用Unity3D实现简单的牧师与魔鬼游戏
用Unity3D實現簡單的牧師與魔鬼游戲
項目地址
牧師與魔鬼游戲
完成效果圖
實現心得
游戲所使用的是MVC模式開發。
遵循的動作表為:
| 開船 | 船上至少有一個角色(牧師或魔鬼) |
| 牧師在左岸上船 | 船上至少有一個空位且在左岸,左岸至少有一個牧師,船在左岸 |
| 牧師在左岸下船 | 船上至少有一個牧師且在左岸 |
| 惡魔在左岸上船 | 船上至少有一個空位且在左岸,左岸至少有一個魔鬼,船在左岸 |
| 惡魔在左岸下船 | 船上至少有一個惡魔且在左岸 |
| 牧師在右岸上船 | 船上至少有一個空位且在右岸,右岸至少有一個牧師,船在右岸 |
| 牧師在右岸下船 | 船上至少有一個牧師且船在右岸 |
| 惡魔在右岸上船 | 船上至少有一個空位且在右岸,右岸至少有一個惡魔,船在右岸 |
| 惡魔在右岸下船 | 船上至少有一個惡魔且船在右岸 |
首先確定游戲界面組成部分:
由游戲界面組成部分可以設計模式開發結構的視圖部分:
可以看到,游戲界面由五個部分組成:船、岸、角色、河流、功能提示框,所以首先可以創建船視圖BoatView、岸視圖ShoreView、角色視圖RoleView、河流視圖RiverView和功能視圖FunctionView五個視圖類,因為移動也需要在界面中展現,所以還可以創建一個移動視圖MoveView,從而很簡單地確定了MVC結構的視圖部分:
using System.Collections; using System.Collections.Generic; using UnityEngine;namespace PriestsAndDevils {/* 船視圖 */public class BoatView {private GameObject boat; // 創建船視圖需要的游戲對象/* 創建船視圖 */public BoatView() {boat = Object.Instantiate(Resources.Load ("Perfabs/Boat", typeof(GameObject)), new Vector3(2.5F, -1, 0), Quaternion.identity, null) as GameObject;boat.name = "Boat";}public GameObject GetGameObj() {return boat;}/* 為游戲對象添加移動控制器 */public MoveController AddMoveScript() {MoveController moveScript = boat.AddComponent(typeof(MoveController)) as MoveController;return moveScript;}/* 為游戲對象添加點擊控制器 */public void AddClickScript() {boat.AddComponent(typeof(ClickController));}}/* 岸視圖 */public class ShoreView {private GameObject shore; // 創建岸視圖需要的游戲對象/* 根據岸的邊側創建游戲對象和視圖 */public ShoreView(int side, string sideName) {shore = Object.Instantiate(Resources.Load("Perfabs/Shore", typeof(GameObject)), new Vector3(7 * side, -1, 0), Quaternion.identity, null) as GameObject;shore.name = sideName;}}/* 角色視圖 */public class RoleView {private GameObject role; // 創建角色視圖需要的游戲對象/* 根據角色類型和序號創建游戲對象和視圖 */public RoleView(string roleName, int number) {role = Object.Instantiate(Resources.Load ("Perfabs/" + roleName, typeof(GameObject)), Vector3.zero, Quaternion.identity, null) as GameObject;role.name = roleName + number;}/* 為游戲對象添加移動控制器 */public MoveController AddMoveScript() {MoveController moveScript = role.AddComponent(typeof(MoveController)) as MoveController;return moveScript;}/* 為游戲對象添加點擊控制器 */public ClickController AddClickScript() {return role.AddComponent(typeof(ClickController)) as ClickController;}/* 獲取對象名字 */public string GetName() {return role.name;}/* 設置角色父對象 */public void SetRoleParentTrans(Transform trans) {role.transform.parent = trans;}/* 設置角色位置 */public void SetPos(Vector3 pos) {role.transform.position = pos;}}/* 移動視圖 */public class MoveView : MonoBehaviour {/* 在界面上根據移動位置和速度呈現物體移動效果 */public void MoveTo(Vector3 pos, int speed) {transform.position = Vector3.MoveTowards(transform.position, pos, speed * Time.deltaTime);}}/* 河流視圖 */public class RiverView {private GameObject river; // 創建河流視圖需要的游戲對象/* 創建河流視圖 */public RiverView() {river = Object.Instantiate(Resources.Load ("Perfabs/River", typeof(GameObject)), new Vector3(0, -1.5F, 0), Quaternion.identity, null) as GameObject;river.name = "River";}}/* 功能視圖 */public class FunctionView : MonoBehaviour {private string tipContent; // 提示框顯示內容public FunctionView() {tipContent = "Click and Play the Game";}public void SetTipContent(string tip) {tipContent = tip;}/* 初始化提示框 */public void InitFunctionView() {tipContent = "Click and Play the Game";}public void ShowResetButton() {GUIStyle resetStyle = new GUIStyle("button");resetStyle.fontSize = 20;// 按下重置按鈕,游戲被初始化if (GUI.Button(new Rect(30, 20, 70, 30), "Reset", resetStyle)) {SingleObject.getInstance().GetMainController().InitGame();}}public void ShowTip(string tipContent) {GUIStyle tipStyle = new GUIStyle();tipStyle.fontSize = 20;GUI.Label(new Rect(Screen.width - 140, 20, 100, 50), "Priest: Yellow\nDevil: Red", tipStyle);tipStyle.fontSize = 30;tipStyle.alignment = TextAnchor.MiddleCenter;// 展示提示內容GUI.Label(new Rect(Screen.width / 2 - 50, 70, 100, 50), tipContent, tipStyle);}void OnGUI() {ShowTip(tipContent); // 展現提示框ShowResetButton(); // 展現重置按鈕}} }由視圖部分可以接著設計模型部分和控制器部分:
對于模型部分,因為河流基本沒有相關邏輯,功能提示框的邏輯與整個游戲有關,所以首先想到,只為船Boat、岸Shore、角色Role創建三個模型,另外兩個部分可以直接創建視圖,移動視圖也可以創建一個模型,從而使具體的游戲對象可以掛載一個移動控制部分進行移動,所以MVC的模型部分,一共可以創建BoatModel、ShoreModel、RoleModel、MoveModel四個模型類:
using System.Collections; using System.Collections.Generic; using UnityEngine;namespace PriestsAndDevils {/* 船模型 */public class BoatModel {private int side; // 岸邊方向,-1表示船在左岸即終點岸,1表示船在右岸即出發岸private string [] roleOnBoat = new string [2]{"", ""}; // 船上的角色,要不為牧師或魔鬼,要不為空public BoatModel(int side) {this.side = side;}public void SetSide(int side) {this.side = side;}public int GetSide() {return side;}public void SetRoleOnBoat(string [] roles) {roleOnBoat = roles;}public string [] GetRoleOnBoat() {return roleOnBoat;}}/* 岸模型 */public class ShoreModel {private int side; // 岸邊方向,-1表示左岸即終點岸,1表示右岸即出發岸private string [] roleOnShore = new string [6]{"", "", "", "", "", ""}; // 岸上的角色,要不為牧師或魔鬼,要不為空public ShoreModel(int side) {this.side = side;}public void SetSide(int side) {this.side = side;}public int GetSide() {return side;}public void SetRoleOnShore(string [] roles) {roleOnShore = roles;}public string [] GetRoleOnShore() {return roleOnShore;}}/* 角色模型 */public class RoleModel {private bool isOnBoat; // 角色是否在船上public void SetIsOnBoat(bool isOnBoat) {this.isOnBoat = isOnBoat;}public bool GetIsOnBoat() {return isOnBoat;}}/* 移動模型 */public class MoveModel {private static int speed = 25; // 移動速度private Vector3 middlePos; // 移動的中間位置,因為角色以折線形式運動,所以會有一個先移動到的中間位置private Vector3 endPos; // 移動的最后位置,角色或船最后移動到的位置private int state; // 移動狀態,0表示沒有移動,1表示正在移動到中間位置,2表示正在從中間位置移動到最后位置public int GetSpeed() {return speed;}public void SetMiddlePos(Vector3 pos) {middlePos = pos;}public Vector3 GetMiddlePos() {return middlePos;}public void SetEndPos(Vector3 pos) {endPos = pos;}public Vector3 GetEndPos() {return endPos;}public void SetState(int state) {this.state = state;}public int GetState() {return state;}} }對應的控制類也要創建,所以首先創建BoatController、ShoreController、RoleController、MoveController這四個控制類,和模型部分以及視圖部分相對應,由于游戲對象需要點擊才能移動,所以也創建一個ClickController類,處理點擊事件,整個游戲可以創建一個主控制類MainController,其中包含所有具體的游戲角色對應的控制器,比如船控制器、左岸控制器、右岸控制器、以及所有角色的6個控制器,最后創建一個單例對象類SingleObject,里面有唯一一個主控制類,用來使其它類能獲取主控制類的唯一實例從而向主控制類傳遞信息,完成相應邏輯:
