一、介绍
该项目以虚拟现实技术课程中老师所教授 UnityChan 相关 人物角色动画控制为基础,引入室外场景模型并添加光照和阴影;添加交互性元素如 发射炮弹,键盘按钮移动坦克;实现第一、三人称视角切换。
开发平台为 Unity 2018.4.21f1(64-bit),操作系统为 Windows 10(64 位)。
二、操作说明
使用 Visual Studio 编译这个游戏,然后运行。
2.1 这个是游戏刚开始进入时的场景
2.2 移动人物漫游场景
WSAD 键用来控制坦克的位置,行走用户以第三人称视角在整个场景中进行移动。
2.3 移动鼠标切换视角
可以移动鼠标,来切换视角
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(https://www.writebug.com/myres/static/uploads/2022/5/21/44912dd0f2bce5f0058dcf67ebe48014.writebug)]
2.4 鼠标点击发射炮弹
点击鼠标的时候,可以发射炮弹到一个位置,观看到炸弹爆炸的效果
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三、探索的技术
3.1 多摄像机切换
using UnityEngine;
public class CameraControl : MonoBehaviour
{
public float m_DampTime = 0.2f;
public float m_ScreenEdgeBuffer = 4f;
public float m_MinSize = 6.5f;
[HideInInspector] public Transform[] m_Targets;
private Camera m_Camera;
private float m_ZoomSpeed;
private Vector3 m_MoveVelocity;
private Vector3 m_DesiredPosition;
private void Awake()
{
m_Camera = GetComponentInChildren<Camera>();
}
private void FixedUpdate()
{
Move();
Zoom();
}
private void Move()
{
FindAveragePosition();
transform.position = Vector3.SmoothDamp(transform.position, m_DesiredPosition, ref m_MoveVelocity, m_DampTime);
}
private void FindAveragePosition()
{
Vector3 averagePos = new Vector3();
int numTargets = 0;
for (int i = 0; i < m_Targets.Length; i++)
{
if (!m_Targets[i].gameObject.activeSelf)
continue;
averagePos += m_Targets[i].position;
numTargets++;
}
if (numTargets > 0)
averagePos /= numTargets;
averagePos.y = transform.position.y;
m_DesiredPosition = averagePos;
}
private void Zoom()
{
float requiredSize = FindRequiredSize();
m_Camera.orthographicSize = Mathf.SmoothDamp(m_Camera.orthographicSize, requiredSize, ref m_ZoomSpeed, m_DampTime);
}
private float FindRequiredSize()
{
Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition);
float size = 0f;
for (int i = 0; i < m_Targets.Length; i++)
{
if (!m_Targets[i].gameObject.activeSelf)
continue;
Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position);
Vector3 desiredPosToTarget = targetLocalPos - desiredLocalPos;
size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.y));
size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.x) / m_Camera.aspect);
}
size += m_ScreenEdgeBuffer;
size = Mathf.Max(size, m_MinSize);
return size;
}
public void SetStartPositionAndSize()
{
FindAveragePosition();
transform.position = m_DesiredPosition;
m_Camera.orthographicSize = FindRequiredSize();
}
}
坦克生命值切换
using UnityEngine;
using UnityEngine.UI;
public class TankHealth : MonoBehaviour
{
public float m_StartingHealth = 100f;
public Slider m_Slider;
public Image m_FillImage;
public Color m_FullHealthColor = Color.green;
public Color m_ZeroHealthColor = Color.red;
public GameObject m_ExplosionPrefab;
private AudioSource m_ExplosionAudio;
private ParticleSystem m_ExplosionParticles;
private float m_CurrentHealth;
private bool m_Dead;
private void Awake()
{
m_ExplosionParticles = Instantiate(m_ExplosionPrefab).GetComponent<ParticleSystem>();
m_ExplosionAudio = m_ExplosionParticles.GetComponent<AudioSource>();
m_ExplosionParticles.gameObject.SetActive(false);
}
private void OnEnable()
{
m_CurrentHealth = m_StartingHealth;
m_Dead = false;
SetHealthUI();
}
public void TakeDamage(float amount)
{
m_CurrentHealth -= amount;
SetHealthUI();
if (m_CurrentHealth <= 0f && !m_Dead)
{
OnDeath();
}
}
private void SetHealthUI()
{
m_Slider.value = m_CurrentHealth;
m_FillImage.color = Color.Lerp(m_ZeroHealthColor, m_FullHealthColor, m_CurrentHealth / m_StartingHealth);
}
private void OnDeath()
{
m_Dead = true;
m_ExplosionParticles.transform.position = transform.position;
m_ExplosionParticles.gameObject.SetActive(true);
m_ExplosionParticles.Play();
m_ExplosionAudio.Play();
gameObject.SetActive(false);
}
plosionParticles.gameObject.SetActive(true);
m_ExplosionParticles.Play();
m_ExplosionAudio.Play();
gameObject.SetActive(false);
}