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Unity_Demo | 中世纪风3D-RPG游戏

开发技术 开发技术 2022-07-22 次浏览

❥ 由于大三期末N个大课设轮番轰炸,停下了手里的好多事。

故时隔一月余久,我又去继续催化RPG小游戏Demo了。

❥ 此次短暂优化之后,基本的战斗系统、对话系统和背包系统已具雏形,

画面渲染也较为惹眼舒适了。

不知不觉,实习已近一月,在mentor的指导和同事的帮助下,成功接手并完成了一些开发业务单,明天开始为期两周左右的GameJam了,暂且搁置这一Demo探索。

❥ 等新鲜的-科技风-元素塔防出炉之后,再来和大家分享可以试玩的作品。

先有蛋还是先有鸡?反正先发B站才方便插视频URL hh~

RPG小Demo_哔哩哔哩_视频链接

Unity_Demo | 中世纪风3D-RPG游戏

⭐️部分场景展示:

Unity_Demo | 中世纪风3D-RPG游戏

Unity_Demo | 中世纪风3D-RPG游戏

Unity_Demo | 中世纪风3D-RPG游戏

Unity_Demo | 中世纪风3D-RPG游戏


⭐️项目的架构大致如下:

Unity_Demo | 中世纪风3D-RPG游戏

在此次的 Demo 制作中,借用了 Unity Asset Store 的一些免费资源,效果还是不错的

比如下面这个 Free SkyBox,可以呈现一个基础的3D天空场景 

Unity_Demo | 中世纪风3D-RPG游戏

其实还是比较 beautiful 的对不对? 这样的对目前来说其实也够用了

Unity_Demo | 中世纪风3D-RPG游戏

将 Materials 中的 Skybox 拖进 Hierarchy 中即可产生效果,主要是Unity的版本要 > 2019.4.0 

Unity_Demo | 中世纪风3D-RPG游戏


在初步制作的时候,我们需要在基础之上对一些 Bug 进行纠错 (主要是效果展现上的差距和程序上的不完善),最终不断丰富我们的表现效果

要考虑的东西有很多:

⭐️比如如何设计角色移动和攻击方式 (在 Unity 客户端中,可以像我一样利用鼠标响应,点击即立刻前往,点击并拖拽光标能朝着光标拖拽的方向即时丝滑移动。当停止移动并在攻击范围之内,即可点击敌人进行攻击。移动Move() 与 攻击Combat() 的细节逻辑处理也是一个重要的东西,是利用了混合树结合代码逻辑解决的);

⭐️比如死亡的对象要进行销毁,使它不再具有物理意义也要注意不要让死亡的NPC跟随我们的角色移动,避免造成一种混乱的现象。

⭐️比如一个有地势差异的比较大的场景混合各种小场景,如何比较好的处理角色能否移动,这个时候我们就要利用 Bake烘焙 辅助处理,通过控制 Navigation 中 Bake 的属性值来准确控制表现效果,如下图:

Unity_Demo | 中世纪风3D-RPG游戏

NavMesh 与 Bake 具体可以参考下面两篇文章:

Unity | 深入了解NavMeshAgent_米莱虾的博客-CSDN博客_navmeshagent 详解

Unity | Navmesh自动寻路运行报错分析与解决方案_米莱虾的博客-CSDN博客

⭐️比如我们如何将视角绑定在角色身上或者别的想要被绑定的 target 上,这就要用到跟随相机,在 Camera 下挂载 Follow Camera,将 Follow Camera 调整到距离 target 合适的位置上并且与我们的目标绑定(挂载),从而达到一个视角跟随主人公移动的效果,但其实没几行代码...

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace RPG.Core
{
    public class FollowCamera : MonoBehaviour
    {
        [SerializeField] Transform target;

        void LateUpdate()
        {
            transform.position = target.position;
        }
    }
}

其他一些具体的细节以及优化有机会再和大家分享,下面呈现部分重要的代码

⭐️Fighter.cs (主要是我们角色战斗逻辑的一些处理)

using UnityEngine;
using RPG.Movement;
using RPG.Core;
using GameDevTV.Saving;
using RPG.Attributes;
using RPG.Stats;
using System.Collections.Generic;
using GameDevTV.Utils;
using System;
using GameDevTV.Inventories;

namespace RPG.Combat
{
    public class Fighter : MonoBehaviour, IAction
    {
        [SerializeField] float timeBetweenAttacks = 1f;
        [SerializeField] Transform rightHandTransform = null;
        [SerializeField] Transform leftHandTransform = null;
        [SerializeField] WeaponConfig defaultWeapon = null;
        [SerializeField] float autoAttackRange = 4f;