using System.Collections; using System.Collections.Generic; using UnityEngine;namespace PriestsAndDevils {/* 河岸岸邊,左岸終點岸為-1,右岸出發岸為1 */enum ShoreSide {Left = -1, Right = 1};/* 移動狀態,0表示沒有移動,1表示正在移動到中間位置,2表示正在從中間位置移動到最后位置 */enum MoveState {Not_Moving = 0, Moving_To_Middle = 1, Moving_To_End = 2};/* 游戲狀態,0為正在進行,1為游戲失敗,2為游戲成功 */enum GameState {Playing = 0, Lose = 1, Win = 2};/* 移動控制器,一般會掛載到某個具體的游戲對象上 */public class MoveController : MonoBehaviour {private MoveModel moveModel;private MoveView moveView;void Start() {moveModel = new MoveModel();moveView = gameObject.AddComponent<MoveView>() as MoveView;}void Update() {int state = moveModel.GetState();Vector3 middlePos = moveModel.GetMiddlePos();Vector3 endPos = moveModel.GetEndPos();int speed = moveModel.GetSpeed();// 根據速度、中間位置、終點位置、移動狀態來移動物體Move(state, middlePos, endPos, speed);}/* 初始化控制器,設置物體不移動 */public void InitMoveController() {moveModel.SetState((int)MoveState.Not_Moving);}/* 根據速度、中間位置、終點位置、移動狀態來移動物體 */public void Move(int state, Vector3 middlePos, Vector3 endPos, int speed) {switch (state) {case (int)MoveState.Not_Moving:break;case (int)MoveState.Moving_To_Middle:// 移動物體到中間位置,移動到后,設置物體的下一個狀態為移動到終點moveView.MoveTo(middlePos, speed);if (transform.position == middlePos) {moveModel.SetState((int)MoveState.Moving_To_End);}break;case (int)MoveState.Moving_To_End:// 移動物體到終點位置,移動到后,設置物體的下一個狀態為不移動moveView.MoveTo(endPos, speed);if (transform.position == endPos) {moveModel.SetState((int)MoveState.Not_Moving);}break;}}/* 設置物體要移動到的位置 */public void SetMovePos(Vector3 pos) {// 設置物體開始往中間位置移動moveModel.SetState((int)MoveState.Moving_To_Middle);// 設置最終移動位置為posmoveModel.SetEndPos(pos);// 如果要移動到的位置的y坐標等于物體所在位置的y坐標,說明是船在移動if (pos.y == transform.position.y) {// 船沿直線運動,所以中間位置也可設為最終位置moveModel.SetMiddlePos(pos);// 移動狀態可以直接設為往終點移動moveModel.SetState((int)MoveState.Moving_To_End);}// 如果要移動到的位置的y坐標小于物體所在位置的y坐標,說明是物體從岸上移動到船上else if (pos.y < transform.position.y) {moveModel.SetMiddlePos(new Vector3(pos.x, transform.position.y, pos.z));}// 如果要移動到的位置的y坐標小于物體所在位置的y坐標,說明是物體從船上移動到岸上else {moveModel.SetMiddlePos(new Vector3(transform.position.x, pos.y, pos.z));}}}/* 點擊控制器,一般會掛載在某個游戲對象上 */public class ClickController : MonoBehaviour {private RoleController clickRole; // 如果點擊的是角色,那么記錄點擊的對象的控制器public void SetClickRole(RoleController role) {clickRole = role;}void OnMouseDown() {// 如果鼠標點擊的對象是船,那么移動船只if (gameObject.name == "Boat") {SingleObject.getInstance().GetMainController().MoveBoat();} else {// 如果鼠標點擊的對象是角色,那么移動對象SingleObject.getInstance().GetMainController().MoveRole(clickRole);}}}public class BoatController {// 船在左岸時裝載角色的位置private static Vector3 [] leftLoadPos = new Vector3 [] {new Vector3(-3, -0.5F, 0), new Vector3(-2, -0.5F, 0)};// 船在右岸時裝載角色的位置private static Vector3 [] rightLoadPos = new Vector3 [] {new Vector3(2, -0.5F, 0), new Vector3(3, -0.5F, 0)};private BoatModel boatModel; // 船模型private BoatView boatView; // 船視圖private MoveController moveController; // 移動控制器public BoatController() {// 船開始在右岸boatModel = new BoatModel((int)ShoreSide.Right);boatView = new BoatView();// 添加移動控制器moveController = boatView.AddMoveScript();// 添加點擊控制器boatView.AddClickScript();}/* 初始化船控制器 */public void InitBoatController() {// 先初始化移動控制器moveController.InitMoveController();// 獲取船在哪邊int side = boatModel.GetSide();// 在左邊的話,船會回到右邊去if (side == (int)ShoreSide.Left) {MoveToOtherSide();}// 初始化船模型沒有乘客boatModel.SetRoleOnBoat(new string [2]{"", ""});}// 獲取船所在的岸邊public int GetBoatSide() {return boatModel.GetSide();}// 獲取船的游戲對象public GameObject GetBoat() {return boatView.GetGameObj();}/* 將船移動到岸的另一側 */public void MoveToOtherSide() {// 先獲取船在哪邊int side = boatModel.GetSide();// 移動船到另一邊if (side == (int)ShoreSide.Left) {moveController.SetMovePos(new Vector3(2.5F, -1, 0));boatModel.SetSide((int)ShoreSide.Right);} else {moveController.SetMovePos(new Vector3(-2.5F, -1, 0));boatModel.SetSide((int)ShoreSide.Left);}}/* 獲取船上空閑的位置 */public int GetFreeIndex() {string [] roleOnBoat = boatModel.GetRoleOnBoat();// 按照順序獲取船上空閑的位置if (roleOnBoat[0] == "") {return 0;} else if (roleOnBoat[1] == "") {return 1;} else {// 如果沒有空閑位置返回-1return -1;}}/* 判斷船上是否沒有角色 */public bool IsNoRole() {string [] roleOnBoat = boatModel.GetRoleOnBoat();if (roleOnBoat[0] != "" || roleOnBoat[1] != "") {return false;} else {return true;}}/* 根據船靠岸的方向獲取對應方向里船上空閑位置 */public Vector3 GetFreePosition() {string [] roleOnBoat = boatModel.GetRoleOnBoat();int freeIndex = GetFreeIndex();// 如果沒有空閑位置,直接返回if (freeIndex < 0) {return new Vector3(-1, -1, -1);}int side = boatModel.GetSide();if (side == (int)ShoreSide.Left) {return leftLoadPos[freeIndex];} else {return rightLoadPos[freeIndex];}}/* 將角色放到船上 */public void PutRoleOnBoat(string roleName) {// 獲取船上空閑位置int freeIndex = GetFreeIndex();// 如果沒有空閑位置,直接返回if (freeIndex < 0) {return;}// 利用角色名字將角色放入船string [] roleOnBoat = boatModel.GetRoleOnBoat();roleOnBoat[freeIndex] = roleName;}/* 將角色離開船上 */public void PutRoleOffBoat(string roleName) {string [] roleOnBoat = boatModel.GetRoleOnBoat();// 如果船的相應位置有角色名字,將其置為空for (int i = 0; i < roleOnBoat.Length; i++) {if (roleOnBoat[i] == roleName) {roleOnBoat [i] = "";break;}}}/* 獲取船上的各個角色的數目 */public int[] GetRoleCountOnBoat() {int [] count = {0, 0};string [] roleOnBoat = boatModel.GetRoleOnBoat();for (int i = 0; i < roleOnBoat.Length; i++) {string roleName = roleOnBoat[i];if (roleName == "") continue;if (roleName.Remove(roleName.Length - 1, 1) == "Priest") {count[0]++;} else {count[1]++;}}return count;}}/* 岸控制器 */public class ShoreController {private ShoreModel shoreModel; // 岸模型private ShoreView shoreView; // 岸視圖// 右岸上可以放角色的位置,左岸的位置只需將坐標的x數值乘-1即可private static Vector3 [] positions = new Vector3[] {new Vector3(4.5F, 0.25F, 0), new Vector3(5.5F, 0.25F, 0), new