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Unity3D FPS Game:第一人称射击游戏(三)

发布时间:2021-06-07 00:00| 位朋友查看

简介:耗时一周制作的第一人称射击游戏希望能帮助到大家 这里写目录标题 代码 FPS_KeyPickUp.cs FPS_LaserDamage.cs FPS_PlayerContorller.cs FPS_PlayerHealth.cs FPS_PlayerInput.cs FPS_PlayerInventory.cs FPS_PlayerParameters.cs HashIDs.cs Tags.cs 代码 FP……

耗时一周制作的第一人称射击游戏,希望能帮助到大家!

代码

FPS_KeyPickUp.cs

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

public class FPS_KeyPickUp : MonoBehaviour
{
    public AudioClip keyClip;                               //钥匙音效
    public int keyId;                                       //钥匙编号
                                                            
    private GameObject player;                              //玩家
    private FPS_PlayerInventory playerInventory;            //背包


    private void Start()
    {
        player = GameObject.FindGameObjectWithTag(Tags.player);
        playerInventory = player.GetComponent<FPS_PlayerInventory>();
    }

    private void OnTriggerEnter(Collider other)
    {
        if(other.gameObject == player)
        {
            AudioSource.PlayClipAtPoint(keyClip, transform.position);
            playerInventory.AddKey(keyId);
            Destroy(this.gameObject);
        }
    }
}

FPS_LaserDamage.cs

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

public class FPS_LaserDamage : MonoBehaviour
{
    public int damage = 20;                        //伤害值
    public float damageDelay = 1;                  //伤害延迟时间
                                                   
    private float lastDamageTime = 0;              //上一次收到伤害的时间
    private GameObject player;                     //玩家

    private void Start()
    {
        player = GameObject.FindGameObjectWithTag(Tags.player);
    }

    private void OnTriggerStay(Collider other)
    {
        if(other.gameObject == player && Time.time > lastDamageTime + damageDelay)
        {
            player.GetComponent<FPS_PlayerHealth>().TakeDamage(damage);
            lastDamageTime = Time.time;
        }
    }
}

FPS_PlayerContorller.cs

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

public enum PlayerState
{
    None,                   //初始状态
    Idle,                   //站立
    Walk,                   //行走
    Crouch,                 //蹲伏
    Run                     //奔跑
}

public class FPS_PlayerContorller : MonoBehaviour
{
    private PlayerState state = PlayerState.None;

    /// <summary>
    /// 人物状态设置
    /// </summary>
    public PlayerState State
    {
        get
        {
            if (runing)
            {
                state = PlayerState.Run;
            }
            else if (walking)
            {
                state = PlayerState.Walk;
            }
            else if (crouching)
            {
                state = PlayerState.Crouch;
            }
            else
            {
                state = PlayerState.Idle;
            }
            return state;
        }
    }

    public float sprintSpeed = 10f;                         //冲刺速度
    public float sprintJumpSpeed = 8f;                      //冲刺跳跃速度
    public float normalSpeed = 6f;                          //正常速度
    public float normalJumpSpeed = 7f;                      //正常跳跃速度
    public float crouchSpeed = 2f;                          //蹲伏速度
    public float crouchJumpSpeed = 6f;                      //蹲伏跳跃速度
    public float crouchDeltaHeight = 0.5f;                  //蹲伏下降高度
    public float gravity = 20f;                             //重力
    public float cameraMoveSpeed = 8f;                      //相机跟随速度
    public AudioClip jumpAudio;                             //跳跃音效

    public float currentSpeed;                              //当前速度
    public float currentJumnSpeed;                          //当前跳跃速度

    private Transform mainCamera;                           //主摄像对象
    private float standardCamHeight;                        //相机标准高度
    private float crouchingCamHeight;                       //蹲伏时相机高度
    private bool grounded = false;                          //是否在地面上
    private bool walking = false;                           //是否在行走
    private bool crouching = false;                         //是否在蹲伏
    private bool stopCrouching = false;                     //是否停止蹲伏
    private bool runing = false;                            //是否在奔跑
    private Vector3 normalControllerCenter = Vector3.zero;  //角色控制器中心
    private float normalControllerHeight = 0f;              //角色控制器高度
    private float timer = 0;                                //计时器
    private CharacterController characterController;        //角色控制器组件
    private AudioSource audioSource;                        //音频源组件
    private FPS_PlayerParameters parameters;                //FPS_Parameters组件
    private Vector3 moveDirection = Vector3.zero;           //移动方向

