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【UNITY教程 学习】2D Roguelike tutorial学习

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2D Roguelike tutorial中的两个prefab

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

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        [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。

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        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。

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        //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 ()

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        //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。

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        //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)。

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        //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。

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        //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

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    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。

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