Vector3(6.5F, 0.25F, 0), new Vector3(7.5F, 0.25F, 0), new Vector3(8.5F, 0.25F, 0), new Vector3(9.5F, 0.25F, 0)};public ShoreController(int side, string sideName) {shoreModel = new ShoreModel(side);shoreView = new ShoreView(side, sideName);}public void InitShoreController() {shoreModel.SetRoleOnShore(new string [6]{"", "", "", "", "", ""});}/* 獲取岸邊 */public int GetShoreSide() {return shoreModel.GetSide();}/* 獲取岸上空閑的位置 */public int GetFreeIndex() {string [] roleOnShore = shoreModel.GetRoleOnShore();for (int i = 0; i < roleOnShore.Length; i++) {if (roleOnShore[i] == "") {return i;}}// 如果沒有空閑位置返回-1return -1;}/* 根據船靠岸的方向獲取對應方向里岸上空閑位置 */public Vector3 GetFreePosition() {int freeIndex = GetFreeIndex();// 如果沒有空閑位置,直接返回if (freeIndex < 0) {return new Vector3(-1, -1, -1);}Vector3 pos = positions[freeIndex];// 坐標的x數值乘1是右邊岸上的位置,乘-1即可得到左邊岸上的位置pos.x *= shoreModel.GetSide();return pos;}/* 將角色放到岸上 */public void PutRoleOnShore(string roleName) {// 獲取岸上空閑位置int freeIndex = GetFreeIndex();// 如果沒有空閑位置,直接返回if (freeIndex < 0) {return;}// 利用角色名字將角色放上岸string [] roleOnShore = shoreModel.GetRoleOnShore();roleOnShore[freeIndex] = roleName;}/* 將角色離開岸上 */public void PutRoleOffShore(string roleName) {string [] roleOnShore = shoreModel.GetRoleOnShore();// 如果岸的相應位置有角色名字,將其置為空for (int i = 0; i < roleOnShore.Length; i++) {if (roleOnShore[i] == roleName) {roleOnShore [i] = "";break;}}}/* 獲取岸上的各個角色的數目 */public int [] GetRoleCountOnShore() {int [] count = {0, 0};string [] roleOnShore = shoreModel.GetRoleOnShore();for (int i = 0; i < roleOnShore.Length; i++) {string roleName = roleOnShore[i];if (roleName == "") continue;if (roleName.Remove(roleName.Length - 1, 1) == "Priest") {count[0]++;} else {count[1]++;}}return count;}}/* 角色控制器 */public class RoleController {private RoleModel roleModel; // 角色模型private RoleView roleView; // 角色視圖private MoveController moveController; // 移動控制器private ClickController clickController; // 點擊控制器private ShoreController shoreController; // 角色所在相應岸上的岸控制器public RoleController(string roleName, int number) {roleModel = new RoleModel();roleView = new RoleView(roleName, number);// 添加移動控制器moveController = roleView.AddMoveScript();// 添加點擊控制器,并記錄點擊對象的控制器clickController = roleView.AddClickScript();clickController.SetClickRole(this);}public void InitRoleController() {// 初始化移動控制器moveController.InitMoveController();// 獲取主控制器中的右岸控制器shoreController = (SingleObject.getInstance().GetMainController() as MainController).GetRightShore();// 將角色放到右岸上PutRoleOnShore(shoreController);SetRolePos(shoreController.GetFreePosition());// 右岸控制器中關于角色的信息也被初始化shoreController.PutRoleOnShore(this.GetRoleViewName());}public ShoreController GetShoreController() {return shoreController;}/* 設置角色游戲對象位置 */public void SetRolePos(Vector3 pos) {roleView.SetPos(pos);}/* 將角色移動到指定位置 */public void MoveToPosition(Vector3 endPosination) {moveController.SetMovePos(endPosination);}/* 獲取角色游戲對象名字 */public string GetRoleViewName() {return roleView.GetName();}/* 