 金钱的变动
    /// </summary>
    /// <param name="change"></param>
    private void ChangeMoney(int change = 0)
    {
        Money          += change;      //金币的变动
        MoneyText.text =  "¥" + Money; //金币文本框赋值
    }


    /// <summary>
    /// 显示升级按钮
    /// </summary>
    /// <param name="pos"></param>
    /// <param name="isDisableUp"></param>
    private void ShowUpGradeUI(Vector3 pos, bool isDisableUp = false) //是否禁用升级按钮
    {
        StopCoroutine(HideUpGradeUi());
        UpgradeCanvas.SetActive(false); //显示按钮
        UpgradeCanvas.transform.position = pos;
        UpgradeCanvas.SetActive(true);             //显示按钮
        ButtonUpGrade.interactable = !isDisableUp; //是否可以交互/  false
    }


    /// <summary>
    /// 隐藏升级按钮
    /// </summary>
    IEnumerator HideUpGradeUi()
    {
        UpgradeCanvasAnimator.SetTrigger("Hide");

        yield return new WaitForSeconds(0.6f);

        UpgradeCanvas.SetActive(false);
    }


    /// <summary>
    /// 点击升级按钮,升级炮塔
    /// </summary>
    public void OnUpGradeButtonDown()
    {
        if (Money >= _selectedMapCube._turretData.Cost) //钱够不够
        {
            ChangeMoney(-_selectedMapCube._turretData.Cost);
            _selectedMapCube.UpGradeTurret();
        }
        else
        {
            MoneyAnimator.SetTrigger("Flicker");
        }

        StartCoroutine(HideUpGradeUi());
    }


    /// <summary>
    /// 点击拆按钮。拆炮塔
    /// </summary>
    public void OnDestroyButtonDown()
    {
        _selectedMapCube.DestroyTurret();
        StartCoroutine(HideUpGradeUi());
    }
}

2

using UnityEngine;

/// <summary>
/// 子弹类脚本
/// </summary>
public class Bullet : MonoBehaviour
{
    public  int       Damage = 50; //伤害
    public  float     Speed  = 20; //速度
    private Transform Target;      //目标

    public  GameObject ExplosionEffectPrefab;    //子弹特效
    private float      DistanceArriveTarget = 2; //子弹于目标物体,向量长度


    void Start()
    {
    }


    void Update()
    {
        if (Target == null)
        {
            Die();
            return;
        }

        transform.LookAt(Target.position); //面向目标位置
        transform.Translate(Vector3.forward * Speed * Time.deltaTime);

        Vector3 dir = Target.position - transform.position;
        if (dir.magnitude < DistanceArriveTarget) //向量的长度magnitude
        {
            //子弹打到敌人,掉血
            Target.GetComponent<Enemy>().TakeDamage(Damage);

            Die();
        }
    }


    private void Die()
    {
        //实例化特效
        GameObject effect = Instantiate(ExplosionEffectPrefab, transform.position, transform.rotation) as GameObject;

        //删除特效
        Destroy(effect, 1f);

        //销毁子弹
        Destroy(this.gameObject);
    }


    /// <summary>
    /// 设置目标
    /// 
    /// </summary>
    /// <param name="_target"></param>
    public void SetTarget(Transform _target)
    {
        this.Target = _target;
    }
}

3

using UnityEngine;
using System.Collections;
using UnityEngine.UI;

/// <summary>
/// 敌人脚本
/// </summary>
public class Enemy : MonoBehaviour
{
    //位置数组
    private Transform[] positions;

    //下标,从0开始
    private int index = 0;

    //速度
    public float Speed = 10;

    public float Hp = 150;

    private float TotalHp; //总HP

    public GameObject ExplosionEffect; //敌人爆炸特效

    private Slider HpSlider;


    void Start()
    {
        positions = WayPoints.positions;

        TotalHp = Hp;

        HpSlider = GetComponentInChildren<Slider>();
    }


    void Update()
    {
        Move();
    }


    void Move()
    {
        //下标越界,就跳出;
        if (index > positions.Length - 1) return;

