UML图大致如下:
相关解释:ObjectFactory生产巡逻兵Enemy,Action是动作基类,EnemyLoop为巡逻动作,EnemyChase为追逐动作。在其中用了观察者模式。
老师的要求:
1.巡逻兵是否为独立模块?
有一部分耦合(与工厂和计分器),主要在于观察者模式对这两部分进行了消息传递和绑定事件。
2.如果有多套AI,如何设计?
将AI扩展为Action的子类,需要换AI时只需要申请新的类型的Action即可。
下面是效果:
结构层次:
下面分析代码:
ObjectFactory.cs
一个简单工厂,生成Enemy实例
包含了一个Enemy之间的观察者互绑
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectFactory : MonoBehaviour {
public GameObject Enemy;
private List<GameObject> UsingEnemy;
private static ObjectFactory _instance;
public static ObjectFactory Instance
{
get
{
_instance = FindObjectOfType<ObjectFactory>();
if (_instance == null)
{
throw new System.NotImplementedException();
}
return _instance;
}
}
// Use this for initialization
void Start () {
UsingEnemy = new List<GameObject>();
}
// Update is called once per frame
void Update () {
}
public GameObject createEnemy(Vector3 pos)
{
UsingEnemy.Add(Instantiate(Enemy, pos, Quaternion.identity));
return UsingEnemy[UsingEnemy.Count-1];
}
public void destroyEnemy()
{
for (int i = UsingEnemy.Count-1; i >= 0; i --)
{
GameObject temp = UsingEnemy[i];
UsingEnemy.Remove(temp);
Destroy(temp);
}
}
public void bindObserver()
{
for (int i = 0; i < UsingEnemy.Count; i ++)
{
for (int j = 0; j < UsingEnemy.Count; j++)
{
UsingEnemy[i].GetComponent<EnemyScript>().OnGameOverEvent +=
UsingEnemy[j].GetComponent<EnemyScript>().setActionNull;
}
}
}
}
SceneController.cs
场景管理器
在这里主要用于重新开始游戏的初始化设置
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SceneController : System.Object {
public bool gameover = false;
private static SceneController _instance;
public static SceneController Instance
{
get
{
if (_instance == null)
{
_instance = new SceneController();
}
return _instance;
}
}
public string getScore()
{
return ScoreCounter.Score.ToString();
}
public bool isGameOver()
{
return gameover;
}
public void startGame()
{
gameover = false;
ObjectFactory.Instance.destroyEnemy();
GameObject temp = GameObject.Find("Player");
temp.transform.position = new Vector3(0, 0.75f, 0);
ObjectFactory.Instance.createEnemy(new Vector3(-5, 0.75f, -5));
ObjectFactory.Instance.createEnemy(new Vector3(-5, 0.75f, 5));
ObjectFactory.Instance.createEnemy(new Vector3(5, 0.75f, -5));
// 对所有gameobject进行观察者互绑
ObjectFactory.Instance.bindObserver();
ScoreCounter.Score = 0;
// 设置Input模块Active
temp.GetComponent<InputModule>().setInputActive(true);
}
}
EnemyLoop.cs
这段代码描述了巡逻兵的巡逻AI
具体行为为在一个正方形中走多边形
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyLoop : Action {
// 在一个为 loopsize 大小的四边形中走多边形,
// 随机从任意一条边上选取任意一个点作为下一个target
public const float loopsize = 7.0f;
public const float speed = 2.0f;
public Vector3 target;
// 在四边形中的相对位置
public Vector3 position;
// 误差允许
public const float EPS = 0.0001f;
public static EnemyLoop getEnemyLoop(GameObject go)
{
EnemyLoop action = ScriptableObject.CreateInstance<EnemyLoop>();
action.gameobject = go;
// 初始化在四边形的左下角
action.position = new Vector3(0, 0, 0);
// 计算首个target
action.calcTarget();
return action;
}
// Use this for initialization
public override void Start () {
}
// Update is called once per frame
public override void Update () {
// 进行巡逻前进
gameobject.transform.position = Vector3.MoveTowards(gameobject.transform.position, target, speed * Time.deltaTime);
// 测试是否走到目标位置
if (testArrived())
{
// 计算下一个巡逻目标
calcTarget();
}
}
public void calcTarget()
{
// 随机选择一条边:上方为0, 顺时针递增
int randomedge = Random.Range(0, 4);
// 随机选择边上一个点
float randompoint = Random.Range(0, loopsize);
Vector3 newposition = position;
switch (randomedge)
{
case 0: newposition = new Vector3(randompoint, 0, loopsize); break;
case 1: newposition = new Vector3(loopsize, 0, randompoint); break;
