Unity 3D游戲-塔防類游戲源碼:重要方法和功能的實現


Unity-塔防游戲源碼


本文提供全流程,中文翻譯。

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1

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

/// <summary>
/// 建築物控制腳本
/// </summary>
public class BuildManager : MonoBehaviour
{
    public  TurretData StandarTurretData;  //標准炮塔數據
    public  TurretData MissileTurretData;  //導彈炮塔數據
    public  TurretData LaserTurretData;    //激光炮塔數據
    private TurretData SelectedTurretData; //當前選擇的炮塔(即將要建造的炮台)
    private MapCube    _selectedMapCube;   //當前選擇的游戲炮台
    private int        Money = 1000;       //金幣
    public  Text       MoneyText;          //金幣文本框
    public  Animator   MoneyAnimator;
    public  GameObject UpgradeCanvas;
    public  Button     ButtonUpGrade;
    private Animator   UpgradeCanvasAnimator;


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


    void Update()
    {
        //容錯,炮台的建造,需要滿足2個條件
        if (SelectedTurretData != null && Input.GetMouseButtonDown(0)) //如果鼠標右鍵按下;
        {
            if (EventSystem.current.IsPointerOverGameObject() == false) //檢測鼠標在不在UI上。
            {
                //射線
                Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);

                //被照射物體
                RaycastHit hit;

                //是否照射到物體 (射線,被照射物體,射線長度,MapCuber層的物體)
                bool isCollider = Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("MapCube"));
                if (isCollider)
                {
                    MapCube mapcube = hit.collider.GetComponent<MapCube>(); //得到點擊的mapcube

                    //如果底板上 沒有炮塔,則可以創建
                    if (mapcube.TurretGo == null)
                    {
                        //可以創建,然后判斷錢夠不夠,
                        if (Money >= SelectedTurretData.Cost)
                        {
                            ChangeMoney(-SelectedTurretData.Cost);   //減少錢
                            mapcube.BuildTurret(SelectedTurretData); //創建炮塔
                        }
                        else
                        {
                            //提示錢不夠
                            MoneyAnimator.SetTrigger("Flicker");
                        }
                    }
                    else if (mapcube.TurretGo != null)
                    {
                        //選擇的是否是同一個炮台&&UI升級框是否顯示
                        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);
                            //升級
                            ShowUpGradeUI(upgraded, mapcube.IsUpgraded);
                        }

                        //選擇的炮台,被賦值
                        _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>
    /// 金錢的變動
    /// </summary>
    /// <param name="change"></param>
    private void ChangeMoney(int change = 0)
    {
        Money          += change;      //金幣的變動
        MoneyText.text =  "¥" + Money; //金幣文本框賦值
    }


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


    /// <summary>
    /// 隱藏升級按鈕
    /// </summary>
    IEnumerator HideUpGradeUi()
    {
        UpgradeCanvasAnimator.SetTrigger("Hide");

        yield return new WaitForSeconds(0.6f);

        UpgradeCanvas.SetActive(false);
    }


    /// <summary>
    /// 點擊升級按鈕,升級炮塔
    /// </summary>
    public void OnUpGradeButtonDown()
    {
        if (Money >= _selectedMapCube._turretData.Cost) //錢夠不夠
        {
            ChangeMoney(-_selectedMapCube._turretData.Cost);
            _selectedMapCube.UpGradeTurret();
        }
        else
        {
            MoneyAnimator.SetTrigger("Flicker");
        }

        StartCoroutine(HideUpGradeUi());
    }


    /// <summary>
    /// 點擊拆按鈕。拆炮塔
    /// </summary>
    public void OnDestroyButtonDown()
    {
        _selectedMapCube.DestroyTurret();
        StartCoroutine(HideUpGradeUi());
    }
}

2

using UnityEngine;

/// <summary>
/// 子彈類腳本
/// </summary>
public class Bullet : MonoBehaviour
{
    public  int       Damage = 50; //傷害
    public  float     Speed  = 20; //速度
    private Transform Target;      //目標

    public  GameObject ExplosionEffectPrefab;    //子彈特效
    private float      DistanceArriveTarget = 2; //子彈於目標物體,向量長度


    void Start()
    {
    }


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

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

        Vector3 dir = Target.position - transform.position;
        if (dir.magnitude < DistanceArriveTarget) //向量的長度magnitude
        {
            //子彈打到敵人,掉血
            Target.GetComponent<Enemy>().TakeDamage(Damage);

