Demo_塔防(自动生成怪物,导航,炮塔攻击,怪物掉血死忙)-LMLPHP

using UnityEngine;
using System.Collections; public struct WaveMsg
{
//该波次生成的怪物
public GameObject monster;
//时间间隔
public float waveInterval;
//生成个数
public float count;
//生成间隔
public float interval;
//怪物血量
public float hp; /// <summary>
/// 构造函数
/// </summary>
/// <param name="monster">Monster.</param>
/// <param name="waveInterval">Wave interval.</param>
/// <param name="count">Count.</param>
/// <param name="interval">Interval.</param>
public WaveMsg(GameObject monster,float waveInterval,
float count,float interval,float hp)
{
this.monster = monster;
this.waveInterval = waveInterval;
this.count = count;
this.interval = interval;
this.hp = hp;
}
} public class MonsterInit : MonoBehaviour { //怪物预设体
public GameObject[] monsters;
//波次信息
public WaveMsg[] waveMsg;
//每波怪之间的时间计时器
private float waveTimer;
//每个怪之前的时间计时器
private float monsterTimer;
//波次计数器
private int count;
//怪物个数计数器
private int monsterCount;
//游戏开关
private bool gameBegin = true; void Awake()
{
waveMsg = new WaveMsg[]{
new WaveMsg(monsters[],,,,),
new WaveMsg(monsters[],2.5f,,1.5f,),
new WaveMsg(monsters[],,,1f,),
new WaveMsg(monsters[],,,0.5f,),
new WaveMsg(monsters[],,,0.5f,)
};
} void Update()
{
if (gameBegin) {
//波次计时器计时
waveTimer += Time.deltaTime;
if (waveTimer >= waveMsg [count].waveInterval) {
//如果当前生成怪的个数不够,继续生成
if (monsterCount < waveMsg [count].count) {
//计时器计时
monsterTimer += Time.deltaTime;
//计时结束
if (monsterTimer > waveMsg [count].interval) {
//生成怪物
GameObject currentMaster = Instantiate (
waveMsg [count].monster,
transform.position,
Quaternion.identity) as GameObject;
//给新生成的怪物设置血量值
currentMaster.GetComponent<Monster> ().hp =
waveMsg [count].hp;
//怪物个数++
monsterCount++;
//计时器清零
monsterTimer = ;
}
} else {
//波次加一
count++;
if (count < waveMsg.Length) {
//怪物个数清零
monsterCount = ;
//波次计时器清零
waveTimer = ;
} else {
//表示怪兽生成结束
gameBegin = false;
}
}
}
}
}
}

Demo_塔防(自动生成怪物,导航,炮塔攻击,怪物掉血死忙)-LMLPHP

using UnityEngine;
using System.Collections; public class GameOver : MonoBehaviour { //血量
public int hp = ; //触发
void OnTriggerEnter(Collider other)
{
//如果是怪物
if (other.tag == "Monster") {
//减血操作
if (--hp <= ) {
Debug.Log ("GameOver");
}
//销毁怪物
Destroy (other.gameObject);
}
}
}

Demo_塔防(自动生成怪物,导航,炮塔攻击,怪物掉血死忙)-LMLPHP

using UnityEngine;
using System.Collections;
using System.Collections.Generic; public class GaussAttack : MonoBehaviour { //攻击队列
Queue<Transform> monsters;
//当前攻击目标
public Transform currentTarget;
//炮筒旋转速度
public float turnSpeed = ;
//发射特效
private GameObject muzzle;
//炮塔伤害值
public float damage = ; void Awake()
{
monsters = new Queue<Transform> ();
muzzle = transform.Find ("Base/Turret/Muzzle_1").gameObject;
} void Update()
{
if (currentTarget) {
//转向
LookAtTargetSmooth();
//给敌人减血
currentTarget.GetComponent<Monster>().hp-=Time.deltaTime * damage;
//如果当前目标已经死亡
if (!currentTarget.GetComponent<Monster> ().monsterAlive) {
//切换下一个目标
TargetSwitch ();
}
}
} /// <summary>
/// 平滑旋转看向敌人
/// </summary>
void LookAtTargetSmooth()
{
//方向向量
Vector3 dir = currentTarget.position - transform.position;
//目标旋转
Quaternion qua = Quaternion.LookRotation (dir);
//先找到炮筒
Transform gun = transform.GetChild ().GetChild ();
//炮筒转向目标四元数
gun.rotation = Quaternion.Lerp (gun.rotation, qua,
Time.deltaTime * turnSpeed);
} /// <summary>
/// 进入攻击范围
/// </summary>
/// <param name="other">Other.</param>
void OnTriggerEnter(Collider other)
{
//如果是怪物
if (other.tag == "Monster") {
//进队列
monsters.Enqueue (other.transform);
// 如果没有攻击目标
if (currentTarget == null) {
TargetSwitch ();
}
}
} void OnTriggerExit(Collider other)
{
//如果是怪物,且在队列内
if (other.tag == "Monster" && other.transform == currentTarget) {
//切换下一个目标
TargetSwitch ();
}
} /// <summary>
/// 切换目标
/// </summary>
void TargetSwitch()
{
//如果队列中有数据
if (monsters.Count > ) {
//队列中出来的怪物即为下一个攻击目标
currentTarget = monsters.Dequeue ();
//有怪,开枪
muzzle.SetActive (true);
} else {
//如果队列中没有数据,此时目标为空
currentTarget = null;
//没怪,停止开枪
muzzle.SetActive (false);
}
}
}

Demo_塔防(自动生成怪物,导航,炮塔攻击,怪物掉血死忙)-LMLPHP

using UnityEngine;
using System.Collections; public class CameraMove : MonoBehaviour { private float hor,ver;
public float moveSpeed = ; void Update()
{
hor = Input.GetAxis ("Horizontal");
ver = Input.GetAxis ("Vertical"); transform.position += new Vector3 (hor,,ver)
* Time.deltaTime * moveSpeed;
//24 0 2
//40 0 35 transform.position = new Vector3 (
Mathf.Clamp(transform.position.x,24f,40f),
transform.position.y,
Mathf.Clamp(transform.position.z,2f,35f)
); } }
using UnityEngine;
using System.Collections; public class TowerInit : MonoBehaviour { //射线碰撞检测器
RaycastHit hit;
//炮塔预设体
public GameObject towerPrefab; void Update()
{
//获取屏幕射线
Ray r = Camera.main.ScreenPointToRay (
Input.mousePosition);
//射线碰撞到了碰撞体
if (Physics.Raycast (r, out hit)) {
//如果该物体名字中包含‘Base’字符串,且基座没有子物体
if (hit.collider.name.Contains ("Base") &&
hit.transform.childCount == ) {
if (Input.GetMouseButtonDown ()) {
///TODO:生成炮塔
GameObject currentTower = Instantiate (
towerPrefab,
hit.transform.position + Vector3.up * 2.7f,
Quaternion.identity) as GameObject;
//设置炮塔为基座的子物体
currentTower.transform.SetParent (hit.transform);
}
}
}
} }

炮塔需要触发事件设置好范围来检测怪物,进入范围触发事件攻击。

地图设置导航。

怪物添加刚体,设置动力学。避免出现碰撞弹奏,或者穿透现象。

05-11 20:26