        Health target;
        Equipment equipment;
        float timeSinceLastAttack = Mathf.Infinity;
        WeaponConfig currentWeaponConfig;
        LazyValue<Weapon> currentWeapon;

        private void Awake() {
            currentWeaponConfig = defaultWeapon;
            currentWeapon = new LazyValue<Weapon>(SetupDefaultWeapon);
            equipment = GetComponent<Equipment>();
            if (equipment)
            {
                equipment.equipmentUpdated += UpdateWeapon;
            }
        }

        private Weapon SetupDefaultWeapon()
        {
            return AttachWeapon(defaultWeapon);
        }

        private void Start() 
        {
            currentWeapon.ForceInit();
        }

        private void Update()
        {
            timeSinceLastAttack += Time.deltaTime;

            if (target == null) return;
            if (target.IsDead()) 
            {
                target = FindNewTargetInRange();
                if (target == null) return;
            }

            if (!GetIsInRange(target.transform))
            {
                GetComponent<Mover>().MoveTo(target.transform.position, 1f);
            }
            else
            {
                GetComponent<Mover>().Cancel();
                AttackBehaviour();
            }
        }

        public void EquipWeapon(WeaponConfig weapon)
        {
            currentWeaponConfig = weapon;
            currentWeapon.value = AttachWeapon(weapon);
        }

        private void UpdateWeapon()
        {
            var weapon = equipment.GetItemInSlot(EquipLocation.Weapon) as WeaponConfig;
            if (weapon == null)
            {
                EquipWeapon(defaultWeapon);
            }
            else
            {
                EquipWeapon(weapon);
            }
        }

        private Weapon AttachWeapon(WeaponConfig weapon)
        {
            Animator animator = GetComponent<Animator>();
            return weapon.Spawn(rightHandTransform, leftHandTransform, animator);
        }

        public Health GetTarget()
        {
            return target;
        } 

        public Transform GetHandTransform(bool isRightHand)
        {
            if (isRightHand)
            {
                return rightHandTransform;
            }
            else
            {
                return leftHandTransform;
            }
        }

        private void AttackBehaviour()
        {
            transform.LookAt(target.transform);
            if (timeSinceLastAttack > timeBetweenAttacks)
            {
                // This will trigger the Hit() event.
                TriggerAttack();
                timeSinceLastAttack = 0;
            }
        }

        private Health FindNewTargetInRange()
        {
            Health best = null;
            float bestDistance = Mathf.Infinity;
            foreach (var candidate in FindAllTargetsInRange())
            {
                float candidateDistance = Vector3.Distance(
                    transform.position, candidate.transform.position);
                if (candidateDistance < bestDistance)
                {
                    best = candidate;
                    bestDistance = candidateDistance;
                }
            }
            return best;
        }

        private IEnumerable<Health> FindAllTargetsInRange()
        {
            RaycastHit[] raycastHits = Physics.SphereCastAll(transform.position,
                                                autoAttackRange, Vector3.up);
            foreach (var hit in raycastHits)
            {
                Health health = hit.transform.GetComponent<Health>();
                if (health == null) continue;
                if (health.IsDead()) continue;
                if (health.gameObject == gameObject) continue;
                yield return health;
            }
        }

        private void TriggerAttack()
        {
            GetComponent<Animator>().ResetTrigger("stopAttack");
            GetComponent<Animator>().SetTrigger("attack");
        }

        // Animation Event
        void Hit()
        {
            if(target == null) { return; }

            float damage = GetComponent<BaseStats>().GetStat(Stat.Damage);
            BaseStats targetBaseStats = target.GetComponent<BaseStats>();
            if (targetBaseStats != null)
            {
                float defence = targetBaseStats.GetStat(Stat.Defence);
                damage /= 1 + defence / damage;
            }

            if (currentWeapon.value != null)
            {
                currentWeapon.value.OnHit();
            }

            if (currentWeaponConfig.HasProjectile())
            {
                currentWeaponConfig.LaunchProjectile(rightHandTransform, leftHandTransform, target, gameObject, damage);
            }
            else
            {
                target.TakeDamage(gameObject, damage);
            }
        }

        void Shoot()
        {
            Hit();
        }

        private bool GetIsInRange(Transform targetTransform)
        {
            return Vector3.Distance(transform.position, targetTransform.position) < currentWeaponConfig.GetRange();
        }

        public bool CanAttack(GameObject combatTarget)
        {
            if (combatTarget == null) { return false; }
            if (!GetComponent<Mover>().CanMoveTo(combatTarget.transform.position) &&
                !GetIsInRange(combatTarget.transform)) 
            {
                return false; 
            }
            Health targetToTest = combatTarget.GetComponent<Health>();
            return targetToTest != null && !targetToTest.IsDead();
        }

        public void Attack(GameObject combatTarget)
        {
            GetComponent<ActionScheduler>().StartAction(this);
            target = combatTarget.GetComponent<Health>();
        }

        public void Cancel()
        {
            StopAttack();
            target = null;
            GetComponent<Mover>().Cancel();
        }

        private void StopAttack()
        {
            GetComponent<Animator>().ResetTrigger("attack");
            GetComponent<Animator>().SetTrigger("stopAttack");
        }
    }
}