    /// <summary>
    /// 初始化
    /// </summary>
    private void Start()
    {
        crouching = false;
        walking = false;
        runing = false;
        currentSpeed = normalSpeed;
        currentJumnSpeed = normalJumpSpeed;
        mainCamera = GameObject.FindGameObjectWithTag(Tags.mainCamera).transform;
        standardCamHeight = mainCamera.position.y;
        crouchingCamHeight = standardCamHeight - crouchDeltaHeight;
        audioSource = this.GetComponent<AudioSource>();
        characterController = this.GetComponent<CharacterController>();
        parameters = this.GetComponent<FPS_PlayerParameters>();
        normalControllerCenter = characterController.center;
        normalControllerHeight = characterController.height;
    }

    private void FixedUpdate()
    {
        MoveUpdate();
        AudioManager();
    }

    /// <summary>
    /// 任务移动控制更新
    /// </summary>
    private void MoveUpdate()
    {
        //如果在地面上
        if (grounded)
        {
            //自身坐标轴的y轴对应世界坐标轴的z轴
            moveDirection = new Vector3(parameters.inputMoveVector.x, 0, parameters.inputMoveVector.y);
            //将 direction 从本地空间变换到世界空间
            moveDirection = transform.TransformDirection(moveDirection);
            moveDirection *= currentSpeed;
            //如果玩家输入跳跃
            if (parameters.isInputJump)
            {
                //获取跳跃速度
                CurrentSpeed();
                moveDirection.y = currentJumnSpeed;
                //播放跳跃音频
                AudioSource.PlayClipAtPoint(jumpAudio, transform.position);
            }
        }
        //受重力下落
        moveDirection.y -= gravity * Time.deltaTime;
        //CollisionFlags 是 CharacterController.Move 返回的位掩码。
        //其概述您的角色与其他任何对象的碰撞位置。
        CollisionFlags flags = characterController.Move(moveDirection * Time.deltaTime);
        /*
        CollisionFlags.CollidedBelow   底部发生了碰撞"flags & CollisionFlags.CollidedBelow"返回1;
        CollisionFlags.CollidedNone    没发生碰撞"flags & CollisonFlags.CollidedNone"返回1;
        CollisionFlags.CollidedSides   四周发生碰撞"flags & CollisionFlags.CollidedSides"返回1;
        CollisionFlags.CollidedAbove   顶端发生了碰撞"flags & CollisionFlags.CollidedAbove"返回1;        
        */
        //表示在地面上,grounded为true
        grounded = (flags & CollisionFlags.CollidedBelow) != 0;
        //如果在地面上且有移动的输入
        if (Mathf.Abs(moveDirection.x) > 0 && grounded || Mathf.Abs(moveDirection.z) > 0 && grounded) 
        {
            if (parameters.isInputSprint)
            {
                walking = false;
                crouching = false;
                runing = true;
            }
            else if (parameters.isInputCrouch)
            {
                walking = false;
                crouching = true;
                runing = false;
            }
            else
            {
                walking = true;
                crouching = false;
                runing = false;
            }
        }
        else
        {
            if (walking)
            {
                walking = false;
            }
            if (runing)
            {
                runing = false;
            }
            if (parameters.isInputCrouch)
            {
                crouching = true;
            }
            else
            {
                crouching = false;
            }
        }
        //蹲伏状态下的角色控制器中心与高度
        if (crouching)
        {
            characterController.height = normalControllerHeight - crouchDeltaHeight;
            characterController.center = normalControllerCenter - new Vector3(0, crouchDeltaHeight / 2, 0);
        }
        else
        {
            characterController.height = normalControllerHeight;
            characterController.center = normalControllerCenter;
        }
        CurrentSpeed();
        CrouchUpdate();
    }

    /// <summary>
    /// 根据人物的状态对其速度进行定义
    /// </summary>
    private void CurrentSpeed()
    {
        switch (State)
        {
            case PlayerState.Idle:
                currentSpeed = normalSpeed;
                currentJumnSpeed = normalJumpSpeed;
                break;
            case PlayerState.Walk:
                currentSpeed = normalSpeed;
                currentJumnSpeed = normalJumpSpeed;
                break;
            case PlayerState.Crouch:
                currentSpeed = crouchSpeed;
                currentJumnSpeed = crouchJumpSpeed;
                break;
            case PlayerState.Run:
                currentSpeed = sprintSpeed;
                currentJumnSpeed = sprintJumpSpeed;
                break;
        }
    }

