UML圖大致如下:
相關解釋:ObjectFactory生產巡邏兵Enemy堤如,Action是動作基類,EnemyLoop為巡邏動作,EnemyChase為追逐動作零蓉。在其中用了觀察者模式篮幢。
老師的要求:
1.巡邏兵是否為獨立模塊大刊?
有一部分耦合(與工廠和計分器),主要在于觀察者模式對這兩部分進行了消息傳遞和綁定事件三椿。
2.如果有多套AI缺菌,如何設計?
將AI擴展為Action的子類搜锰,需要換AI時只需要申請新的類型的Action即可伴郁。
下面是效果:
結構層次:
Paste_Image.png
下面分析代碼:
ObjectFactory.cs
一個簡單工廠,生成Enemy實例
包含了一個Enemy之間的觀察者互綁
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
場景管理器
在這里主要用于重新開始游戲的初始化設置
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));
// 對所有gameobject進行觀察者互綁
ObjectFactory.Instance.bindObserver();
ScoreCounter.Score = 0;
// 設置Input模塊Active
temp.GetComponent<InputModule>().setInputActive(true);
}
}
EnemyLoop.cs
這段代碼描述了巡邏兵的巡邏AI
具體行為為在一個正方形中走多邊形
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyLoop : Action {
// 在一個為 loopsize 大小的四邊形中走多邊形蛋叼,
// 隨機從任意一條邊上選取任意一個點作為下一個target
public const float loopsize = 7.0f;
public const float speed = 2.0f;
public Vector3 target;
// 在四邊形中的相對位置
public Vector3 position;
// 誤差允許
public const float EPS = 0.0001f;
public static EnemyLoop getEnemyLoop(GameObject go)
{
EnemyLoop action = ScriptableObject.CreateInstance<EnemyLoop>();
action.gameobject = go;
// 初始化在四邊形的左下角
action.position = new Vector3(0, 0, 0);
// 計算首個target
action.calcTarget();
return action;
}
// Use this for initialization
public override void Start () {
}
// Update is called once per frame
public override void Update () {
// 進行巡邏前進
gameobject.transform.position = Vector3.MoveTowards(gameobject.transform.position, target, speed * Time.deltaTime);
// 測試是否走到目標位置
if (testArrived())
{
// 計算下一個巡邏目標
calcTarget();
}
}
public void calcTarget()
{
// 隨機選擇一條邊:上方為0焊傅, 順時針遞增
int randomedge = Random.Range(0, 4);
// 隨機選擇邊上一個點
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;
}
// 從四邊形坐標映射到世界坐標
target = newposition - position + gameobject.transform.position;
position = newposition;
}
public bool testArrived()
{
return Vector3.Distance(gameobject.transform.position, target) < EPS;
}
}
EnemyChase.cs
這段描述了巡邏兵的追蹤AI
簡單的向著玩家當前位置走
加入了一個AILevel剂陡,作用后面會提到
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()
{
// 追蹤玩家
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
這段是掛載在Enemy上的腳本
具體實現(xiàn)細節(jié)請看注釋
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyScript : MonoBehaviour {
// 需要運行的動作
Action action;
// AI層級(模擬為追蹤速度,每被甩掉一次自動增加AI層級)
int AILevel = 2;
// 玩家是否在偵測范圍內
GameObject Player;
bool PlayerDetected = false;
float DetectedRadius = 5.0f;
// 觀察者模式:當玩家離開Enemy的偵測范圍時,向計分器發(fā)送基于當前AILevel的計分信息
public delegate void LeaveEvent(float AILevel);
public event LeaveEvent OnLeaveEvent;
// 觀察者模式:當玩家與其中一個Enemy碰撞時狐胎,通知其他Enemy滅活(綁定在SceneController中進行鹏倘,不需解綁,直接Destroy)
public delegate void gameOverEvent();
public event gameOverEvent OnGameOverEvent;
// 觀察者模式:當玩家與其中一個Enemy碰撞時顽爹,通知玩家Input模塊滅活
public delegate void forbidInputEvent(bool isActive);
public event forbidInputEvent OnForbidInputEvent;
// Use this for initialization
void Start () {
Player = GameObject.Find("Player");
action = EnemyLoop.getEnemyLoop(gameObject);
// 綁定計分
OnLeaveEvent += ScoreCounter.CountScore;
// 綁定玩家
OnForbidInputEvent += Player.GetComponent<InputModule>().setInputActive;
}
// Update is called once per frame
void Update () {
// 在偵測范圍內尋找Player
FindPlayer();
if (action != null) {
action.Update();
}
}
void FindPlayer()
{
if (Vector3.Distance(Player.transform.position, gameObject.transform.position) < DetectedRadius)
{
// player第一次進入偵測范圍
if (!PlayerDetected)
{
// 申請追蹤動作
action = EnemyChase.getEnemyChase(gameObject, Player, AILevel);
PlayerDetected = true;
}
}
else
{
// Player離開偵測范圍
if (PlayerDetected)
{
// 申請巡邏動作
action = EnemyLoop.getEnemyLoop(gameObject);
// 傳遞信息給觀察者
OnLeaveEvent(AILevel);
PlayerDetected = false;
// 增加AI層級
AILevel++;
}
}
}
// 與物體碰撞(判斷持續(xù))
private void OnTriggerStay(Collider collider)
{
string Tag = collider.tag;
// 與障礙物碰撞
if (Tag == "RockTag" || Tag == "FenceTag" || Tag == "EnemyTag")
{
if (action is EnemyLoop)
{
// 重新計算下一個target
(action as EnemyLoop).calcTarget();
}
// 追逐玩家過程中碰到障礙物(臨時解決方法:重設動作為巡邏)(效果很差哈哈哈)
else if (action is EnemyChase)
{
action = EnemyLoop.getEnemyLoop(gameObject);
}
}
}
// 與物體碰撞(判斷初次)
private void OnTriggerEnter(Collider collider)
{
string Tag = collider.tag;
// 與玩家碰撞
if (Tag == "PlayerTag")
{
// 游戲結束
SceneController.Instance.gameover = true;
action = null;
// 通知其他Enemy停止動作(不使用SceneController的gameOver變量纤泵,降低耦合)
OnGameOverEvent();
// 滅活Input模塊
OnForbidInputEvent(false);
}
}
public void setActionNull()
{
action = null;
}
}
其他的UI,ScoreCounter之類的都是很簡單的實現(xiàn)镜粤,不再贅述
相關還未解決的問題:
1.判斷碰撞時(比如玩家撞墻)會發(fā)生抖動捏题,使得玩家不再處于平面上,而會產生漂浮肉渴。
2.巡邏兵速度過快時會卡入墻內
3.巡邏兵模塊未完全解耦公荧,不能單獨一個預制即可拿來使用。
4.一些AI很丑同规,比如追蹤玩家時如果遇到障礙物應該怎么做循狰?
5.對于觀察者模式存在的意義還不甚明了,使用得還不夠規(guī)范券勺。