獲取游戲對象是否在船上 */public bool IsOnBoat() {return roleModel.GetIsOnBoat();}/* 將角色放到船上 */public void PutRoleOnBoat(BoatController boatController) {// 設置角色不在岸上,所以也沒有岸控制器shoreController = null;// 設置角色在船上roleModel.SetIsOnBoat(true);// 設置角色游戲對象的父對象是船只roleView.SetRoleParentTrans(boatController.GetBoat().transform);}/* 將角色放到岸上 */public void PutRoleOnShore(ShoreController shoreController) {// 設置角色在相應岸上的岸控制器this.shoreController = shoreController;// 設置角色不在船上roleModel.SetIsOnBoat(false);// 設置角色游戲對象的父對象為沒有roleView.SetRoleParentTrans(null);}}/* 主控制器 */public class MainController : MonoBehaviour {private BoatController boat; // 船控制器private ShoreController leftShore; // 左岸控制器private ShoreController rightShore; // 右岸控制器private RoleController [] roles; // 所有角色的控制器private RiverView riverView; // 河流視圖private FunctionView functionView; // 功能視圖,包括提示框,游戲信息等private int gameState = (int)GameState.Playing; // 游戲狀態,0表示游戲正在進行,1表示游戲失敗,2表示游戲成功void Awake() {// 設置單例對象中只有唯一一個主控制器SingleObject instance = SingleObject.getInstance();instance.SetMainController(this);// 展現游戲視圖ShowView();}/* 通過創建控制器的方式初始化游戲視圖 */public void ShowView() {boat = new BoatController();leftShore = new ShoreController((int)ShoreSide.Left, "LeftShore");rightShore = new ShoreController((int)ShoreSide.Right, "RightShore");roles = new RoleController[6];CreateRolesController();riverView = new RiverView();functionView = gameObject.AddComponent<FunctionView>() as FunctionView;}/* 為每個角色創建控制器并初始化視圖 */private void CreateRolesController() {for (int i = 0; i < 3; i++) {roles[i] = new RoleController("Priest", i + 1);roles[i].SetRolePos(rightShore.GetFreePosition());roles[i].PutRoleOnShore(rightShore);rightShore.PutRoleOnShore(roles[i].GetRoleViewName());}for (int i = 0; i < 3; i++) {roles[i + 3] = new RoleController("Devil", i + 1);roles[i + 3].SetRolePos(rightShore.GetFreePosition());roles[i + 3].PutRoleOnShore(rightShore);rightShore.PutRoleOnShore(roles[i + 3].GetRoleViewName());}}/* 通過初始化控制器和視圖的方式初始化游戲 */public void InitGame() {boat.InitBoatController();leftShore.InitShoreController();rightShore.InitShoreController();for (int i = 0; i < roles.Length; i++) {roles[i].InitRoleController();}functionView.InitFunctionView();gameState = (int)GameState.Playing;}public ShoreController GetRightShore() {return rightShore;}/* 根據不同的游戲狀態返回不同的提示框內容 */public string StateToTip(int gameState) {switch (gameState) {case (int)GameState.Playing:return "Click and Play the Game";case (int)GameState.Lose:return "You lose! Click \"Reset\" to play again!";case (int)GameState.Win:return "You win! Click \"Reset\" to play again!";default:return "";}}/* 通過船控制器來移動船只 */public void MoveBoat() {// 如果游戲狀態不是正在進行,那么不移動if (gameState != (int)GameState.Playing) {return;}// 如果船上沒有角色,不能開船if (boat.IsNoRole()) {return;} else {// 否則直接將船開到另一邊boat.MoveToOtherSide();}// 檢查游戲狀態gameState = CheckGameState();// 顯示相應提示functionView.SetTipContent(StateToTip(gameState));}/* 通過角色控制器移動角色 */public void MoveRole(RoleController