Unity3D 小项目:牧师与恶魔小游戏

      这次的项目是弄一个牧师与恶魔的小游戏,游戏规则和背景:三个牧师和三个恶魔需要过一条河,河上只有一条船,船上最多可以载两个人,而船上最少有一个人的时候才可以开船,当六个人都到达河对岸的时候,游戏胜利,但是,当任意一边的恶魔的数目比牧师的数目多时,恶魔会攻击牧师,游戏失败。
      首先,就是贴图的下载和prefab的制作,这里就不多说了。然后,成品如下:
Scene
      游戏的实现采用MVC结构,全部的游戏对象和场景都由代码来实现。
      首先,就从导演类开始实现,具体也没什么可说的,代码如下:

public class Director : System.Object {
    private static Director _instance;
    public SceneController currentSceneController { set; get; }

    public static Director getInstance()
    {
        if(_instance == null)
        {
            _instance = new Director();
        }
        return _instance;
    }
}

接下来,实现两个接口,分别是场景控制的接口和对用户动作进行反应的接口。

//游戏场景控制器
public interface SceneController {
    void LoadResources();    
}
public interface UserAction
{
    void moveBoat();
    void isClickCha(ChaController chaController);
    void restart();
}

      然后,就是对游戏场景中有动作的对象添加控制,在这个游戏中,有动作的对象有船(过河)、牧师(上船、上岸)和魔鬼(上船、上岸),可以看出,牧师和魔鬼的动作其实是一样的,所以,可以将他们归为同一类,就称为人类吧。之后,考虑到我们需要一个办法来判定游戏是否胜利,于是,就把两岸也当做是一个有动作的对象,他们的动作主要是判定两边的人数是否平衡,确定游戏是否结束。
为了方便处理对象的移动,这里增加多了一个类来处理物体的移动。实现如下:

//对象移动处理
public class MoveStatus : MonoBehaviour {

    float speed = 15;//移动的速度
    //用来检测移动的状态。由于上船或下船的时候,有两个移动段。
    //0代表在开始位置,1代表从开始位置移到转折点,2代表从转折点移动到目的地
    public int move_status;
    //目的地的地址
    Vector3 destination;
    //转折点的地址
    Vector3 halfDest;

    private void Update()
    {
        //从开始移动到转折点,到转折点后,改变状态
        if(move_status == 1)
        {
            transform.position = Vector3.MoveTowards(transform.position, halfDest, speed * Time.deltaTime);
            if(transform.position == halfDest)
            {
                move_status = 2;
            }
        }
        //从转折点到目的地,到目的地后,改变状态
        else if(move_status == 2)
        {
            transform.position = Vector3.MoveTowards(transform.position, destination, speed * Time.deltaTime);
            if(transform.position == destination)
            {
                move_status = 0;
            }
        }
    }
    //重置移动状态
    public void Reset()
    {
        move_status = 0;
    }
    //设置目的地
    public void setDestination(Vector3 dest)
    {
        destination = dest;
        move_status = 1;
        //如果高度一样,证明不用经过转折点,就是,在水面上船的移动
        if (dest.y == transform.position.y)
        {
            move_status = 2;
        }
        //上岸时转折处理
        else if(dest.y > transform.position.y)
        {
            halfDest.x = transform.position.x;
            halfDest.y = dest.y;

        }
        //上船时转折处理
        else
        {
            halfDest.y = transform.position.y;
            halfDest.x = dest.x;
        }

    } 
}

下面就是对船这个对象的Controller,对这个对象,需要记录的就三个属性:船的移动、船上人的位置、船现在所处的位置(左边还是右边)。
先来看一下这个类的字段:

    GameObject boat;//对象
    MoveStatus moveable;//移动
    Vector3[] from_pos;//船上的能坐人的位置,右边
    Vector3[] to_pos;//船上能坐人的位置,左边

    int onWhere;//标志位,船在左边还是右边(1 - 右边, -1 - 左边)
    ChaController[] people = new ChaController[2];//船上的人物

由于船的移动其实就只有向左移动和向右移动,通过标志位,可以确定船要移动的方向,而船的位置移动实现可通过moveable字段来实现。如下:

