1.有限状态机
usingUnityEngine;
usingSystem.Collections;
usingSystem.Collections.Generic;
///
///状态基类
///
public abstract class State{
publicFSMManagerfsm;
publicState(FSMManagerfsm){
this.fsm=fsm;
}
publicabstractvoidOnEnter();//当状态进入
publicabstractvoidOnUpdate();//状态持续
publicabstractvoidOnExit();//状态退出
}
publicclassFSMManager{
publicGameObjectm_ctrl;//控制游戏对象
publicDictionary<string,State>allState;//存放所有状态
privateStatecurState;//当前状态
///
///添加状态
///
publicvoidAddState(Statestate){
stringstateName=state.GetType().Name;
if(allState==null){
allState=newDictionary();
}
if(!allState.ContainsKey(stateName)){
allState.Add(stateName,state);
}else{
}
}
///
///移除状态
///
///The 1st type parameter.
publicvoidRemoveState<T>(){
stringstateName=typeof(T).Name;
if(allState.ContainsKey(stateName)){
allState.Remove(stateName);
}
}
///
///切换状态
///
///The 1st type parameter.
publicvoidChangeState<T>(){
stringstateName=typeof(T).Name;
if(allState.ContainsKey(stateName)){
if(curState!=null){
curState.OnExit();
}
curState=allState[stateName];
curState.OnEnter();
}
}
///
///更新状态机
///
publicvoidUpdateFSM(){
if(curState!=null){
curState.OnUpdate();
}
}
}
怪物脚本
usingUnityEngine;
usingSystem.Collections;
publicclassPlayer:MonoBehaviour{
publicstringname;
publicfloathp;
publicfloatmp;
publicfloatattack;
publicfloatattackRange;
publicTransformtarget;//目标
publicNavMeshAgentm_Agent;
FSMManagerfsm;
voidStart(){
fsm=newFSMManager();
fsm.m_ctrl=gameObject;
fsm.AddState(newIdleState(fsm));
fsm.AddState(newPursuitstate(fsm));
fsm.ChangeState();
}
voidUpdate(){
fsm.UpdateFSM();
}
}
2.数据库
usingUnityEngine;
usingSystem.Collections;
///
///普通单例模版
///
publicclassSingletonwhereT:new(){
//单例
protectedstaticTinstance;
publicstaticTInstance{
get{
if(instance==null){
instance=newT();
}
returninstance;
}
}
}
usingUnityEngine;
usingSystem.Collections;
usingSystem.Collections.Generic;
usingSystem.IO;
usingMono.Data.Sqlite;
publicclassDataBaseTool:Singleton{
privatestringDataBaseName="GameData.sqlite";
privateSqliteConnectionconn;
privateSqliteCommandcommand;
privatestringdataPath="";
publicDataBaseTool(){
if(conn==null){
dataPath="DataSource="+Application.streamingAssetsPath+"/"+DataBaseName;
#ifUNITY_ANDRIOD
dataPath=AndriodPaltformSet();
#endif
try{
conn=newSqliteConnection(dataPath);
}catch(System.Exceptione){
Debug.Log("创建数据库链接失败。。。");
Debug.Log(e.Message);
}
}
}
//安卓平台数据库设置
publicstringAndriodPaltformSet(){
stringpath="URI=file:"+Application.persistentDataPath+"/"+DataBaseName;
//AndroidAPK中数据库文件的路径
stringandroidPath="jar:file://"+Application.dataPath+"!/assets/"+DataBaseName;
//Android沙盒路径
stringandroidFilePath=Application.persistentDataPath+"/"+DataBaseName;
//如果Android项目源文件中不存在数据库文件,说明没有加载过,需要加载
if(!File.Exists(androidFilePath))
{
//从APK路径拿到Sqlite数据库文件,下载
WWWwww=newWWW(androidPath);
//下载未完成时,保持等待
while(!www.isDone){}
//下载完成,IO流写入到沙盒路径
File.WriteAllBytes(androidFilePath,www.bytes);
}
returnpath;
}
///
///打开数据库连接
///
publicvoidOpenConnection(){
if(conn!=null){
try{
conn.Open();
}catch(System.Exceptionex){
Debug.Log("数据库打开失败");
Debug.LogError(ex.Message);
}
}
}
///
///关闭数据库链接
///
publicvoidCloseConnection(){
if(conn!=null){
try{
conn.Close();
}catch(System.Exceptionex){
Debug.Log("数据库关闭失败");
Debug.LogError(ex.Message);
}
}
}
#region对外接口方法
///
///获得一行数据的方法
///
///The row data.
///Sql.
publicDictionaryGetRowData(stringsql){
OpenConnection();
command=conn.CreateCommand();
command.CommandText=sql;
SqliteDataReaderreader=command.ExecuteReader();
Dictionarydata=newDictionary();
if(reader.Read()){
for(inti=0;i
data.Add(reader.GetName(i),reader.GetValue(i));
}
}
reader.Close();
reader=null;
command.Dispose();
command=null;
CloseConnection();
returndata;
}
///
///获得一张表的方法
///
///The all data.
///Sql.
publicList>GetAllData(stringsql){
OpenConnection();
command=conn.CreateCommand();
command.CommandText=sql;
SqliteDataReaderreader=command.ExecuteReader();
List>allData=newList>();
while(reader.Read()){
DictionaryrowData=newDictionary();
for(inti=0;i
rowData.Add(reader.GetName(i),reader.GetValue(i));
}
allData.Add(rowData);
}
reader.Close();
reader=null;
command.Dispose();
command=null;
CloseConnection();
returnallData;
}
#endregion
}
3.四元数缓动
Vector3torwards=(monster_player.attackTarget.transform.position-monster_player.transform.position);
QuaternionqTorwards=Quaternion.LookRotation(torwards);
monster_player.transform.rotation=Quaternion.Slerp(monster_player.transform.rotation,qTorwards,Time.deltaTime*5f);
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