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【Unity3D】血条(HP)

【Unity3D】血条(HP)

作者: LittleFatSheep | 来源:发表于2023-02-23 09:19 被阅读0次

1 需求实现

人机交互Input 中实现了通过键盘控制坦克运动,通过鼠标控制坦克发射炮弹,本文将在此基础上,增加血条(HP)功能。炮弹命中后,HP 值会减少,因此需要应用到 刚体组件Rigidbody碰撞体组件Collider;从不同角度攻击敌人时,敌人的血条始终朝向相机,因此需要用到 相机跟随;血条通过 Image 显示,因此需要用到 UGUI之Image;玩家的血条始终显示在屏幕左上角,因此需要使用到 锚点

1)需求实现

  • 前后箭头键或 W, S 键控制玩家前进或后退;
  • 左右箭头键或 A, D 键控制玩家左右转向;
  • 鼠标左键或空格键控制玩家发射炮弹;
  • 玩家血条显示在屏幕左上角;
  • 相机在玩家后上方的位置,始终跟随玩家,朝玩家正前方看;
  • 玩家移动时,敌人转向玩家,当偏离玩家的角度小于5°时,发射炮弹;
  • 敌人血条显示在其上方,并且始终看向相机。

2)涉及技术栈

本文代码资源见 → Unity3D 血条效果

2 游戏对象

1)游戏界面

2)游戏对象层级结构

3)Transform组件参数

  1. 玩家 Transform 组件参数
Name Type Position Rotation Scale Color/Texture
Player Empty (0, 0.25, -5) (0, 0, 0) (1, 1, 1) #228439FF
Botton Cube (0, 0, 0) (0, 0, 0) (2, 0.5, 2) #228439FF
Top Cube (0, 0.5, 0) (0, 0, 0) (1, 0.5, 1) #228439FF
Gun Cylinder (0, 0, 1.5) (90, 0, 0) (0.2, 1, 0.4) #228439FF
FirePoint Empty (0, 1.15, 0) (0, 0, 0) (1, 1, 1) ——

补充:Player 游戏对象添加了刚体组件,并修改 Mass = 100,Drag = 1,AngularDrag = 0.1,Freeze Rotation 中勾选 X 和 Z。

  1. 玩家 HP RectTransform 组件参数
Name Type Rect Width/Height Pos Color/Texture
PlayerHP Canvas —— —— —— ——
Panel Panel (0, 0, 0, 0) —— (-, -, 0) #FFFFFF00
HealthBG Image (0, 0.25, -5) (200, 20) (125, -30, 0) #FFFFFFFF
Health Image (0, 0.25, -5) (200, 20) (125, -30, 0) #FF2230FF

补充: 玩家 PlayerHP 的 Canvas 渲染模式是 Screen Space - Overlay,Health 的 ImageType 设置为 Filled,Fill Method 设置为 Horizontal。

  1. 敌人 Transform 组件参数
Name Type Position Rotation Scale Color/Texture
Enemy Empty (0, 0.25, 5) (0, 180, 0) (1, 1, 1) #15D3F9FF
Botton Cube (0, 0, 0) (0, 0, 0) (2, 0.5, 2) #15D3F9FF
Top Cube (0, 0.5, 0) (0, 0, 0) (1, 0.5, 1) #15D3F9FF
Gun Cylinder (0, 0, 1.5) (90, 0, 0) (0.2, 1, 0.4) #15D3F9FF
FirePoint Empty (0, 1.15, 0) (0, 0, 0) (1, 1, 1) ——

补充:Enemy 游戏对象添加了刚体组件,并修改 Mass = 100,Drag = 0.5,AngularDrag = 0.1,Freeze Rotation 中勾选 X 和 Z。

  1. 敌人 HP RectTransform 组件参数
Name Type Width/Height Pos Color/Texture
HP Canvas (2, 0.2) (0, 0.85, 0) ——
HealthBG Image (2, 0.2) (0, 0, 0) #FFFFFFFF
Health Image (2, 0.2) (0, 0, 0) #FF2230FF

补充: 敌人 HP 的 Canvas 渲染模式是 World Space,Health 的 ImageType 设置为 Filled,Fill Method 设置为 Horizontal。