    /// <summary>
    /// 船的移动。每移动一次,改变标志位
    /// </summary>
    public void Move()
    {
        if(onWhere == -1)
        {
            moveable.setDestination(new Vector3(5, 1.15f, -2.5f));
            onWhere = 1;
        }
        else
        {
            moveable.setDestination(new Vector3(-5, 1.15f, -2.5f));
            onWhere = -1;
        }
    }

其他的就是需要对船的一些状态的获取,具体类的实现如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BoatController  {
    GameObject boat;//对象
    MoveStatus moveable;//移动
    Vector3[] from_pos;//船上的能坐人的位置,右边
    Vector3[] to_pos;//船上能坐人的位置,左边

    int onWhere;//标志位,船在左边还是右边(1 - 右边, -1 - 左边)
    ChaController[] people = new ChaController[2];//船上的人物

    public BoatController(GameObject t_boat)
    {
        onWhere = 1;//初始在右边

        from_pos = new Vector3[] { new Vector3(4.5f, 1.65f, -2), new Vector3(5.5f, 1.65f, -2) };
        to_pos = new Vector3[] { new Vector3(-5.5f, 1.65f, -2), new Vector3(-4.5f, 1.65f, -2) };

        boat = t_boat;

        moveable = boat.AddComponent(typeof(MoveStatus)) as MoveStatus;
        boat.AddComponent(typeof(ClickGUI));
    }
    /// <summary>
    /// 船的移动。每移动一次,改变标志位
    /// </summary>
    public void Move()
    {
        if(onWhere == -1)
        {
            moveable.setDestination(new Vector3(5, 1.15f, -2.5f));
            onWhere = 1;
        }
        else
        {
            moveable.setDestination(new Vector3(-5, 1.15f, -2.5f));
            onWhere = -1;
        }
    }
    //获取船上的空位
    public int getEmptyIndex()
    {
        for(int i = 0; i < people.Length; i++)
        {
            if (people[i] == null) return i;
        }
        return -1;
    }
    //判断船是否没人
    public bool isEmpty()
    {
        foreach(ChaController chac in people)
        {
            if (chac != null) return false;
        }
        return true;
    }
    //获取没人的位置的坐标
    public Vector3 getEmptyPos()
    {
        int index = getEmptyIndex();
        if(onWhere == -1)
        {
            return to_pos[index];
        }
        else
        {
            return from_pos[index];
        }
    }
    //人物对象上船
    public void getOnBoat(ChaController chac)
    {
        int index = getEmptyIndex();
        people[index] = chac;
    }
    /// <summary>
    /// 人物对象下船
    /// </summary>
    /// <param name="name">下船的人的名字</param>
    /// <returns>返回这个对象的控制器</returns>
    public ChaController getOffBoat(string name)
    {
        for(int i = 0; i < people.Length; i++)
        {
            if(people[i] != null && people[i].getChaName() == name)
            {
                ChaController chac = people[i];
                people[i] = null;
                return chac;
            }
        }
        return null;
    }

    public GameObject getGameobj()
    {
        return boat;
    }

    public int getOnWhere()
    {
        return onWhere;
    }
    //获取船上各身分人物的数量
    public int[] getChaNum()
    {
        int[] count = { 0, 0 };
        foreach (ChaController chac in people)
        {
            if (chac != null)
            {
                int add = chac.getChaType() == 0 ? 0 : 1;
                count[add]++;
            }
        }
        return count;
    }
    //重置
    public void reset()
    {
        moveable.Reset();
        if (onWhere == -1) Move();
        people = new ChaController[2];
    }
}