        //找一个方向,(目标位置-当前位置).normalized 取得这个向量的单位向量 ;
        transform.Translate((positions[index].position - transform.position).normalized * Time.deltaTime * Speed);

        //判断 两点 之间的距离
        if (Vector3.Distance(positions[index].position, transform.position) < 0.5f)
        {
            index++;
        }


        if (index > positions.Length - 1)
        {
            ReachDestination();
        }
    }


    /// <summary>
    /// ReachDestination 到达 目的地 销毁
    /// </summary>
    void ReachDestination()
    {
        Destroy(this.gameObject);
        GameManager.instance.Failed();
    }


    /// <summary>
    /// 监听销毁敌人
    /// </summary>
    void OnDestroy()
    {
        EnemySpawner.CountEnemyAlive--;
    }


    /// <summary>
    /// 敌人受到伤害
    /// </summary>
    /// <param name="damage"></param>
    public void TakeDamage(float damage)
    {
        if (Hp <= 0) return;                    //死了不处理
        Hp             -= damage;               //减少血量
        HpSlider.value =  (float) Hp / TotalHp; //血条
        if (Hp <= 0)
        {
            Die();
        }
    }


    private void Die()
    {
        GameObject effect = Instantiate(ExplosionEffect, transform.position, transform.rotation) as GameObject;

        Destroy(effect, 1.5f);

        Destroy(this.gameObject);
    }
}

4

using UnityEngine;
using System.Collections;


/// <summary>
/// 敌人生成控制脚本
/// </summary>
public class EnemySpawner : MonoBehaviour
{
    //属性面板
    public Wave[] Waves;

    //生成位置
    public Transform StartTran;

    //孵化间隔
    public float WaveRate = 0.2f;

    //存活敌人的数量
    public static int CountEnemyAlive = 0;

    private Coroutine coroutine;


    void Start()
    {
        coroutine = StartCoroutine(SpawnEnemy());
    }


    /// <summary>
    /// 敌人孵化器
    /// </summary>
    /// <returns></returns>
    IEnumerator SpawnEnemy()
    {
        //遍历所有Waves中的 数组
        foreach (Wave wave in Waves)
        {
            for (int i = 0; i < wave.Count; i++)
            {
                //实例化预设物(每一波敌人的预设物,开始位置,无旋转的)旋转前的初始角
                GameObject.Instantiate(wave.EnemyPrefab, StartTran.position, Quaternion.identity);

                CountEnemyAlive++; //存活数量增加

                if (i != wave.Count - 1) //检测生成是否完毕
                {
                    //时间间隔
                    yield return new WaitForSeconds(wave.Rate);
                }
            }

            //当存活数量大于0
            while (CountEnemyAlive > 0)
            {
                yield return 0; //暂停0帧,不执行下边代码
            }

            //每一波暂停 WaveRate 秒
            yield return new WaitForSeconds(WaveRate);
        }
    }


    /// <summary>
    /// 停止生成
    /// </summary>
    public void Stop()
    {
        StopCoroutine(coroutine);
    }
}

5

using UnityEngine;
using UnityEngine.EventSystems;


/// <summary>
/// 地图版块控制脚本
/// </summary>
public class MapCube : MonoBehaviour
{
    [HideInInspector]                             //不显示在 Inspector 面板
    public                   GameObject TurretGo; //保存当前Cube身上的炮台
    [HideInInspector] public TurretData _turretData;
    public                   GameObject BuildEffect;

    private Renderer CubeRenderer;

    [HideInInspector] public bool IsUpgraded; //MapCub上的炮塔是否升级过


    void Start()
    {
        CubeRenderer = GetComponent<Renderer>();
    }


    /// <summary>
    /// 点击创建炮塔
    /// </summary>
    /// <param name="turretPrefab"></param>
    public void BuildTurret(TurretData turretData)
    {
        this._turretData = turretData;
        IsUpgraded       = false;
        //创建炮塔,位置,旋转,强转
        TurretGo             = Instantiate(turretData.TurretPrefab, transform.position, Quaternion.identity) as GameObject;
        GameObject effectobj = Instantiate(BuildEffect, transform.position, Quaternion.identity) as GameObject;
        Destroy(effectobj, 1f);
    }