case 2: newposition = new Vector3(randompoint, 0, 0); break;
case 3: newposition = new Vector3(0, 0, randompoint); break;
}
// 从四边形坐标映射到世界坐标
target = newposition - position + gameobject.transform.position;
position = newposition;
}
public bool testArrived()
{
return Vector3.Distance(gameobject.transform.position, target) < EPS;
}
}
EnemyChase.cs
这段描述了巡逻兵的追踪AI
简单的向着玩家当前位置走
加入了一个AILevel,作用后面会提到
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyChase : Action
{
public GameObject player;
int AILevel;
public static EnemyChase getEnemyChase(GameObject go, GameObject player, int AILevel)
{
EnemyChase action = ScriptableObject.CreateInstance<EnemyChase>();
action.gameobject = go;
action.player = player;
action.AILevel = AILevel;
return action;
}
// Use this for initialization
public override void Start()
{
}
// Update is called once per frame
public override void Update()
{
// 追踪玩家
gameobject.transform.position = Vector3.MoveTowards(gameobject.transform.position, player.transform.position, AILevel * Time.deltaTime);
// Debug.Log(gameobject.transform.position);
// Debug.Log(player.transform.position);
}
}
EnemyScript.cs
这段是挂载在Enemy上的脚本
具体实现细节请看注释
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyScript : MonoBehaviour {
// 需要运行的动作
Action action;
// AI层级(模拟为追踪速度,每被甩掉一次自动增加AI层级)
int AILevel = 2;
// 玩家是否在侦测范围内
GameObject Player;
bool PlayerDetected = false;
float DetectedRadius = 5.0f;
// 观察者模式:当玩家离开Enemy的侦测范围时,向计分器发送基于当前AILevel的计分信息
public delegate void LeaveEvent(float AILevel);
public event LeaveEvent OnLeaveEvent;
// 观察者模式:当玩家与其中一个Enemy碰撞时,通知其他Enemy灭活(绑定在SceneController中进行,不需解绑,直接Destroy)
public delegate void gameOverEvent();
public event gameOverEvent OnGameOverEvent;
// 观察者模式:当玩家与其中一个Enemy碰撞时,通知玩家Input模块灭活
public delegate void forbidInputEvent(bool isActive);
public event forbidInputEvent OnForbidInputEvent;
// Use this for initialization
void Start () {
Player = GameObject.Find("Player");
action = EnemyLoop.getEnemyLoop(gameObject);
// 绑定计分
OnLeaveEvent += ScoreCounter.CountScore;
// 绑定玩家
OnForbidInputEvent += Player.GetComponent<InputModule>().setInputActive;
}
// Update is called once per frame
void Update () {
// 在侦测范围内寻找Player
FindPlayer();
if (action != null) {
action.Update();
}
}
void FindPlayer()
{
if (Vector3.Distance(Player.transform.position, gameObject.transform.position) < DetectedRadius)
{
// player第一次进入侦测范围
if (!PlayerDetected)
{
// 申请追踪动作
action = EnemyChase.getEnemyChase(gameObject, Player, AILevel);
PlayerDetected = true;
}
}
else
{
// Player离开侦测范围
if (PlayerDetected)
{
// 申请巡逻动作
action = EnemyLoop.getEnemyLoop(gameObject);
// 传递信息给观察者
OnLeaveEvent(AILevel);
PlayerDetected = false;
// 增加AI层级
AILevel++;
}
}
}
// 与物体碰撞(判断持续)
private void OnTriggerStay(Collider collider)
{
string Tag = collider.tag;
// 与障碍物碰撞
if (Tag == "RockTag" || Tag == "FenceTag" || Tag == "EnemyTag")
{
if (action is EnemyLoop)
{
// 重新计算下一个target
(action as EnemyLoop).calcTarget();
}
// 追逐玩家过程中碰到障碍物(临时解决方法:重设动作为巡逻)(效果很差哈哈哈)
else if (action is EnemyChase)
{
action = EnemyLoop.getEnemyLoop(gameObject);
}
}
}
// 与物体碰撞(判断初次)
private void OnTriggerEnter(Collider collider)
{
string Tag = collider.tag;
// 与玩家碰撞
if (Tag == "PlayerTag")
{
// 游戏结束
SceneController.Instance.gameover = true;
action = null;
// 通知其他Enemy停止动作(不使用SceneController的gameOver变量,降低耦合)
OnGameOverEvent();
// 灭活Input模块
OnForbidInputEvent(false);
}
}
public void setActionNull()
{
action = null;
}
}
其他的UI,ScoreCounter之类的都是很简单的实现,不再赘述
相关还未解决的问题:
1.判断碰撞时(比如玩家撞墙)会发生抖动,使得玩家不再处于平面上,而会产生漂浮。
2.巡逻兵速度过快时会卡入墙内
3.巡逻兵模块未完全解耦,不能单独一个预制即可拿来使用。
4.一些AI很丑,比如追踪玩家时如果遇到障碍物应该怎么做?
5.对于观察者模式存在的意义还不甚明了,使用得还不够规范。