然后,就是对人物对象进行动作管理,人物的动作有上船和下船,另外,需要一个标志位来确定这个人物是牧师还是恶魔,以方便判定游戏的失败条件。还需要随时监控鼠标的点击,当点击该人物对象的时候,人物对象要进行上船或者下船。当然,还需要判定人物是否在船上。具体实现如下:

public class ChaController {

    GameObject character;//游戏人物控制器
    MoveStatus moveable;//人物动作
    ClickGUI clickGUI;//点击事件
    private int whatCharacter;//人物的角色(牧师还是魔鬼)

    private bool onBoat;//人数是否在船上
    LandController landController;
    //人物控制器的初始化
    public ChaController(GameObject chac, int status)
    {
        character = chac;
        whatCharacter = status;

        moveable = character.AddComponent(typeof(MoveStatus)) as MoveStatus;

        clickGUI = character.AddComponent(typeof(ClickGUI)) as ClickGUI;
        clickGUI.setController(this);
    }

    public void setName(string name)
    {
        character.name = name;
    }
    //设置人物的位置
    public void setPosition(Vector3 position)
    {
        character.transform.position = position;
    }
    //人物移动事件
    public void movePosition(Vector3 dest)
    {
        moveable.setDestination(dest);
    }

    public int getChaType()
    {
        return whatCharacter;
    }

    public string getChaName()
    {
        return character.name;
    }
    //人物上船。设置船为人物的父对象
    public void getOnBoat(BoatController boat)
    {
        landController = null;
        character.transform.parent = boat.getGameobj().transform;
        onBoat = true;
    }
    //人物下船
    public void getOnLand(LandController land)
    {
        landController = land;
        character.transform.parent = null;
        onBoat = false;
    }

    public bool isOnBoat()
    {
        return onBoat;
    }

    public LandController getLandCont()
    {
        return landController;
    }
    //重置
    public void Reset()
    {
        moveable.Reset();
        landController = (Director.getInstance().currentSceneController as FirstController).fromLand;
        getOnLand(landController);
        setPosition(landController.getEmptyPosition());
        landController.getOnLand(this);
    }
}

接下来,就是对鼠标事件的监控。

public class ClickGUI : MonoBehaviour {
    UserAction action;
    ChaController chac;
    //设置点击的人物
    public void setController(ChaController chaController)
    {
        chac = chaController;
    }

    private void Start()
    {
        action = Director.getInstance().currentSceneController as UserAction;
    }
    //鼠标点击事件
    private void OnMouseUp()
    {
        try
        {
            action.isClickCha(chac);
        }
        catch(Exception e)
        {
            Debug.Log(e.ToString());
        }
        finally
        {
            Debug.Log("Clicking:" + gameObject.name);
        }

    }

    private void OnGUI()
    {
        //开船事件。由于用鼠标点击的时候,总是点不中,就直接用button来了
        if ((Director.getInstance().currentSceneController as FirstController).isOver() == 0)
        {
            GUIStyle buttonStyle = new GUIStyle("button");
            buttonStyle.fontSize = 30;
            buttonStyle.normal.textColor = Color.blue;
            if (GUI.Button(new Rect(Screen.width / 2 - 60, Screen.height / 2 - 25, 120, 50), "set sail", buttonStyle))
            {
                    action.moveBoat();
            }
        }
        //加点儿游戏的文字说明
        GUIStyle gUIStyle = new GUIStyle();
        gUIStyle.fontSize = 40;
        gUIStyle.normal.textColor = Color.green;
        GUI.Label(new Rect(Screen.width / 2 - 150, 10, 300, 40), "Priests And Devils", gUIStyle);

        GUI.Label(new Rect(10, 200, 300, 300), "Priests and Devils is a " +
            "game in which you will help the Priests and Devils to cross the river." +
            " There are 3 priests and 3 devils at one side of the river." +
            " They all want to get to the other side of this river, " +
            "but there is only one boat and this boat can only carry two persons each time." +
            " And there must be one person steering the boat from one side to the other side." +
            " In this game, you can click on them to move them and click the button to move the boat to the other direction. " +
            "If the priests are out numbered by the devils on either side of the river, they get killed and the game is over." +
            " You can try it in many ways. Keep all priests alive! Good luck!");
    }
}

