【UNITY教程 学习】2D Roguelike tutorial学习

https://unity3d.com/cn/learn/tutorials/projects/2d-roguelike-tutorial
总述:此教程属于中级水平。本博客主要用于记录学习过程中未能完全掌握的知识点,并将详细列出每个部分的相关官方文档链接及个人学习笔记。
1. Setup and Assets
Prefab包括Prefab动画以及AnimatorController、Sprite分割与使用、以及GameObject层级与排序层级。
2.Level Generation
涉及内容:关卡系统中自动化生成关卡(主要是代码的组织架构)
对代码结构的思考
[Serializable]
public class Count
{
public int minimum; //Minimum value for our Count class.
public int maximum; //Maximum value for our Count class.
//Assignment constructor.
public Count (int min, int max)
{
minimum = min;
maximum = max;
}
}
public int columns = 8; //Number of columns in our game board.
public int rows = 8; //Number of rows in our game board.
public Count wallCount = new Count (5, 9); //Lower and upper limit for our random number of walls per level.
public Count foodCount = new Count (1, 5); //Lower and upper limit for our random number of food items per level.
public GameObject exit; //Prefab to spawn for exit.
public GameObject[] floorTiles; //Array of floor prefabs.
public GameObject[] wallTiles; //Array of wall prefabs.
public GameObject[] foodTiles; //Array of food prefabs.
public GameObject[] enemyTiles; //Array of enemy prefabs.
public GameObject[] outerWallTiles; //Array of outer tile prefabs.
初始化字段:
public字段用于在对应的GameObject中方便修改某些参数(例如columns和rows),这有助于提升代码的复用性。
private Transform boardHolder; //A variable to store a reference to the transform of our Board object.
private List <Vector3> gridPositions = new List <Vector3> (); //A list of possible locations to place tiles.
两个私有变量。
boardHolder 用于 在 Hierarchy 中 存放各种 GameObject , 以 避免 混淆。
注意 boardHolder 是 Transform 属性 的 变量。
gridPositions 则 定义了 游戏中的 点阵 。
这些私有变量之所以存在是为了避免出现在 Unity Editor 的 Inspector 中 。
接下来介绍各函数及其功能实现情况。其中第一个函数为InitialiseList()(无参数),其功能是将gridPosition初始化为一个基于rows和columns的队列。
//Clears our list gridPositions and prepares it to generate a new board.
void InitialiseList ()
{
//Clear our list gridPositions.
gridPositions.Clear ();
//Loop through x axis (columns).
for(int x = 1; x < columns-1; x++)
{
//Within each column, loop through y axis (rows).
for(int y = 1; y < rows-1; y++)
{
//At each index add a new Vector3 to our list with the x and y coordinates of that position.
gridPositions.Add (new Vector3(x, y, 0f));
}
}
}
BoardSetup ()
//Sets up the outer walls and floor (background) of the game board.
void BoardSetup ()
{
//Instantiate Board and set boardHolder to its transform.
boardHolder = new GameObject ("Board").transform;
//Loop along x axis, starting from -1 (to fill corner) with floor or outerwall edge tiles.
for(int x = -1; x < columns + 1; x++)
{
//Loop along y axis, starting from -1 to place floor or outerwall tiles.
for(int y = -1; y < rows + 1; y++)
{
//Choose a random tile from our array of floor tile prefabs and prepare to instantiate it.
GameObject toInstantiate = floorTiles[Random.Range (0,floorTiles.Length)];
//Check if we current position is at board edge, if so choose a random outer wall prefab from our array of outer wall tiles.
if(x == -1 || x == columns || y == -1 || y == rows)
toInstantiate = outerWallTiles [Random.Range (0, outerWallTiles.Length)];
//Instantiate the GameObject instance using the prefab chosen for toInstantiate at the Vector3 corresponding to current grid position in loop, cast it to GameObject.