            Die();
        }
    }


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

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

        //銷毀子彈
        Destroy(this.gameObject);
    }


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

3

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

/// <summary>
/// 敵人腳本
/// </summary>
public class Enemy : MonoBehaviour
{
    //位置數組
    private Transform[] positions;

    //下標,從0開始
    private int index = 0;

    //速度
    public float Speed = 10;

    public float Hp = 150;

    private float TotalHp; //總HP

    public GameObject ExplosionEffect; //敵人爆炸特效

    private Slider HpSlider;


    void Start()
    {
        positions = WayPoints.positions;

        TotalHp = Hp;

        HpSlider = GetComponentInChildren<Slider>();
    }


    void Update()
    {
        Move();
    }


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

        //找一個方向,(目標位置-當前位置).normalized 取得這個向量的單位向量 ;
        transform.Translate((positions[index].position - transform.position).normalized * Time.deltaTime * Speed);

        //判斷 兩點 之間的距離
        if (Vector3.Distance(positions[index].position, transform.position) < 0.5f)
        {
            index++;
        }


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


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


    /// <summary>
    /// 監聽銷毀敵人
    /// </summary>
    void OnDestroy()
    {
        EnemySpawner.CountEnemyAlive--;
    }


    /// <summary>
    /// 敵人受到傷害
    /// </summary>
    /// <param name="damage"></param>
    public void TakeDamage(float damage)
    {
        if (Hp <= 0) return;                    //死了不處理
        Hp             -= damage;               //減少血量
        HpSlider.value =  (float) Hp / TotalHp; //血條
        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>
/// 敵人生成控制腳本
/// </summary>
public class EnemySpawner : MonoBehaviour
{
    //屬性面板
    public Wave[] Waves;

    //生成位置
    public Transform StartTran;

    //孵化間隔
    public float WaveRate = 0.2f;

    //存活敵人的數量
    public static int CountEnemyAlive = 0;

    private Coroutine coroutine;


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


    /// <summary>
    /// 敵人孵化器
    /// </summary>
    /// <returns></returns>
    IEnumerator SpawnEnemy()
    {
        //遍歷所有Waves中的 數組
        foreach (Wave wave in Waves)
        {
            for (int i = 0; i < wave.Count; i++)
            {
                //實例化預設物(每一波敵人的預設物,開始位置,無旋轉的)旋轉前的初始角
                GameObject.Instantiate(wave.EnemyPrefab, StartTran.position, Quaternion.identity);

                CountEnemyAlive++; //存活數量增加

                if (i != wave.Count - 1) //檢測生成是否完畢
                {
                    //時間間隔
                    yield return new WaitForSeconds(wave.Rate);
                }
            }

            //當存活數量大於0
            while (CountEnemyAlive > 0)
            {
                yield return 0; //暫停0幀,不執行下邊代碼
            }

            //每一波暫停 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>
/// 地圖版塊控制腳本
/// </summary>
public class MapCube : MonoBehaviour
{
    [HideInInspector]                             //不顯示在 Inspector 面板
    public                   GameObject TurretGo; //保存當前Cube身上的炮台
    [HideInInspector] public TurretData _turretData;
    public                   GameObject BuildEffect;

    private Renderer CubeRenderer;

    [HideInInspector] public bool IsUpgraded; //MapCub上的炮塔是否升級過


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


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


    /// <summary>
    /// 升級炮台
    /// </summary>
    /// <param name="turretgo"></param>
    public void UpGradeTurret()
    {
        if (IsUpgraded == true) return; //容錯
        Destroy(TurretGo);              //刪除低級炮塔
        IsUpgraded = true;              //升級狀態變化
        //創建炮塔,位置,旋轉,強轉
        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; //升級狀態變化
        TurretGo             = null;
        _turretData          = null;
    }