下面,再增加一个陆地(也就是两岸)的监测类,用来获取岸上牧师的人数和魔鬼的人数,还有就是人物上岸和离岸的处理。如下:

public class LandController {
    GameObject land;//对象

    Vector3[] pos;//用于放置人物对象的位置
    int side;//标志位,1 表示这是右边的陆地,-1表示这是左边的位置

    ChaController[] people;//陆地上的任务对象
    //初始化
    public LandController(GameObject t_land, int t_status)
    {
        pos = new Vector3[] {new Vector3(6.5f,2.5f,-2), new Vector3(7.5f,2.5f,-2), new Vector3(8.5f,2.5f,-2),
                new Vector3(9.5f,2.5f,-2), new Vector3(10.5f,2.5f,-2), new Vector3(11.5f,2.5f,-2)};

        people = new ChaController[6];

        land = t_land;
        side = t_status;
    }
    //获取人物位置数组中,没有人物的位置下标
    public int getEmptyIndex()
    {
        for(int i = 0; i < people.Length; i++)
        {
            if (people[i] == null) return i;
        }
        return -1;
    }
    //获取人物位置数组中,没有人物的位置坐标
    public Vector3  getEmptyPosition()
    {
        Vector3 position = pos[getEmptyIndex()];
        position.x *= side;
        return position;
    }
    //人物上岸,找个没人的位置给他
    public void getOnLand(ChaController cha)
    {
        int index = getEmptyIndex();
        people[index] = cha;
    }
    //人物上船
    public ChaController getOffLand(string person)
    {
        for(int i = 0; i < people.Length; i++)
        {
            if(people[i] != null && people[i].getChaName() == person)
            {
                ChaController chaCon = people[i];
                people[i] = null;
                return chaCon;
            }
        }
        return null;
    }
    //获取当前陆地的标识(左边还是右边)
    public int getSide()
    {
        return side;
    }
    //获取陆地上牧师的数目和魔鬼的数目
    public int[] getChaNum()
    {
        int[] count = {0,0};
        foreach(ChaController chac in people)
        {
            if(chac != null)
            {
                int add = chac.getChaType() == 0 ? 0 : 1;
                count[add]++;
            } 
        }
        return count;
    }
    //重置
    public void reset()
    {
        people = new ChaController[6];
    }
}

在上面那些类都处理完毕之后,就可以真正地开始弄游戏场景了,在总的场景控制类中,首先需要导入游戏资源,搭建游戏场景,这个可以在Awake函数中实现。然后,就是玩家开始玩游戏,场景控制器需要处理玩家的请求,选择谁上船,是否开船等,另外,还需要随时监听游戏是否已经结束。代码如下:

public class FirstController : MonoBehaviour, SceneController, UserAction {

    UserGUI userGUI;

    public LandController fromLand;
    public LandController toLand;
    public BoatController boat;
    private ChaController[] people;

    private Transform background;

    //初始化游戏场景和配置。
    void Awake()
    {
        Director.getInstance().currentSceneController = this;
        userGUI = gameObject.AddComponent<UserGUI>() as UserGUI;
        people = new ChaController[6];
        LoadResources();
    }
    //创建对象的辅助函数
    private GameObject createObject(string name, Vector3 position)
    {
        return (GameObject)Object.Instantiate(Resources.Load("Prefabs/" + name), position, Quaternion.identity);
    }
    //导入各种预制体资源
    public void LoadResources()
    {
        //背景设置(其实就是一个方块加点贴图。能力限制,就这么弄了)
        background = Instantiate<Transform>(Resources.Load<Transform>("Prefabs/backGround"), new Vector3(0, 6, 3), Quaternion.identity);
        background.name = "background";
        background.localScale += new Vector3(35, 20, 2);
        background.Rotate(new Vector3(10, 0, 180));

        //导入陆地、河流和船
        GameObject river = createObject("River", new Vector3(0, 0, -2));
        river.name = "river";

        GameObject leftLand = createObject("Land", new Vector3(-10, 0.5f, -2));
        leftLand.name = "leftLand";

        GameObject rightLand = createObject("Land", new Vector3(10, 0.5f, -2));
        rightLand.name = "rightLand";

        GameObject t_boat = createObject("Boat", new Vector3(5, 1.15f, -2.5f));
        t_boat.name = "boat";