    /// <summary>
    /// 根据人物状态对其脚步声进行定义
    /// </summary>
    private void AudioManager()
    {
        if(State == PlayerState.Walk)
        {
            //设置音频源的音高,行走时缓慢
            audioSource.pitch = 0.8f;
            if (!audioSource.isPlaying)
            {
                audioSource.Play();
            }
        }
        else if(State == PlayerState.Run)
        {
            //设置音频源的音高,奔跑时急促
            audioSource.pitch = 1.3f;
            if (!audioSource.isPlaying)
            {
                audioSource.Play();
            }
        }
        else
        {
            audioSource.Stop();
        }
    }

    /// <summary>
    /// 蹲伏下降与蹲伏上升时相机位置更新
    /// </summary>
    private void CrouchUpdate()
    {
        if (crouching)
        {
            if (mainCamera.localPosition.y > crouchingCamHeight)
            {
                if(mainCamera.localPosition.y-(crouchDeltaHeight * Time.deltaTime * cameraMoveSpeed)< crouchingCamHeight)
                {
                    mainCamera.localPosition = new Vector3(mainCamera.localPosition.x, crouchingCamHeight, mainCamera.localPosition.z); 
                }
                else
                {
                    mainCamera.localPosition -= new Vector3(0, crouchDeltaHeight * Time.deltaTime * cameraMoveSpeed, 0);
                }
            }
            else
            {
                mainCamera.localPosition = new Vector3(mainCamera.localPosition.x, crouchingCamHeight, mainCamera.localPosition.z);
            }
        }
        else
        {
            if (mainCamera.localPosition.y < standardCamHeight)
            {
                if(mainCamera.localPosition.y + (crouchDeltaHeight * Time.deltaTime * cameraMoveSpeed) > standardCamHeight)
                {
                    mainCamera.localPosition = new Vector3(mainCamera.localPosition.x, standardCamHeight, mainCamera.localPosition.z);
                }
                else
                {
                    mainCamera.localPosition += new Vector3(0, crouchDeltaHeight * Time.deltaTime * cameraMoveSpeed, 0);
                }
            }
            else
            {
                mainCamera.localPosition = new Vector3(mainCamera.localPosition.x, standardCamHeight, mainCamera.localPosition.z);
            }
        }
    }
}

FPS_PlayerHealth.cs

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

public class FPS_PlayerHealth : MonoBehaviour
{
    public bool isDead;                         //是否死亡
    public float resetAfterDeathTime = 5;       //死亡后重置时间
    public AudioClip deathClip;                 //死亡时音效
    public AudioClip damageClip;                //受伤害时音效
    public float maxHp = 100;                   //生命值上限
    public float currentHp = 100;               //当前生命值
    public float recoverSpeed = 1;              //回复生命值速度
    public Text hpText;

    private float timer;                        //计时器
    private FadeInOut fader;                    //FadeInOut组件
    private FPS_Camera fPS_Camera;

    private void Start()
    {
        currentHp = maxHp;
        fader = GameObject.FindGameObjectWithTag(Tags.fader).GetComponent<FadeInOut>();
        fPS_Camera = GameObject.FindGameObjectWithTag(Tags.mainCamera).GetComponent<FPS_Camera>();
        BleedBehavior.BloodAmount = 0;
        hpText.text = "生命值:" + Mathf.Round(currentHp) + "/" + Mathf.Round(maxHp);
    }

    private void Update()
    {
        if (!isDead)
        {
            currentHp += recoverSpeed * Time.deltaTime;
            hpText.text = "生命值:" + Mathf.Round(currentHp) + "/" + Mathf.Round(maxHp);
            if (currentHp > maxHp)
            {
                currentHp = maxHp;
            }
        }
        if (currentHp < 0)
        {
            if (!isDead)
            {
                PlayerDead();
            }
            else
            {
                LevelReset();
            }
        }
    }

    /// <summary>
    /// 受到伤害
    /// </summary>
    public void TakeDamage(float damage)
    {
        if (isDead)
            return;
        //播放受伤音频
        AudioSource.PlayClipAtPoint(damageClip, transform.position);
        //将值限制在 0 与 1 之间并返回其伤害值
        BleedBehavior.BloodAmount += Mathf.Clamp01(damage / currentHp);
        currentHp -= damage;
    }

    /// <summary>
    /// 禁用输入
    /// </summary>
    public void DisableInput()
    {
        //将敌人相机禁用
        transform.Find("Player_Camera/WeaponCamera").gameObject.SetActive(false);
        this.GetComponent<AudioSource>().enabled = false;
        this.GetComponent<FPS_PlayerContorller>().enabled = false;
        this.GetComponent<FPS_PlayerInput>().enabled = false;
        if (GameObject.Find("BulletCount") != null)
        {
            GameObject.Find("BulletCount").SetActive(false);
        }
        fPS_Camera.enabled = false;
    }