role) {// 如果游戲狀態不是正在進行,那么不移動if (gameState != (int)GameState.Playing) {return;}// 如果角色在船上,那么要將角色放上相應岸邊if (role.IsOnBoat()) {// 獲取船所在的岸邊ShoreController boatShore;if (boat.GetBoatSide() == (int)ShoreSide.Left) {boatShore = leftShore;} else {boatShore = rightShore;}/* 設置船和岸以及角色控制器以將角色放到岸上 */role.MoveToPosition(boatShore.GetFreePosition());boat.PutRoleOffBoat(role.GetRoleViewName());role.PutRoleOnShore(boatShore);boatShore.PutRoleOnShore(role.GetRoleViewName());} else {// 否則角色在岸上,要將角色放到船上,首先獲取角色所在岸邊的控制器ShoreController boatShore = role.GetShoreController();// 如果船上沒有位置,或者船和物體所在的岸不是一邊,直接返回if (boat.GetFreeIndex() == -1 || boatShore.GetShoreSide() != boat.GetBoatSide()) {return;}/* 設置船和岸以及角色控制器以將角色放到船上 */role.MoveToPosition(boat.GetFreePosition());boat.PutRoleOnBoat(role.GetRoleViewName());role.PutRoleOnBoat(boat);boatShore.PutRoleOffShore(role.GetRoleViewName());}// 檢查游戲狀態gameState = CheckGameState();// 顯示相應提示functionView.SetTipContent(StateToTip(gameState));}/* 檢查游戲狀態 */public int CheckGameState() {// 初始化左邊和右邊的牧師和魔鬼數量都為0int leftPriest = 0, rightPriest = 0;int leftDevil = 0, rightDevil = 0;// 獲取左岸和右岸以及船上的牧師和魔鬼的數量數組int [] leftShoreCount = leftShore.GetRoleCountOnShore();int [] rightShoreCount = rightShore.GetRoleCountOnShore();int [] boatCount = boat.GetRoleCountOnBoat();// 如果船在左邊,那么左邊的牧師和魔鬼的數量為左岸數量加上船里的數量if (boat.GetBoatSide() == (int)ShoreSide.Left) {leftPriest = leftShoreCount[0] + boatCount[0];leftDevil = leftShoreCount[1] + boatCount[1];rightPriest = rightShoreCount[0];rightDevil = rightShoreCount[1]; } else {// 如果船在右邊,那么右邊的牧師和魔鬼的數量為右岸數量加上船里的數量leftPriest = leftShoreCount[0];leftDevil = leftShoreCount[1];rightPriest = rightShoreCount[0] + boatCount[0];rightDevil = rightShoreCount[1] + boatCount[1]; }// 如果左邊牧師加魔鬼的數量等于6且魔鬼全部上岸,那么游戲成功if (leftPriest + leftDevil == 6 && leftShoreCount[1] == 3) {return (int)GameState.Win;} else if (leftPriest < leftDevil && leftPriest > 0) {// 如果任意一邊牧師的數量小于魔鬼的數量且有牧師,那么游戲失敗return (int)GameState.Lose;} else if (rightPriest < rightDevil && rightPriest > 0) {return (int)GameState.Lose;} else {// 否則游戲正在進行中return (int)GameState.Playing;}}}/* 單例對象,里面有唯一一個主控制類 */public class SingleObject {private static SingleObject instance = new SingleObject();private MainController mainController;public static SingleObject getInstance() {return instance;}public void SetMainController(MainController controller) {mainController = controller;}public MainController GetMainController() {return mainController;}} }最后在主文件中,調用主控制器,進行游戲,就實現了一個基本的MVC模式:
using System.Collections; using System.Collections.Generic; using UnityEngine;namespace PriestsAndDevils {public class Main : MonoBehaviour {void Start() {// 創建主控制器MainController mainController = gameObject.AddComponent<MainController>() as MainController;}} }總結: 所以在實現MVC模式時,可以先將最后的效果圖畫出來,創建相應的視圖類,由視圖類進行分析,設計相應的模型類和控制器類,基本沒有邏輯的可以不創建模型,直接在主控制類中實現相應視圖或邏輯控制,最后實現MVC模式的開發。
游戲截圖:
正在進行游戲:
游戲失敗:
游戲成功:
總結
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