        //设置控制器
        fromLand = new LandController(rightLand, 1);
        toLand = new LandController(leftLand, -1);
        boat = new BoatController(t_boat);
        //导入游戏人物对象并设置控制器
        for (int i = 0; i < 3; i++)
        {
            GameObject temp = createObject("devil", Vector3.zero);
            ChaController cha = new ChaController(temp, 1);
            cha.setName("devil" + i);
            cha.setPosition(fromLand.getEmptyPosition());
            cha.getOnLand(fromLand);
            fromLand.getOnLand(cha);

            people[i] = cha;
        }

        for (int i = 0; i < 3; i++)
        {
            GameObject temp = createObject("Priests", Vector3.zero);
            ChaController cha = new ChaController(temp, 0);

            cha.setName("priest" + i);
            cha.setPosition(fromLand.getEmptyPosition());
            cha.getOnLand(fromLand);
            fromLand.getOnLand(cha);

            people[i + 3] = cha;
        }
    }
    //船的移动,当船上有人时,船才可以移动。。
    public void moveBoat()
    {
        if (!boat.isEmpty())
            boat.Move();
        userGUI.Status = isOver();
    }
    /// <summary>
    /// 如果点了某个人物,判断其是在船上还是陆地上
    /// 如果在船上,则上岸;否则,上船
    /// </summary>
    /// <param name="chac">某个人</param>
    public void isClickCha(ChaController chac)
    {
        //上岸
        if(chac.isOnBoat())
        {
            LandController whichLand;
            if (boat.getOnWhere() == -1)
                whichLand = toLand;
            else
                whichLand = fromLand;

            boat.getOffBoat(chac.getChaName());
            chac.movePosition(whichLand.getEmptyPosition());
            chac.getOnLand(whichLand);
            whichLand.getOnLand(chac);
        }
        //上船
        else
        {
            LandController whichLand = chac.getLandCont();
            if (boat.getEmptyIndex() == -1) return;
            if (whichLand.getSide() != boat.getOnWhere()) return;

            whichLand.getOffLand(chac.getChaName());
            chac.movePosition(boat.getEmptyPos());
            chac.getOnBoat(boat);
            boat.getOnBoat(chac);
        }
        userGUI.Status = isOver();//判断游戏是否已经达到了结束的条件
    }
    /// <summary>
    /// 判断游戏是否结束
    /// </summary>
    /// <returns>2 - 赢了; 1 - 输了; 0 - 还没结束</returns>
    public int isOver()
    {
        int fromP = 0;//右边牧师人数
        int fromD = 0;//右边魔鬼人数
        int toP = 0;//左边牧师人数
        int toD = 0;//左边魔鬼人数
        //获取右边对应的人数
        int[] fromCount = fromLand.getChaNum();
        fromP += fromCount[0];
        fromD += fromCount[1];
        //获取左边对应的人数
        int[] toCount = toLand.getChaNum();
        toP += toCount[0];
        toD += toCount[1];
        //如果左边有六个人,证明全部安全过河,你赢了
        if (toP + toD == 6) return 2;
        //将船上人的数目也加上去
        int[] boatCount = boat.getChaNum();
        if(boat.getOnWhere() == -1)
        {
            toP += boatCount[0];
            toD += boatCount[1];
        }
        else
        {
            fromP += boatCount[0];
            fromD += boatCount[1];
        }
        //如果任意一边牧师人数少于魔鬼,你输了
        if (fromP < fromD && fromP > 0 || toP < toD && toP > 0) return 1;
        return 0;
    }
    //重置游戏
    public void restart()
    {
        boat.reset();
        fromLand.reset();
        toLand.reset();
        foreach (ChaController chac in people) chac.Reset();
    }
}

至此,代码实现方面就完成了,接下来,只需在Unity3D场景中create一个空对象,将所有继承了MonoBehavior的类的脚本挂在这个空对象上,然后,调整好摄像机的位置和拍摄角度,就可以运行游戏了。
这里写图片描述
这里写图片描述


当然,现在这个实现的还是很简单的,你可以考虑一些改进:

  • 游戏场景美化,牧师、船、恶魔等可以下载一些好看的模块来代替,河流和可以做成是流动的。
  • 加上时间限制,玩家需在规定时间内完成游戏。
  • 增加背景音乐等。

猜你喜欢

转载自blog.csdn.net/ShenDW818/article/details/79820617