⭐️PlayerController.cs (主要是我们角色控制逻辑的一些处理,包括角色的自动寻路、和UI的交互、技能、和组件的交互、移动的交互、射线投射...)

using RPG.Combat;
using RPG.Movement;
using UnityEngine;
using RPG.Attributes;
using System;
using UnityEngine.EventSystems;
using UnityEngine.AI;
using GameDevTV.Inventories;

namespace RPG.Control
{
    public class PlayerController : MonoBehaviour
    {
        Health health;
        ActionStore actionStore;

        [System.Serializable]
        struct CursorMapping
        {
            public CursorType type;
            public Texture2D texture;
            public Vector2 hotspot;
        }

        [SerializeField] CursorMapping[] cursorMappings = null;
        [SerializeField] float maxNavMeshProjectionDistance = 1f;
        [SerializeField] float raycastRadius = 1f;
        [SerializeField] int numberOfAbilities = 6;

        bool isDraggingUI = false;

        private void Awake() {
            health = GetComponent<Health>();
            actionStore = GetComponent<ActionStore>();
        }

        private void Update()
        {
            if (InteractWithUI()) return;
            if (health.IsDead()) 
            {
                SetCursor(CursorType.None);
                return;
            }

            UseAbilities();

            if (InteractWithComponent()) return;
            if (InteractWithMovement()) return;

            SetCursor(CursorType.None);
        }

        private bool InteractWithUI()
        {
            if (Input.GetMouseButtonUp(0))
            {
                isDraggingUI = false;
            }
            if (EventSystem.current.IsPointerOverGameObject())
            {
                if (Input.GetMouseButtonDown(0))
                {
                    isDraggingUI = true;
                }
                SetCursor(CursorType.UI);
                return true;
            }
            if (isDraggingUI)
            {
                return true;
            }
            return false;
        }

        private void UseAbilities()
        {
            for (int i = 0; i < numberOfAbilities; i++)
            {
                if (Input.GetKeyDown(KeyCode.Alpha1 + i))
                {
                    actionStore.Use(i, gameObject);
                }
            }
        }

        private bool InteractWithComponent()
        {
            RaycastHit[] hits = RaycastAllSorted();
            foreach (RaycastHit hit in hits)
            {
                IRaycastable[] raycastables = hit.transform.GetComponents<IRaycastable>();
                foreach (IRaycastable raycastable in raycastables)
                {
                    if (raycastable.HandleRaycast(this))
                    {
                        SetCursor(raycastable.GetCursorType());
                        return true;
                    }
                }
            }
            return false;
        }

        RaycastHit[] RaycastAllSorted()
        {
            RaycastHit[] hits = Physics.SphereCastAll(GetMouseRay(), raycastRadius);
            float[] distances = new float[hits.Length];
            for (int i = 0; i < hits.Length; i++)
            {
                distances[i] = hits[i].distance;
            }
            Array.Sort(distances, hits);
            return hits;
        }

        private bool InteractWithMovement()
        {
            Vector3 target;
            bool hasHit = RaycastNavMesh(out target);
            if (hasHit)
            {
                if (!GetComponent<Mover>().CanMoveTo(target)) return false;

                if (Input.GetMouseButton(0))
                {
                    GetComponent<Mover>().StartMoveAction(target, 1f);
                }
                SetCursor(CursorType.Movement);
                return true;
            }
            return false;
        }

        private bool RaycastNavMesh(out Vector3 target)
        {
            target = new Vector3();

            RaycastHit hit;
            bool hasHit = Physics.Raycast(GetMouseRay(), out hit);
            if (!hasHit) return false;

            NavMeshHit navMeshHit;
            bool hasCastToNavMesh = NavMesh.SamplePosition(
                hit.point, out navMeshHit, maxNavMeshProjectionDistance, NavMesh.AllAreas);
            if (!hasCastToNavMesh) return false;

            target = navMeshHit.position;

            return true;
        }

        private void SetCursor(CursorType type)
        {
            CursorMapping mapping = GetCursorMapping(type);
            Cursor.SetCursor(mapping.texture, mapping.hotspot, CursorMode.Auto);
        }

        private CursorMapping GetCursorMapping(CursorType type)
        {
            foreach (CursorMapping mapping in cursorMappings)
            {
                if (mapping.type == type)
                {
                    return mapping;
                }
            }
            return cursorMappings[0];
        }

        public static Ray GetMouseRay()
        {
            return Camera.main.ScreenPointToRay(Input.mousePosition);
        }
    }
}

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转载请注明原文链接:Unity_Demo | 中世纪风3D-RPG游戏
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