1 需求实现

        人机交互Input 中实现了通过键盘控制坦克运动,通过鼠标控制坦克发射炮弹,本文将在此基础上,增加血条(HP)功能。炮弹命中后,HP 值会减少,因此需要应用到 刚体组件Rigidbody 和 碰撞体组件Collider;从不同角度攻击敌人时,敌人的血条始终朝向相机,因此需要用到 相机跟随;血条通过 Image 显示,因此需要用到 UGUI之Image;玩家的血条始终显示在屏幕左上角,因此需要使用到 锚点。

        1)需求实现

  • 前后箭头键或 W, S 键控制玩家前进或后退;
  • 左右箭头键或 A, D 键控制玩家左右转向;
  • 鼠标左键或空格键控制玩家发射炮弹;
  • 玩家血条显示在屏幕左上角;
  • 相机在玩家后上方的位置,始终跟随玩家,朝玩家正前方看;
  • 玩家移动时,敌人转向玩家,当偏离玩家的角度小于5°时,发射炮弹;
  • 敌人血条显示在其上方,并且始终看向相机。

        2)涉及技术栈

  • Transform组件
  • 人机交互
  • 刚体组件Rigidbody
  • 碰撞体组件Collider
  • 相机跟随
  • UGUI之Image
  • Canvas渲染模式与锚点

2 游戏对象

        1)游戏界面

        2)游戏对象层级结构

        3 Transform组件参数

        1)玩家 Transform 组件参数

NameTypePositionRotationScaleColor/Texture
PlayerEmpty(0, 0.25, -5)(0, 0, 0)(1, 1, 1)#228439FF
BottonCube(0, 0, 0)(0, 0, 0)(2, 0.5, 2)#228439FF
TopCube(0, 0.5, 0)(0, 0, 0)(1, 0.5, 1)#228439FF
GunCylinder(0, 0, 1.5)(90, 0, 0)(0.2, 1, 0.4)#228439FF
FirePointEmpty(0, 1.15, 0)(0, 0, 0)(1, 1, 1)——

        补充:Player 游戏对象添加了刚体组件,并修改 Mass = 100,Drag = 1,AngularDrag = 0.1,Freeze Rotation 中勾选 X 和 Z。 

        2)玩家 HP RectTransform 组件参数

NameTypeRectWidth/HeightPosColor/Texture
PlayerHPCanvas————————
PanelPanel(0, 0, 0, 0)——(-, -, 0)#FFFFFF00
HealthBGImage(0, 0.25, -5)(200, 20)(125, -30, 0)#FFFFFFFF
HealthImage(0, 0.25, -5)(200, 20)(125, -30, 0)#FF2230FF

        补充: 玩家 PlayerHP 的 Canvas 渲染模式是 Screen Space – Overlay,Health 的 ImageType 设置为 Filled,Fill Method 设置为 Horizontal。

        3)敌人 Transform 组件参数

NameTypePositionRotationScaleColor/Texture
EnemyEmpty(0, 0.25, 5)(0, 180, 0)(1, 1, 1)#15D3F9FF
BottonCube(0, 0, 0)(0, 0, 0)(2, 0.5, 2)#15D3F9FF
TopCube(0, 0.5, 0)(0, 0, 0)(1, 0.5, 1)#15D3F9FF
GunCylinder(0, 0, 1.5)(90, 0, 0)(0.2, 1, 0.4)#15D3F9FF
FirePointEmpty(0, 1.15, 0)(0, 0, 0)(1, 1, 1)——

        补充:Enemy 游戏对象添加了刚体组件,并修改 Mass = 100,Drag = 0.5,AngularDrag = 0.1,Freeze Rotation 中勾选 X 和 Z。  

        4)敌人 HP RectTransform 组件参数

NameTypeWidth/HeightPosColor/Texture
HPCanvas(2, 0.2)(0, 0.85, 0)——
HealthBGImage(2, 0.2)(0, 0, 0)#FFFFFFFF
HealthImage(2, 0.2)(0, 0, 0)#FF2230FF

        补充: 敌人 HP 的 Canvas 渲染模式是 World Space,Health 的 ImageType 设置为 Filled,Fill Method 设置为 Horizontal。

        5)地面和炮弹 Transform 组件参数

NameTypePositionRotationScaleColor/Texture
PlanePlane(0, 0, 0)(0, 0, 0)(10, 10, 10)GrassRockyAlbedo
BulletSphere(0, 0.5, -5)(0, 0, 0)(0.3, 0.3, 0.3)#228439FF

        补充:炮弹作为预设体拖拽到 Assets/Resources/Prefabs 目录下,并且添加了刚体组件。

3 脚本组件

        1)CameraController

        CameraController.cs

using UnityEngine; public class CameraController : MonoBehaviour {private Transform player; // 玩家private Vector3 relaPlayerPos; // 相机在玩家坐标系中的位置private float targetDistance = 15f; // 相机看向玩家前方的位置 private void Start() {relaPlayerPos = new Vector3(0, 4, -8);player = GameObject.Find("Player/Top").transform;} private void LateUpdate() {CompCameraPos();}private void CompCameraPos() { // 计算相机坐标Vector3 target = player.position + player.forward * targetDistance;transform.position = transformVecter(relaPlayerPos, player.position, player.right, player.up, player.forward);transform.rotation = Quaternion.LookRotation(target - transform.position);}// 求以origin为原点, locX, locY, locZ 为坐标轴的本地坐标系中的向量 vec 在世界坐标系中对应的向量private Vector3 transformVecter(Vector3 vec, Vector3 origin, Vector3 locX,Vector3 locY,Vector3 locZ) {return vec.x * locX + vec.y * locY + vec.z * locZ + origin;}}