  1. 地面和炮弹 Transform 组件参数
Name Type Position Rotation Scale Color/Texture
Plane Plane (0, 0, 0) (0, 0, 0) (10, 10, 10) GrassRockyAlbedo
Bullet Sphere (0, 0.5, -5) (0, 0, 0) (0.3, 0.3, 0.3) #228439FF

补充:炮弹作为预设体拖拽到 Assets/Resources/Prefabs 目录下,并且添加了刚体组件。

3 脚本组件

1)CameraController

CameraController.cs

using UnityEngine;
 
public class CameraController : MonoBehaviour {
    private Transform player; // 玩家
    private Vector3 relaPlayerPos; // 相机在玩家坐标系中的位置
    private float targetDistance = 15f; // 相机看向玩家前方的位置
 
    private void Start() {
        relaPlayerPos = new Vector3(0, 4, -8);
        player = GameObject.Find("Player/Top").transform;
    }
 
    private void LateUpdate() {
        CompCameraPos();
    }

    private void CompCameraPos() { // 计算相机坐标
        Vector3 target = player.position + player.forward * targetDistance;
        transform.position = transformVecter(relaPlayerPos, player.position, player.right, player.up, player.forward);
        transform.rotation = Quaternion.LookRotation(target - transform.position);
    }

    // 求以origin为原点, locX, locY, locZ 为坐标轴的本地坐标系中的向量 vec 在世界坐标系中对应的向量
    private Vector3 transformVecter(Vector3 vec, Vector3 origin, Vector3 locX,  Vector3 locY,  Vector3 locZ) {
        return vec.x * locX + vec.y * locY + vec.z * locZ + origin;
    }
}

说明: CameraController 脚本组件挂在 MainCamera 游戏对象上。

2)PlayerController

PlayerController.cs

using System;
using UnityEngine;

public class PlayerController : MonoBehaviour {
    private Transform firePoint; // 开火点
    private GameObject bulletPrefab; // 炮弹预设体
    private float tankMoveSpeed = 4f; // 坦克移动速度
    private float tankRotateSpeed = 2f; // 坦克转向速度
    private float fireWaitTime = float.MaxValue; // 距离上次开火已等待的时间
    private float bulletCoolTime = 0.15f; // 炮弹冷却时间

    private void Start() {
        firePoint = transform.Find("Top/Gun/FirePoint");
        bulletPrefab = (GameObject) Resources.Load("Prefabs/Bullet");
    }

    private void Update() {
        fireWaitTime += Time.deltaTime;
        float hor = Input.GetAxis("Horizontal");
        float ver = Input.GetAxis("Vertical");
        Move(hor, ver);
        if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)) {
            Fire();
        }
    }

    private void Move(float hor, float ver) { // 坦克移动
        if (Math.Abs(hor) > 0.1f || Math.Abs(ver) > 0.1f) {
            GetComponent<Rigidbody>().velocity = transform.forward * tankMoveSpeed * ver;
            GetComponent<Rigidbody>().angularVelocity = Vector3.up * tankRotateSpeed * hor;
        }
    }

    private void Fire() { // 开炮
        if (fireWaitTime > bulletCoolTime) {
            BulletInfo bulletInfo = new BulletInfo("PlayerBullet", Color.red, transform.forward, 10f, 15f);
            GameObject bullet = Instantiate(bulletPrefab, firePoint.position, Quaternion.identity);
            bullet.AddComponent<BulletController>().SetBulletInfo(bulletInfo);
            fireWaitTime = 0f;
        }
    }
}

说明: PlayerController 脚本组件挂在 Player 游戏对象上。

3)EnemyController

EnemyController.cs

using UnityEngine;
using UnityEngine.UI;

public class EnemyController : MonoBehaviour {
    private Transform target; // 目标
    private Transform top; // 炮头
    private Transform firePoint; // 开火点
    private Transform hp; // 血条
    private GameObject bulletPrefab; // 炮弹预设体
    private float rotateSpeed = 0.4f; // 坦克转向速度
    private float fireWaitTime = float.MaxValue; // 距离上次开火已等待的时间
    private float bulletCoolTime = 1f; // 炮弹冷却时间

