您的位置:首页 > 移动开发 > Unity3D

Unity实战 RTS3D即时战略游戏开发(十二) 战斗AI的控制

2016-12-21 10:42 507 查看
大家好,我是Zander,我们接着来开发Rts3D即时战略游戏开发。这节课我们接着来讲AI的相关部分:战斗AI。

游戏中要进行战斗,就需要让AI会攻击,首先在一定范围内如果有足够的单位则进行攻击,在AI文件夹中创建一个StrikeAi的脚本,编辑如下:

using UnityEngine;
using System.Collections;

public class StrikeAi : AiBehavior {

public int DronesRequired = 10;  //无人机数量

public float TimeDelay = 5;     //等待时间

public float SquadSize = 0.5f;   //

public int IncreastPerWave = 10; //每波增加单位数量

public override void Execute ()
{
var ai = AiSupport.GetSupport (this.gameObject);  //获得AI
Debug.Log (ai.Player.Name + " is attacking");

int wave = (int)(ai.Drones.Count * SquadSize);
DronesRequired += IncreastPerWave;

foreach (var p in RtsManager.Current.Players) {
if (p.IsAi)
continue;

for (int i = 0; i < wave; i++) {
var drone = ai.Drones [i];
var nav = drone.GetComponent<RightClickNavigation> ();
nav.SendToTarget (p.Location.position);
}
return;
}
}

public override float GetWeight ()
{
if (TimePassed < TimeDelay)   //判断是否到了下一波攻击时间
return 0;
TimePassed = 0;

var ai = AiSupport.GetSupport (this.gameObject);
if (ai.Drones.Count < DronesRequired)   //判断是否决定攻击
return 0;

return 1;
}
}


返回到Unity,为Prefabs文件下的DroneUnit 添加RightClickNavigation脚本,然后重载一下里面的 sendToTarget方法

public void SendToTarget(Vector3 pos)
{
target = pos;
SendToTarget ();
}
现在就可以检测单位,并自动攻击了,不过现在还没有攻击效果,在开火攻击前,我们先来设置一下相机的初始位置,让摄像机出生时就能看到玩家,我们打开Scripts文件夹下的CameraCradle脚本,并编辑 如下:

using UnityEngine;
using System.Collections;

public class CameraCradle : MonoBehaviour {

public float Speed = 20;
public float Height = 80;   //距离地面的高度

// Use this for initialization
void Start () {
foreach (var p in RtsManager.Current.Players)   //判断玩家位置,并把摄像机的位置放置玩家的上方
{
if (p.IsAi)
continue;

var pos = p.Location.position;
pos.y = Height;
transform.position = pos;
}
}

// Update is called once per frame
void Update () {
transform.Translate (
Input.GetAxis ("Horizontal") * Speed * Time.deltaTime,
Input.GetAxis ("Vertical") * Speed * Time.deltaTime,
0);
}
}
好了,现在摄像机就可以出生在玩家的上方了,接下来我们实现开火攻击的效果,创建一个Battle文件夹,并在下面新建一个AttackInRange脚本,如下:

using UnityEngine;
using System.Collections;

public class AttackInRange : MonoBehaviour {

public float FindTargetDelay = 1;  // 寻找目标间隔
public float AttackRange = 20;     //攻击范围
public float AttackFrequency = 0.25f;  //攻击频率
public float AttackDamage = 1;      //伤害值

private ShowUnitInfo target;        //攻击目标的显示信息
private PlayerSetupDefinition player;   //玩家的所属阵营
private float findTargetCounter = 0;   //计时器  找到新目标后或者上次攻击后过了多长时间
private float attackCounter = 0;     //

// Use this for initialization
void Start () {
player = GetComponent<Player> ().Info;
}
/// <summary>
/// 寻找目标
/// </summary>
void FindTarget()
{
if (target != null) {
if (Vector3.Distance (transform.position, target.transform.position) > AttackRange)  //目标距离判断
{
return;
}
}

foreach (var p in RtsManager.Current.Players) {
if (p == player)
continue;

foreach (var unit in p.ActiveUnits) {
if (Vector3.Distance (unit.transform.position, transform.position) < AttackRange) {
target = unit.GetComponent<ShowUnitInfo> ();
return;
}
}
}
target = null;
}

/// <summary>
/// 攻击逻辑
/// </summary>
void Attack()
{
if (target == null)
return;
target.CurrentHealth -= AttackDamage;
}

// Update is called once per frame
void Update () {
findTargetCounter += Time.deltaTime;
if (findTargetCounter > FindTargetDelay)   //寻找目标
{
FindTarget ();
findTargetCounter = 0;
}

attackCounter += Time.deltaTime;
if (attackCounter > AttackFrequency)   //攻击
{
Attack ();
attackCounter = 0;
}
}
}
返回Unity,为DroneUnit添加此脚本,现在就可实现攻击效果,并产生伤害了,但是还没有在UI界面上体现出来。剩下的信息显示和销毁效果,咱们在下一章中再讲。

好了,这一章就写到这,欢迎大家加入QQ群:280993838 或者关注我的公众号:
内容来自用户分享和网络整理,不保证内容的准确性,如有侵权内容,可联系管理员处理 点击这里给我发消息