    /// <summary>
    /// 鼠標移入
    /// </summary>
    private void OnMouseEnter()
    {
        //Cube上沒有炮台,且,鼠標沒有放在UI上
        if (TurretGo == null && EventSystem.current.IsPointerOverGameObject() == false)
        {
            CubeRenderer.material.color = Color.red; //變紅
        }
    }


    /// <summary>
    /// 鼠標移出
    /// </summary>
    private void OnMouseExit()
    {
        CubeRenderer.material.color = Color.white; //變紅
    }
}

6

using UnityEngine;


/// <summary>
/// 炮塔模型類
/// </summary>
[System.Serializable] //可序列化
public class TurretData
{
    //炮塔預設物
    public GameObject TurretPrefab;

    //花費
    public int Cost;

    //炮塔升級預設物
    public GameObject TurretUpGradedPrefab;

    //升級炮塔花費
    public int CostUpGraded;

    //默認枚舉類型
    public TurretType Type;
}


/// <summary>
/// 枚舉一個炮塔類
/// </summary>
public enum TurretType
{
    StandardTurret, //標准
    MissileTurret,  //導彈
    LaserTurret     //激光
}

7

using UnityEngine;
using System.Collections.Generic;


/// <summary>
/// 炮塔控制腳本類
/// </summary>
public class Turret : MonoBehaviour
{
    private List<GameObject> Enemys         = new List<GameObject>(); //進入方位的敵人
    public  float            AttackRateTime = 1;                      //攻擊間隔
    private float            Timer          = 0;                      //計時器
    public  GameObject       BulletPrefab;                            //子彈 預設物
    public  Transform        FirePos;
    public  Transform        Head;
    public  bool             UseLaser   = false; //默認攻擊方式
    public  float            DamageRate = 70;    //激光炮塔,持續傷害 速率。每秒70點傷害
    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;

            //敵人數量大於0,且滿足間隔時間
            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});

                //激光炮塔攻擊
                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>
    /// 攻擊方法
    /// </summary>
    private void Attack()
    {
        if (Enemys[0] == null)
        {
            UpDateEnemys();
        }

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

            //子彈 指向目標
            bullet.GetComponent<Bullet>().SetTarget(Enemys[0].transform);
        }
        else
        {
            Timer = AttackRateTime; //下次來敵人,直接攻擊
        }
    }


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


    /// <summary>
    /// 離開區域
    /// </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()
    {
        //用來存空元素下標 的數組
        List<int> EmptyIndex = new List<int>();

        //移除所有為空的元素,遍歷進入范圍的敵人數組長度。
        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++)
        {
            //由於Enemys移除元素,下標會變動。所以減去,移除的個數;
            Enemys.RemoveAt(EmptyIndex[i] - i);
        }
    }
}

8

using UnityEngine;
using System.Collections;


/// <summary>
/// 玩家視角控制腳本
/// </summary>
public class ViewController : MonoBehaviour
{
    public float Speed      = 1;   //速度
    public float MouseSpeed = 249; //速度


    void Start()
    {
    }


    void Update()
    {
        //獲取水平和垂直參數
        float h     = Input.GetAxis("Horizontal");
        float v     = Input.GetAxis("Vertical");
        float mouse = Input.GetAxis("Mouse ScrollWheel") * MouseSpeed;
        //控制移動,並根據時間平滑移動,根據世界坐標移動
        transform.Translate(new Vector3(h * Speed, mouse, v * Speed) * Time.deltaTime, Space.World);
    }
}

9

using UnityEngine;


/// <summary>
/// 保存每一波敵人生成所需要的屬性
/// </summary>
[System.Serializable] //可以被序列化的屬性
public class Wave
{
    public GameObject EnemyPrefab; //敵人
    public int        Count;       //數量
    public float      Rate;        //時間間隔
}

10

有耐心的朋友可以跳轉到SiKi學院,觀看視頻:SiKi學院

using UnityEngine;


/// <summary>
/// 路徑導航腳本
/// </summary>
public class WayPoints : MonoBehaviour
{
    //拐點,數組
    public static Transform[] positions;


    void Awake()
    {
        //找到當前,掛載腳本物體下的,子物體數量
        positions = new Transform[transform.childCount];

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

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