    /// <summary>
    /// 升级炮台
    /// </summary>
    /// <param name="turretgo"></param>
    public void UpGradeTurret()
    {
        if (IsUpgraded == true) return; //容错
        Destroy(TurretGo);              //删除低级炮塔
        IsUpgraded = true;              //升级状态变化
        //创建炮塔,位置,旋转,强转
        TurretGo             = Instantiate(_turretData.TurretUpGradedPrefab, transform.position, Quaternion.identity) as GameObject;
        GameObject effectobj = Instantiate(BuildEffect, transform.position, Quaternion.identity) as GameObject;
    }


    /// <summary>
    /// 拆除炮台
    /// </summary>
    public void DestroyTurret()
    {
        Destroy(TurretGo);
        GameObject effectobj = Instantiate(BuildEffect, transform.position, Quaternion.identity) as GameObject;
        IsUpgraded           = false; //升级状态变化
        TurretGo             = null;
        _turretData          = null;
    }


    /// <summary>
    /// 鼠标移入
    /// </summary>
    private void OnMouseEnter()
    {
        //Cube上没有炮台,且,鼠标没有放在UI上
        if (TurretGo == null && EventSystem.current.IsPointerOverGameObject() == false)
        {
            CubeRenderer.material.color = Color.red; //变红
        }
    }


    /// <summary>
    /// 鼠标移出
    /// </summary>
    private void OnMouseExit()
    {
        CubeRenderer.material.color = Color.white; //变红
    }
}

6

using UnityEngine;


/// <summary>
/// 炮塔模型类
/// </summary>
[System.Serializable] //可序列化
public class TurretData
{
    //炮塔预设物
    public GameObject TurretPrefab;

    //花费
    public int Cost;

    //炮塔升级预设物
    public GameObject TurretUpGradedPrefab;

    //升级炮塔花费
    public int CostUpGraded;

    //默认枚举类型
    public TurretType Type;
}


/// <summary>
/// 枚举一个炮塔类
/// </summary>
public enum TurretType
{
    StandardTurret, //标准
    MissileTurret,  //导弹
    LaserTurret     //激光
}

7

using UnityEngine;
using System.Collections.Generic;


/// <summary>
/// 炮塔控制脚本类
/// </summary>
public class Turret : MonoBehaviour
{
    private List<GameObject> Enemys         = new List<GameObject>(); //进入方位的敌人
    public  float            AttackRateTime = 1;                      //攻击间隔
    private float            Timer          = 0;                      //计时器
    public  GameObject       BulletPrefab;                            //子弹 预设物
    public  Transform        FirePos;
    public  Transform        Head;
    public  bool             UseLaser   = false; //默认攻击方式
    public  float            DamageRate = 70;    //激光炮塔,持续伤害 速率。每秒70点伤害
    public  LineRenderer     LaseRenderer;
    public  GameObject       LaserEffect; //激光特效


    void Start()
    {
        Timer = AttackRateTime;
    }


    void Update()
    {
        if (Enemys.Count > 0 && Enemys[0] != null)
        {
            Vector3 targetPosition = Enemys[0].transform.position;
            targetPosition.y       = Head.position.y;
            Head.LookAt(targetPosition);
        }

        if (UseLaser == false)
        {
            Timer += Time.deltaTime;

            //敌人数量大于0,且满足间隔时间
            if (Enemys.Count > 0 && Timer >= AttackRateTime)
            {
                Timer = 0;
                Attack();
            }
        }

        else if (Enemys.Count > 0)
        {
            if (LaseRenderer.enabled == false) LaseRenderer.enabled = true;

            if (Enemys[0] == null)
            {
                UpDateEnemys();
            }

            if (Enemys.Count > 0)
            {
                //激光炮塔朝向
                LaseRenderer.SetPositions(new Vector3[] {FirePos.position, Enemys[0].transform.position});

