對於AI,我的初始想法非常easy,首先他要能動,而且是在地圖里面動。 懂得撞牆后轉彎,然后懂得射擊,其它的沒有了,基於這個想法,我首先創建了一個MyTank類,用於管理玩家的坦克的活動,然后創建AITank類,AITank類繼承MyTank類。這種話。在AITank類上,僅僅須要添加AI就能夠了。詳細的狀態機實現,就放到MyTank類上就可以。
首先來分析一下MyTank這個類,就從有限狀態機開始吧。
一輛坦克的狀態有以下幾個:
protected enum State { Idle, LeftWalk, RightWalk, UpWalk, DownWalk, Fire };
各自是:站立。向左走,向右走,向上走,向下走,開火。
然后就是分別實現每一個狀態,首先是轉向:
protected void UpdateRotate(State state) { switch (state) { case State.LeftWalk: this.transform.rotation = Quaternion.identity; this.transform.Rotate(Vector3.forward * m_fAngle); m_curAngle = Vector3.left; break; case State.RightWalk: this.transform.rotation = Quaternion.identity; this.transform.Rotate(Vector3.forward * -m_fAngle); m_curAngle = Vector3.right; break; case State.UpWalk: this.transform.rotation = Quaternion.identity; m_curAngle = Vector3.up; break; case State.DownWalk: this.transform.rotation = Quaternion.identity; this.transform.Rotate(Vector3.forward * m_fAngle * 2); m_curAngle = Vector3.down; break; } }
然后是行走和開火:
public virtual void UpdateState() { Debug.Log(m_sName + ":UpdateState()"); switch (m_curState) { case State.Idle: break; case State.LeftWalk: this.transform.position += Vector3.left * Time.deltaTime * m_fMoveSpeed; break; case State.UpWalk: this.transform.position += Vector3.up * Time.deltaTime * m_fMoveSpeed; break; case State.DownWalk: this.transform.position += Vector3.down * Time.deltaTime * m_fMoveSpeed; break; case State.RightWalk: this.transform.position += Vector3.right * Time.deltaTime * m_fMoveSpeed; break; case State.Fire: doFire(); break; } }當中,doFire的函數實現例如以下:
protected virtual void doFire() { GameObject bullet = Instantiate(m_gBullet) as GameObject; bullet.name = m_sName + "Bullet"; bullet.GetComponent<CBullet>().m_vDirection = m_curAngle; bullet.GetComponent<CBullet>().m_fMoveSpeed = m_fMoveSpeed + 1.0f; bullet.transform.position = new Vector3(this.transform.position.x, this.transform.position.y,0); Destroy(bullet, 5.0f); }
設計為虛函數的原因是。AITank須要重寫這個函數。
然后就須要監聽各個按鍵,我設定為,按下A,W,S,D為方向鍵。松開就停止移動。然后按下K則開火,所以在Update函數里面應該這么實現:
void Update() { SetCurState(State.Idle); //轉向 if (Input.GetKey(KeyCode.A)) { UpdateRotate(State.LeftWalk); SetCurState(State.LeftWalk); } if (Input.GetKey(KeyCode.W)) { UpdateRotate(State.UpWalk); SetCurState(State.UpWalk); } if (Input.GetKey(KeyCode.S)) { UpdateRotate(State.DownWalk); SetCurState(State.DownWalk); } if (Input.GetKey(KeyCode.D)) { UpdateRotate(State.RightWalk); SetCurState(State.RightWalk); } if (Input.GetKeyDown(KeyCode.K)) { SetCurState(State.Fire); } UpdateState(); }
當中SetCurState這個函數是用來設置當前狀態的,而且把上一次的狀態也存儲起來,方便使用。
protected void SetCurState(State curState) { if (curState != m_curState) m_lastState = m_curState; m_curState = curState; }
最后就到了一些碰撞檢測的函數了,比如,碰到敵人的子彈就生命值減一,生命值為0了就宣布游戲結束。
void OnTriggerEnter2D(Collider2D other) { Debug.Log(m_sName + " OnTriggerEnter : " + other.gameObject.name); //被打中了 if (other.gameObject.name == "AIBullet") { Destroy(other.gameObject); if (Camera.main.GetComponent<CCamera>().ReduceMyLeft() > 0) { GameObject temp = Instantiate(m_BoomAnimation, this.gameObject.transform.position, Quaternion.identity) as GameObject; Destroy(temp, 0.5f); string name = this.gameObject.name; GameObject temp_tank = Instantiate(this.gameObject, m_initPosition, Quaternion.identity) as GameObject; temp_tank.name = name; } else { //你輸了 Camera.main.GetComponent<CCamera>().m_bIsLose = true; } Destroy(this.gameObject); } }
上面就是整個MyTank的實現過程了
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
以下到了AITank的實現,AITank主要是加入一些觸發器,比如檢測到碰撞就轉彎,每隔兩秒就發射子彈等等,作為一個很easy的AI,就不須要考慮那么多。首先是碰撞檢測:
void OnCollisionEnter2D(Collision2D coll) { Debug.Log(m_sName + " OnCollisionEnter2D : " + coll.gameObject.name); ChangeStateFromWall(); }遇到碰撞就轉向,然后ChangeStateFromWall的詳細實現例如以下:
void ChangeStateFromWall() { switch (m_curState) { case State.Idle: SetCurState(State.DownWalk); break; case State.LeftWalk: SetCurState(State.UpWalk); break; case State.UpWalk: SetCurState(State.RightWalk); break; case State.DownWalk: SetCurState(State.LeftWalk); break; case State.RightWalk: SetCurState(State.DownWalk); break; case State.Fire: SetCurState(m_lastState); break; } this.UpdateRotate(m_curState); } }
這是一個循環轉向的函數,假設當前方向是左邊,就往上走,假設當前方向是上邊。就往右走....;假設在開火狀態的話。就返回上一狀態。最后更新AI的角度。
然后到開火,開火的設定很easy,調用到一個函數:InvokeRepeating。這個是一個反復定時器。函數原型為:
void InvokeRepeating (string methodName,float time,float repeatRate)
第一個參數是傳入的方法。第二個參數是在幾秒后開始。第三個參數是開始后每隔幾秒反復運行。
我們須要的是在AI坦克生成后一秒發射子彈 然后周期是每隔兩秒發射一次。所以在Start函數中應該這么寫:
//每隔2秒開一次火 InvokeRepeating("doFire", 1, 2);然后,我們須要重寫doFire這個函數:
protected override void doFire() { base.doFire(); }
這樣,就完畢了每兩秒發射一發子彈的功能了。
上面就是AI的基本功能了,以后能夠慢慢優化它。使它成為一個強大的AI。