        说明: CameraController 脚本组件挂在 MainCamera 游戏对象上。

        2)PlayerController

        PlayerController.cs

using System;using UnityEngine;public class PlayerController : MonoBehaviour {private Transform firePoint; // 开火点private GameObject bulletPrefab; // 炮弹预设体private float tankMoveSpeed = 4f; // 坦克移动速度private float tankRotateSpeed = 2f; // 坦克转向速度private float fireWaitTime = float.MaxValue; // 距离上次开火已等待的时间private float bulletCoolTime = 0.15f; // 炮弹冷却时间private void Start() {firePoint = transform.Find("Top/Gun/FirePoint");bulletPrefab = (GameObject) Resources.Load("Prefabs/Bullet");}private void Update() {fireWaitTime += Time.deltaTime;float hor = Input.GetAxis("Horizontal");float ver = Input.GetAxis("Vertical");Move(hor, ver);if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)) {Fire();}}private void Move(float hor, float ver) { // 坦克移动if (Math.Abs(hor) > 0.1f || Math.Abs(ver) > 0.1f) {GetComponent().velocity = transform.forward * tankMoveSpeed * ver;GetComponent().angularVelocity = Vector3.up * tankRotateSpeed * hor;}}private void Fire() { // 开炮if (fireWaitTime > bulletCoolTime) {BulletInfo bulletInfo = new BulletInfo("PlayerBullet", Color.red, transform.forward, 10f, 15f);GameObject bullet = Instantiate(bulletPrefab, firePoint.position, Quaternion.identity);bullet.AddComponent().SetBulletInfo(bulletInfo);fireWaitTime = 0f;}}}

        说明: PlayerController 脚本组件挂在 Player 游戏对象上。 

        3)EnemyController

        EnemyController.cs

using UnityEngine;using UnityEngine.UI;public class EnemyController : MonoBehaviour {private Transform target; // 目标private Transform top; // 炮头private Transform firePoint; // 开火点private Transform hp; // 血条private GameObject bulletPrefab; // 炮弹预设体private float rotateSpeed = 0.4f; // 坦克转向速度private float fireWaitTime = float.MaxValue; // 距离上次开火已等待的时间private float bulletCoolTime = 1f; // 炮弹冷却时间private void Start () {target = GameObject.Find("Player/Top").transform;top = transform.Find("Top");firePoint = transform.Find("Top/Gun/FirePoint");hp = transform.Find("HP");bulletPrefab = (GameObject) Resources.Load("Prefabs/Bullet");}private void Update () {fireWaitTime += Time.deltaTime;LookAtTarget();float angle = Vector3.Angle(target.position - top.position, top.forward);if (LookAtTarget()) {Fire();}HPLookAtCamera();}private bool LookAtTarget() {Vector3 dir = target.position - top.position;float angle = Vector3.Angle(dir, top.forward);if (angle > 5) {int axis = Vector3.Dot(Vector3.Cross(dir, top.forward), Vector3.up) > 0 " />().SetBulletInfo(bulletInfo);fireWaitTime = 0;}}}

        说明: EnemyController 脚本组件挂在 Enemy 游戏对象上。  

        4)BulletController

        BulletController.cs

using UnityEngine;using UnityEngine.UI;public class BulletController : MonoBehaviour {private BulletInfo bulletInfo; // 炮弹信息private volatile bool isDying = false;private void Start () {gameObject.name = bulletInfo.name;GetComponent().material.color = bulletInfo.color;float lifeTime = bulletInfo.fireRange / bulletInfo.speed; // 存活时间Destroy(gameObject, lifeTime);}private void Update () {transform.GetComponent().velocity = bulletInfo.flyDir * bulletInfo.speed;}private void OnCollisionEnter(Collision other) {if (isDying) {return;}if (IsHitEnemy(gameObject.name, other.gameObject.name)) {other.transform.Find("HP/Health").GetComponent().fillAmount -= 0.1f;isDying = true;Destroy(gameObject, 0.1f);} else if (IsHitPlayer(gameObject.name, other.gameObject.name)) {GameObject.Find("PlayerHP/Panel/Health").GetComponent().fillAmount -= 0.1f;isDying = true;Destroy(gameObject, 0.1f);}}public void SetBulletInfo(BulletInfo bulletInfo) {this.bulletInfo = bulletInfo;}private bool IsHitEnemy(string name, string otherName) { // 射击到敌军return name.Equals("PlayerBullet") && otherName.Equals("Enemy");}private bool IsHitPlayer(string name, string otherName) { // 射击到玩家return name.Equals("EnemyBullet") && otherName.Equals("Player");}}

        说明: BulletController 脚本组件挂在 Bullet 游戏对象上(代码里动态添加)。   

        5)BulletInfo

        BulletInfo.cs

using UnityEngine;public class BulletInfo {public string name; // 炮弹名public Color color; // 炮弹颜色public Vector3 flyDir; // 炮弹飞出方向public float speed; // 炮弹飞行速度public float fireRange; // 炮弹射程public BulletInfo(string name, Color color, Vector3 flyDir, float speed, float fireRange) {this.name = name;this.color = color;this.flyDir = flyDir;this.speed = speed;this.fireRange = fireRange;}}

4 运行效果