                //激光炮塔攻击
                Enemys[0].GetComponent<Enemy>().TakeDamage(DamageRate * Time.deltaTime);
                LaserEffect.SetActive(true);
                LaserEffect.transform.position = Enemys[0].transform.position;

                //激光特效,朝向炮塔
                Vector3 pos = transform.position;
                pos.y       = Enemys[0].transform.position.y;
                LaserEffect.transform.LookAt(pos);
            }
        }
        else
        {
            LaserEffect.SetActive(false);
            LaseRenderer.enabled = false;
        }
    }


    /// <summary>
    /// 攻击方法
    /// </summary>
    private void Attack()
    {
        if (Enemys[0] == null)
        {
            UpDateEnemys();
        }

        if (Enemys.Count > 0)
        {
            //实例化子弹
            GameObject bullet = Instantiate(BulletPrefab, FirePos.position, FirePos.rotation) as GameObject;

            //子弹 指向目标
            bullet.GetComponent<Bullet>().SetTarget(Enemys[0].transform);
        }
        else
        {
            Timer = AttackRateTime; //下次来敌人,直接攻击
        }
    }


    /// <summary>
    /// 进入区域
    /// </summary>
    /// <param name="col"></param>
    private void OnTriggerEnter(Collider col)
    {
        if (col.tag == "Enemy")
        {
            Enemys.Add(col.gameObject);
        }
    }


    /// <summary>
    /// 离开区域
    /// </summary>
    /// <param name="col"></param>
    private void OnTriggerExit(Collider col)
    {
        if (col.tag == "Enemy")
        {
            Enemys.Remove(col.gameObject);
        }
    }


    /// <summary>
    /// 更新集合
    /// </summary>
    private void UpDateEnemys()
    {
        //用来存空元素下标  的数组
        List<int> EmptyIndex = new List<int>();

        //移除所有为空的元素,遍历进入范围的敌人数组长度。
        for (int i = 0; i < Enemys.Count; i++)
        {
            if (Enemys[i] == null)
            {
                EmptyIndex.Add(i);
            }
        }

        //移除 所有空元素
        for (int i = 0; i < EmptyIndex.Count; i++)
        {
            //由于Enemys移除元素,下标会变动。所以减去,移除的个数;
            Enemys.RemoveAt(EmptyIndex[i] - i);
        }
    }
}

8

using UnityEngine;
using System.Collections;


/// <summary>
/// 玩家视角控制脚本
/// </summary>
public class ViewController : MonoBehaviour
{
    public float Speed      = 1;   //速度
    public float MouseSpeed = 249; //速度


    void Start()
    {
    }


    void Update()
    {
        //获取水平和垂直参数
        float h     = Input.GetAxis("Horizontal");
        float v     = Input.GetAxis("Vertical");
        float mouse = Input.GetAxis("Mouse ScrollWheel") * MouseSpeed;
        //控制移动,并根据时间平滑移动,根据世界坐标移动
        transform.Translate(new Vector3(h * Speed, mouse, v * Speed) * Time.deltaTime, Space.World);
    }
}

9

using UnityEngine;


/// <summary>
/// 保存每一波敌人生成所需要的属性
/// </summary>
[System.Serializable] //可以被序列化的属性
public class Wave
{
    public GameObject EnemyPrefab; //敌人
    public int        Count;       //数量
    public float      Rate;        //时间间隔
}

10

using UnityEngine;


/// <summary>
/// 路径导航脚本
/// </summary>
public class WayPoints : MonoBehaviour
{
    //拐点,数组
    public static Transform[] positions;


    void Awake()
    {
        //找到当前,挂载脚本物体下的,子物体数量
        positions = new Transform[transform.childCount];

        //依次遍历所有子物体,得到依次的位置
        for (int i = 0; i < positions.Length; i++)
        {
            positions[i] = transform.GetChild(i);
        }
    }
}

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