3.代码篇
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第三角色控制器 public class Player : MonoBehaviour {
public Transform _cameraTrans;
private Vector3 _cameraOffset;
void Awake() {
_cameraOffset = transform.position - _cameraTrans.position;
}
void Update() {
_cameraTrans.position = transform.position - _cameraOffset;
}
} -
计时器工具,从整点开始计时,格式为:00:00:00
private float timer = 0f;
private int h = 0;
private int m = 0;
private int s = 0;
private string timeStr = string.Empty;
void Update () {
timer += Time.deltaTime;
if (timer >= 1f) {s++; timer = 0;}
if (s >= 60) {m++;s = 0;}
if (m >= 60) {h++;m = 0;}
if (h >= 99) {h = 0;}
}
void OnGUI(){
timeStr = string.Format ("{0:D2}:{1:D2}:{2:D2}", h, m, s);
GUI.Label (new Rect (10, 10, 100, 200), timeStr);
}
3.unity3D从唤醒到销毁有一段生命周期,列出系统自己调用的重要方法。
Awake ()
OnEnable ()
Start()
FixedUpdate()
OnTriggerXXX(Collider other)
OnCollisionXXX (Collision collisionInfo)
Update()
LateUpdate ()
OnGUI()
OnDisable ()
OnDestroy ()
4.写一个角色控制器,鼠标控制屏幕晃动,鼠标控制开枪。
public class Player : MonoBehaviour {
public GameObject _prefabBullet;
private float _angleSpeed = 120f;
void Update() {
float eularY = Input.GetAxis("Mouse X") * _angleSpeed * Time.deltaTime;
transform.Rotate(new Vector3(0, eularY, 0));
if (Input.GetMouseButtonDown(0)) {
Instantiate(_prefabBullet, transform.position, transform.rotation);
}
}
}
5.(1)写一个角色控制器,鼠标控制屏幕晃动,鼠标控制开枪。
(2)敌人AI,有各种状态,实现各种状态之间的切换。
(3)敌人会和主角对抗,敌人被打到之后,会闪一次红色,然后红色比例提升10%,10次攻击之后,成红色。
(4)敌人会自动攻击主角,主角也会有颜色变化。
(5)敌人会在范围内巡逻。
(6)UI,左边显示8个AI的被攻击次数,右边显示AI的攻击次数排序。
public class Player : MonoBehaviour {
public Camera _camera;
public GameObject _prefabBullet;
private float _angleSpeed = 120f;
//生命值
private int _life = 10;
//玩家的状态
private bool _state = false;
//是否被打到
public void IsState() {
if (_state && _life > 0) {
_life -= 1;
_state = false;
} else {
_state = true;
}
}
public void RoleRotate() {
float eularY = Input.GetAxis("Mouse X") * _angleSpeed * Time.deltaTime;
}
//风发射子弹
public void RoleShoot() {
if (Input.GetMouseButtonDown(0)) {
Instantiate(_prefabBullet, transform.position, transform.rotation);
}
}
}
public class Enemy : MonoBehaviour {
//敌人被打到状态
private bool _state = false;
//玩家与敌人距离
private float _distance;
//角色
public GameObject _role;
//生命值
private int _life = 10;
//敌人被攻击次数
private int _timeAccack = 0;
//敌人状态
public void EnemyState() {
if (_distance >= 10f) {
if (_life >= 1 && _state == true) {
_life -= 1;
_timeAccack++;
}
_state = false;
}
else if (_distance >= 0 && _state == false) {
_state = true;
}
}
//敌人与玩家距离
public void Distance() {
_distance = Vector3.Distance(transform.position, _role.transform.position);
}
void OnGUI() {
GUI.TextArea(new Rect(20, 50, 80, 30), _timeAccack.ToString());
GUI.TextArea(new Rect(20, 90, 80, 30), _timeAccack.ToString());
GUI.TextArea(new Rect(20, 130, 80, 30), _timeAccack.ToString());
}
}
6.设计一个状态机类型,状态值为int类型,要求:
拥有接口,获取当前状态,切换状态
外部可以监听状态切换事件,参数为切换前状态和切换后状态(使用delete和event)//定义一个状态
public abstract class IAction{
public int StateName;
public IAction(int stateName) {
this.StateName = stateName;
}
public int GetState(){
return StateName;
}
public abstract bool CanGetIn();
public abstract void GetIn();
public abstract void GetOut();
public abstract void Update(float dt);
}
//定义一个状态切换事件
public abstract class IEvent {
public int code;
public IEvent(int code) {
this.code = code;
}
public int GetCode(){
return code;
}
//当前状态事件检测
public abstract bool Check();
}
public class AvatarStateMachine{
//初始化状态机
public void InitStateMachine(){}
//注册一个状态
public void AddAction(int action) {}
//注册一个状态切换事件
public void AddEventTransition(int fromAction, int toAction, IEvent byEvent) {}
//更新当前状态,检测能否进入下一个状态
public void UpdateStateMachine(){}
//强行切换状态
public void SwitchTo(int toState) {}
}
7.如何实现以下人物在树丛中部分透明效果?
Shader "Custom/PlayerDiffuse" {
Properties {
_NotVisibleColor ("NotVisibleColor (RGB) ", Color) = (0.3,0.3,0.3,1)
_MainTex ("Base (RGB) ", 2D) = "white"{}
}
SubShader {
Tags { "Queue"= "Geometry+500""RenderType"="Opaque"}
LOD 200
Pass {
ZTest Greater
Lighting Off
ZWrite Off
//Color [_NotVisibleColor]
Blend SrcAlpha OneMinusSrcAlpha
SetTexture [_MainTex] { ConstantColor [_NotVisibleColor] combine constant * texture }
}
Pass {
ZTest LEqual
Material {
Diffuse (1,1,1,1)
Ambient (1,1,1,1)
}
Lighting Off
SetTexture [_MainTex] { combine texture }
}
}
FallBack "Diffuse"
}
8.Shader的代码实现?大概写一下
Shader "Custom/NewSurfaceShader"{
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB) ", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
9.???????游戏中要怎么实现矩阵相乘?
//矩阵相乘
public static float[][] Mul(float[][] a, float[][] b) {
//确保矩阵a的列数和b的行数相等
if(a[0].length != b.length) {
return null;
}
//用来存放结果的矩阵,axb的结果为a的行数和b的列数
float[][] result = new float[a.length][b[0].length];
//对a的每行进行遍历
for(int i=0; i<a.length; i++) {
//对b的每列进行遍历
for(int j=0;j<b[0].length; j++) {
//c为每一个点的值
float c = 0;
//第i行j列的值为a的第i行上的n个数和b的第j列上的n个数对应相乘之和,其中n为a的列数,也是b的行数,a的列数和b的行数相等
for(int k=0; k<a[0].length; k++) {
c += (a[i][k]*b[k][j]);
}
result[i][j] = c;
}
}
return result;
}
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