    private void Start () {
        target = GameObject.Find("Player/Top").transform;
        top = transform.Find("Top");
        firePoint = transform.Find("Top/Gun/FirePoint");
        hp = transform.Find("HP");
        bulletPrefab = (GameObject) Resources.Load("Prefabs/Bullet");
    }

    private void Update () {
        fireWaitTime += Time.deltaTime;
        LookAtTarget();
        float angle = Vector3.Angle(target.position - top.position, top.forward);
        if (LookAtTarget()) {
            Fire();
        }
        HPLookAtCamera();
    }

    private bool LookAtTarget() {
        Vector3 dir = target.position - top.position;
        float angle = Vector3.Angle(dir, top.forward);
        if (angle > 5) {
            int axis = Vector3.Dot(Vector3.Cross(dir, top.forward), Vector3.up) > 0 ? -1 : 1;
            GetComponent<Rigidbody>().angularVelocity = axis * Vector3.up * rotateSpeed;
            return false;
        }
        GetComponent<Rigidbody>().angularVelocity = Vector3.zero;
        return true;
    }

    private void HPLookAtCamera() {
        Vector3 cameraPos = Camera.main.transform.position;
        Vector3 target = new Vector3(cameraPos.x, hp.position.y, cameraPos.z);
        hp.LookAt(target);
    }

    private void Fire() {
        if (fireWaitTime > bulletCoolTime) {
            BulletInfo bulletInfo = new BulletInfo("EnemyBullet", Color.yellow, top.forward, 5f, 10f);
            GameObject bullet = Instantiate(bulletPrefab, firePoint.position, Quaternion.identity); // 通过预设体创建炮弹
            bullet.AddComponent<BulletController>().SetBulletInfo(bulletInfo);
            fireWaitTime = 0;
        }
    }
}

说明: EnemyController 脚本组件挂在 Enemy 游戏对象上。

4)BulletController

BulletController.cs

using UnityEngine;
using UnityEngine.UI;

public class BulletController : MonoBehaviour {
    private BulletInfo bulletInfo; // 炮弹信息
    private volatile bool isDying = false;

    private void Start () {
        gameObject.name = bulletInfo.name;
        GetComponent<MeshRenderer>().material.color = bulletInfo.color;
        float lifeTime = bulletInfo.fireRange / bulletInfo.speed; // 存活时间
        Destroy(gameObject, lifeTime);
    }

    private void Update () {
        transform.GetComponent<Rigidbody>().velocity = bulletInfo.flyDir * bulletInfo.speed;
    }

    private void OnCollisionEnter(Collision other) {
        if (isDying) {
            return;
        }
        if (IsHitEnemy(gameObject.name, other.gameObject.name)) {
            other.transform.Find("HP/Health").GetComponent<Image>().fillAmount -= 0.1f;
            isDying = true;
            Destroy(gameObject, 0.1f);
        } else if (IsHitPlayer(gameObject.name, other.gameObject.name)) {
            GameObject.Find("PlayerHP/Panel/Health").GetComponent<Image>().fillAmount -= 0.1f;
            isDying = true;
            Destroy(gameObject, 0.1f);
        }
    }

    public void SetBulletInfo(BulletInfo bulletInfo) {
        this.bulletInfo = bulletInfo;
    }

    private bool IsHitEnemy(string name, string otherName) { // 射击到敌军
        return name.Equals("PlayerBullet") && otherName.Equals("Enemy");
    }

    private bool IsHitPlayer(string name, string otherName) { // 射击到玩家
        return name.Equals("EnemyBullet") && otherName.Equals("Player");
    }
}

说明: BulletController 脚本组件挂在 Bullet 游戏对象上(代码里动态添加)。

5)BulletInfo

BulletInfo.cs

using UnityEngine;

public class BulletInfo {
    public string name; // 炮弹名
    public Color color; // 炮弹颜色
    public Vector3 flyDir; // 炮弹飞出方向
    public float speed; // 炮弹飞行速度
    public float fireRange; // 炮弹射程

    public BulletInfo(string name, Color color, Vector3 flyDir, float speed, float fireRange) {
        this.name = name;
        this.color = color;
        this.flyDir = flyDir;
        this.speed = speed;
        this.fireRange = fireRange;
    }
}

4 运行效果

声明:本文转自【Unity3D】血条(HP)

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