GameObject instance =
Instantiate (toInstantiate, new Vector3 (x, y, 0f), Quaternion.identity) as GameObject;
//Set the parent of our newly instantiated object instance to boardHolder, this is just organizational to avoid cluttering hierarchy.
instance.transform.SetParent (boardHolder);
}
}
}
Vector3 RandomPosition ()
该函数生成一个随机的有效位置并返回此位置。
值得注意的是,在此实现中,在InitialiseList()之后调用randomIndex方法会在gridPosition列表中选择一个目标索引值。随后会移除该选中的索引对应的元素以避免出现重复项。
//RandomPosition returns a random position from our list gridPositions.
Vector3 RandomPosition ()
{
//Declare an integer randomIndex, set it's value to a random number between 0 and the count of items in our List gridPositions.
int randomIndex = Random.Range (0, gridPositions.Count);
//Declare a variable of type Vector3 called randomPosition, set it's value to the entry at randomIndex from our List gridPositions.
Vector3 randomPosition = gridPositions[randomIndex];
//Remove the entry at randomIndex from the list so that it can't be re-used.
gridPositions.RemoveAt (randomIndex);
//Return the randomly selected Vector3 position.
return randomPosition;
}
LayoutObjectAtRandom (GameObject[] tileArray, int minimum, int maximum) 将地图上的物品按一定规则随机摆放(包括墙壁、食物以及敌人的位置)。
//LayoutObjectAtRandom accepts an array of game objects to choose from along with a minimum and maximum range for the number of objects to create.
void LayoutObjectAtRandom (GameObject[] tileArray, int minimum, int maximum)
{
//Choose a random number of objects to instantiate within the minimum and maximum limits
int objectCount = Random.Range (minimum, maximum+1);
//Instantiate objects until the randomly chosen limit objectCount is reached
for(int i = 0; i < objectCount; i++)
{
//Choose a position for randomPosition by getting a random position from our list of available Vector3s stored in gridPosition
Vector3 randomPosition = RandomPosition();
//Choose a random tile from tileArray and assign it to tileChoice
GameObject tileChoice = tileArray[Random.Range (0, tileArray.Length)];
//Instantiate tileChoice at the position returned by RandomPosition with no change in rotation
Instantiate(tileChoice, randomPosition, Quaternion.identity);
}
}
5)public static Method SetupScene(int level)
该静态方法用于由GameManager发起的场景设置请求,并根据指定的level参数生成相应的关卡布局。
//SetupScene initializes our level and calls the previous functions to lay out the game board
public void SetupScene (int level)
{
//Creates the outer walls and floor.
BoardSetup ();
//Reset our list of gridpositions.
InitialiseList ();
//Instantiate a random number of wall tiles based on minimum and maximum, at randomized positions.
LayoutObjectAtRandom (wallTiles, wallCount.minimum, wallCount.maximum);
//Instantiate a random number of food tiles based on minimum and maximum, at randomized positions.
LayoutObjectAtRandom (foodTiles, foodCount.minimum, foodCount.maximum);
//Determine number of enemies based on current level number, based on a logarithmic progression
int enemyCount = (int)Mathf.Log(level, 2f);
//Instantiate a random number of enemies based on minimum and maximum, at randomized positions.
LayoutObjectAtRandom (enemyTiles, enemyCount, enemyCount);
//Instantiate the exit tile in the upper right hand corner of our game board
Instantiate (exit, new Vector3 (columns - 1, rows - 1, 0f), Quaternion.identity);
}
小Tips
①Serializable 使该GameObject 中被Serializable修饰的属性类在GameObject里面显示为一个由该类的实例为父对象的一个树结构,且该类的不同实例共用此类中定义的变量名。
使用Serializable使需要
1.先using System然后再在属性类前写[Serializable]。
2.直接在属性类前写[System.Serializable]。
②Random.Range(min,max)方法对于float型变量其min和max都是inclusive的;而对于int型变量则是min为inclusive、max为exclusive,所以需要注意。