    /// <summary>
    /// 玩家死亡
    /// </summary>
    public void PlayerDead()
    {
        isDead = true;

        DisableInput();
        AudioSource.PlayClipAtPoint(deathClip, transform.position);
    }

    /// <summary>
    /// 关卡重置
    /// </summary>
    public void LevelReset()
    {
        timer += Time.deltaTime;
        if (timer > resetAfterDeathTime)
        {
            fader.EndScene();
        }
    }
}

FPS_PlayerInput.cs

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


public class FPS_PlayerInput : MonoBehaviour
{
    /// <summary>
    /// 锁定鼠标属性
    /// </summary>
    public bool LockCursor
    {
        get
        {
            //如果鼠标是处于锁定状态,返回true
            return Cursor.lockState == CursorLockMode.Locked ? true : false;
        }
        set
        {
            Cursor.visible = value;
            Cursor.lockState = value ? CursorLockMode.Locked : CursorLockMode.None;
        }
    }

    private FPS_PlayerParameters parameters;
    private FPS_Input input;

    private void Start()
    {
        LockCursor = true;
        parameters = this.GetComponent<FPS_PlayerParameters>();
        input = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent<FPS_Input>();
    }

    private void Update()
    {
        InitialInput();
    }

    /// <summary>
    /// 输入参数赋值初始化
    /// </summary>
    private void InitialInput()
    {
        parameters.inputMoveVector = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
        parameters.inputSmoothLook = new Vector2(Input.GetAxisRaw("Mouse X"), Input.GetAxisRaw("Mouse Y"));
        parameters.isInputCrouch = input.GetButton("Crouch");
        parameters.isInputFire = input.GetButton("Fire");
        parameters.isInputJump = input.GetButton("Jump");
        parameters.isInputReload = input.GetButtonDown("Reload");
        parameters.isInputSprint = input.GetButton("Sprint");
    }
}

FPS_PlayerInventory.cs

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

public class FPS_PlayerInventory : MonoBehaviour
{

    private List<int> keysArr;          //钥匙列表

    private void Start()
    {
        keysArr = new List<int>();
    }

    /// <summary>
    /// 添加钥匙
    /// </summary>
    public void AddKey(int keyId)
    {
        if (!keysArr.Contains(keyId))
        {
            keysArr.Add(keyId);
        }
    }

    /// <summary>
    /// 是否有对应门的钥匙
    /// </summary>
    /// <param name="doorId"></param>
    /// <returns></returns>
    public bool HasKey(int doorId)
    {
        if (keysArr.Contains(doorId))
            return true;
        return false;
    }
}

FPS_PlayerParameters.cs

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

//当你添加的一个用了RequireComponent组件的脚本,
//需要的组件将会自动被添加到game object(游戏物体),
//这个可以有效的避免组装错误
[RequireComponent(typeof(CharacterController))]


public class FPS_PlayerParameters : MonoBehaviour
{
    [HideInInspector]
    public Vector2 inputSmoothLook;     //相机视角
    [HideInInspector]
    public Vector2 inputMoveVector;     //人物移动
    [HideInInspector]
    public bool isInputFire;            //是否开火
    [HideInInspector]
    public bool isInputReload;          //是否换弹
    [HideInInspector]
    public bool isInputJump;            //是否跳跃
    [HideInInspector]
    public bool isInputCrouch;          //是否蹲伏
    [HideInInspector]
    public bool isInputSprint;          //是否冲刺

}

HashIDs.cs

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

public class HashIDs : MonoBehaviour
{
    public int deadBool;
    public int speedFloat;
    public int playerInSightBool;
    public int shotFloat;
    public int aimWidthFloat;
    public int angularSpeedFloat;

    private void Awake()
    {
        deadBool = Animator.StringToHash("Dead");
        speedFloat = Animator.StringToHash("Speed");
        playerInSightBool = Animator.StringToHash("PlayerInSight");
        shotFloat = Animator.StringToHash("Shot");
        aimWidthFloat = Animator.StringToHash("AimWidth");
        angularSpeedFloat = Animator.StringToHash("AngularSpeed");
    }
}

Tags.cs

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

/// <summary>
/// 封装标签
/// </summary>
public class Tags
{
    public const string player = "Player";                      //玩家
    public const string gameController = "GameController";      //游戏控制器
    public const string enemy = "Enemy";                        //敌人
    public const string fader = "Fader";                        //淡入淡出的画布
    public const string mainCamera = "MainCamera";              //主摄像机
}

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;原文链接:https://blog.csdn.net/weixin_46382560/article/details/115579965
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