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伪工厂模式制造敌人

实现效果

1.敌人方实现

敌人代码


using UnityEngine;
using UnityEngine.UI;public  class EnemyBasics : MonoBehaviour
{public int EnemySpeed { get; internal set; }public int EnemyAttackDistance { get; internal set; }public int EnemyChaseDistance { get; internal set; }/*    //初级怪物,可以慢速追击
public abstract void  SlowEnemy(GameObject player, float distance, Text gameOverText, Image gameOverImage);
//中级怪物。可以快速追击
public abstract void MiddelEnemy(GameObject player, float distance, Text gameOverText, Image gameOverImage);
//高级怪物,可以发射子弹
public abstract void HighEnemy(GameObject player, float distance, Text gameOverText, Image gameOverImage);*/public  void UpdateEnemy(GameObject player, float distance, Text gameOverText, Image gameOverImage){//如果距离小于10cmEnemyChaseDistance,追踪玩家角色if (distance < EnemyChaseDistance){transform.LookAt(player.transform);//向玩家角色移动transform.Translate(Vector3.forward * EnemySpeed * Time.deltaTime);}//如果距离玩家角色小于2cmEnemyAttackDistanceif (distance < EnemyAttackDistance){gameOverText.text = "玩家角色死亡,游戏结束";gameOverImage.gameObject.SetActive(true);Time.timeScale = 0;}}}

using UnityEngine;
using UnityEngine.UI;public class EnemyFactory : MonoBehaviour
{[SerializeField] private GameObject slowEnemyPrefab;[SerializeField] private GameObject middleEnemyPrefab;[SerializeField] private GameObject highEnemyPrefab;public void CreateEnemy(int type, Vector3 position){GameObject enemy = null;switch (type){case 1:enemy = Instantiate(slowEnemyPrefab, position, Quaternion.identity);enemy.tag = "SlowEnemy";// enemy.AddComponent<EnemyBasics>();enemy.GetComponent<EnemyBasics>().EnemySpeed = 1;enemy.GetComponent<EnemyBasics>().EnemyAttackDistance = 1;enemy.GetComponent<EnemyBasics>().EnemyChaseDistance = 8;break;case 2:enemy = Instantiate(middleEnemyPrefab, position, Quaternion.identity);enemy.tag = "MiddleEnemy";//enemy.AddComponent<EnemyBasics>();enemy.GetComponent<EnemyBasics>().EnemySpeed = 3;enemy.GetComponent<EnemyBasics>().EnemyAttackDistance = 1;enemy.GetComponent<EnemyBasics>().EnemyChaseDistance = 12;// enemy.AddComponent<EnemyBasics>();break;case 3:enemy = Instantiate(highEnemyPrefab, position, Quaternion.identity);enemy.tag = "HighEnemy";// enemy.AddComponent<EnemyBasics>();enemy.GetComponent<EnemyBasics>().EnemySpeed = 5;enemy.GetComponent<EnemyBasics>().EnemyAttackDistance = 1;enemy.GetComponent<EnemyBasics>().EnemyChaseDistance = 20;//enemy.AddComponent<EnemyBasics>();break;}if (enemy != null){enemy.layer = LayerMask.NameToLayer("Enemy");}}}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;public class EnemyControl : MonoBehaviour
{private GameObject player;[SerializeField] private Text gameOverText;[SerializeField] private Image gameOverImage;private EnemyFactory enemyFactory;void Start(){player = GameObject.FindWithTag("Player");enemyFactory = GetComponent<EnemyFactory>();// 创建敌人实例enemyFactory.CreateEnemy(1, new Vector3(0, 1, 0));Debug.Log("初级敌人创建成功");enemyFactory.CreateEnemy(2, new Vector3(10, 1, 0));Debug.Log("中级敌人创建成功");enemyFactory.CreateEnemy(3, new Vector3(20, 1, 0));Debug.Log("高级敌人创建成功");}void Update(){if (player == null){Debug.LogError("Player object is not assigned.");return;}GameObject[] slowEnemys = GameObject.FindGameObjectsWithTag("SlowEnemy");GameObject[] middleEnemys = GameObject.FindGameObjectsWithTag("MiddleEnemy");GameObject[] highEnemys = GameObject.FindGameObjectsWithTag("HighEnemy");HandleEnemies(slowEnemys);HandleEnemies(middleEnemys);HandleEnemies(highEnemys);}private void HandleEnemies(GameObject[] enemies){foreach (GameObject enemy in enemies){if (enemy != null ){float distance = Vector3.Distance(player.transform.position, enemy.transform.position);Debug.Log(enemy.tag+"   "+ distance);enemy.GetComponent<EnemyBasics>().UpdateEnemy(player, distance, gameOverText, gameOverImage);}}}/*  private void HandleEnemies(GameObject[] enemies){foreach (GameObject enemy in enemies){if (enemy != null){EnemyBasics enemyBasics = enemy.GetComponent<EnemyBasics>();if (enemyBasics != null){float distance = Vector3.Distance(player.transform.position, enemy.transform.position);Debug.Log($"{enemy.tag} - Distance: {distance}");try{enemyBasics.UpdateEnemy(player, distance, gameOverText, gameOverImage);}catch (System.Exception ex){Debug.LogError($"Error in UpdateEnemy for {enemy.name}: {ex.Message}");}}else{Debug.LogError($"EnemyBasics component missing on {enemy.name}");}}else{Debug.LogWarning("Encountered a null enemy in the array.");}}}*/
}

挂载实现

预制体一览

2.我方实现

玩家控制代码

using UnityEngine;public class PlayerController : MonoBehaviour
{float CD = 2;[SerializeField] private GameObject BombPre;void Update(){//获取水平虚拟轴float horizontal = Input.GetAxis("Horizontal");//获取垂直虚拟轴float vertical = Input.GetAxis("Vertical");//创建一个向量,该向量为用户按下按键对应的向量//这里让horizontal控制x轴移动,vertical控制z轴移动Vector3 dir = new Vector3(vertical,  0, -horizontal);//如果向量不为0,证明玩家一定按了方向键if (dir != Vector3.zero){//玩家转向dir向量的方向transform.rotation = Quaternion.LookRotation(dir);//Update是按帧刷新的,如果参数不乘以Time.deltaTime,代表的含义为每帧移动2m//所以这里做一个转换,让2乘以帧时间间隔Time.deltaTi//即可转换单位,从每帧移动2m变为每秒移动2m//转换单位还可以同步不同设备的速度,//因为不同的设备可能有不同的帧率,所以如果不转换单位//那么可能看到不同设备下的移动速度是不同的transform.Translate(Vector3.forward * 7 * Time.deltaTime);}CD += Time.deltaTime;//如果按下U键if (Input.GetKeyDown(KeyCode.U)){Debug.Log("检测到玩家按下U键,放下炸弹");//2s的CDif (CD > 0.2f){//重置CDCD = 0;//释放炸弹Instantiate(BombPre, transform.position, transform.rotation);}}}
}

挂载

摄像机代码(或者直接把摄像机变成玩家的子物体,就不用写代码了)

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class CameraControllerr : MonoBehaviour
{//保存向量private Vector3 vecter3;private Transform player;void Start(){//两种方法找Player// player = GameObject.Find("Player").transform;player = GameObject.FindGameObjectWithTag("Player").transform;vecter3 =player.transform.position-transform.position;}// Update is called once per framevoid Update(){transform.position = player.transform.position - vecter3;}
}

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