视频教程:
https://www.bilibili.com/video/BV11D5QzgEpw?spm_id_from=333.788.videopod.sections&vd_source=25b783f5f945c4507229e9dec657b5bb
1. 场景搭建
- 创建工程文件
- 素材导入
- 将游戏场景预制体实例化
- 设置场景光颜色为(29, 26, 00)
- 设置天空颜色为(128, 110, 36)
- 设置 camera 位置为(-31, 25, -20)
- 设置 camera 旋转角度为(37, 53, 6)
- 设置 camera 为正交视野,Size 为 8
正交投影:常用于 2D 游戏开发、UI 设计、建筑图纸绘制等,这些场景更关注物体实际尺寸和相对位置,不需要模拟真实 3D 空间深度感。比如 2D 横版过关游戏,正交投影能保证角色和场景元素大小一致,便于玩家把握距离和位置 。
透视投影:广泛用于 3D 游戏、虚拟现实(VR)和增强现实(AR)等场景,能营造逼真空间感和深度感,让玩家有身临其境的体验。如第一人称射击游戏,通过透视投影呈现真实远近效果,增强沉浸感。
2. 移动旋转
创建坦克实例
将烟拖动到坦克上,设置位置为(0.6, 0, -0.94)和(-0.5, 0, -0.94)
坦克添加刚体组件
坦克添加碰撞盒子,设置位置为(0, 0.95, 0),大小为(1.51, 1.71, 1.62)
- 注意:碰撞盒子不能紧挨地面,容易检测坦克与地面发生碰撞导致坦克无法移动。
将坦克做成预制体
创建脚本文件 Tank.cs
添加脚本,实现坦克的前后移动功能
约束刚体部分轴,位置冻结 Y 轴,旋转冻结 X 和 Z 轴
- 添加脚本,实现坦克旋转功能
2.1. Tank.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassTank:MonoBehaviour{publicfloatmoveSpeed;publicfloatangularSpeed;privateRigidbodyrb;// Start is called before the first frame updatevoidStart(){rb=GetComponent<Rigidbody>();}// Update is called once per framevoidUpdate(){}privatevoidFixedUpdate(){Move();}/// <summary>/// 移动/// </summary>voidMove(){floatv=Input.GetAxis("Vertical");floath=Input.GetAxis("Horizontal");rb.velocity=transform.forward*v*moveSpeed;rb.angularVelocity=transform.up*h*angularSpeed;}}3. 两个玩家控制
进入输入设置
- 复制 Horizontal 轴
- 修改 Horizontal 控制按键
- 复制 Vertical 轴
- 修改 Vertical 控制按键
- 修改代码,实现通过编号区分不同的控制
3.1. Tank.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassTank:MonoBehaviour{publicfloatmoveSpeed;publicfloatangularSpeed;publicintplayerNum;privateRigidbodyrb;// Start is called before the first frame updatevoidStart(){rb=GetComponent<Rigidbody>();}// Update is called once per framevoidUpdate(){}privatevoidFixedUpdate(){Move();}/// <summary>/// 移动/// </summary>voidMove(){floatv=Input.GetAxis("VerticalP"+playerNum);floath=Input.GetAxis("HorizontalP"+playerNum);rb.velocity=transform.forward*v*moveSpeed;rb.angularVelocity=transform.up*h*angularSpeed;}}4. 发射炮弹
子弹、爆炸预设体,发射位置,脚本
子弹预设体
爆炸预设体
4.1. PreShell.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassPreShell:MonoBehaviour{publicfloatspeed=2f;publicGameObjectpreShellExplosionGo;privateRigidbodyrb;// Start is called before the first frame updatevoidStart(){rb=GetComponent<Rigidbody>();rb.velocity=transform.forward*speed;}// Update is called once per framevoidUpdate(){}privatevoidOnCollisionEnter(Collisioncollision){GameObjectshellExplosionGo=Instantiate(preShellExplosionGo,transform.position,transform.rotation);Destroy(gameObject);Destroy(shellExplosionGo.gameObject,1.5f);}}4.2. Tank.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassTank:MonoBehaviour{publicfloatmoveSpeed;publicfloatangularSpeed;publicintplayerNum;publicKeyCodeattackKey;publicTransformshootPointTr;publicGameObjectpreShellGo;privateRigidbodyrb;// Start is called before the first frame updatevoidStart(){rb=GetComponent<Rigidbody>();attackKey=KeyCode.Space;}// Update is called once per framevoidUpdate(){if(Input.GetKeyDown(attackKey)){Shoot();}}privatevoidFixedUpdate(){Move();}/// <summary>/// 移动/// </summary>voidMove(){floatv=Input.GetAxis("VerticalP"+playerNum);floath=Input.GetAxis("HorizontalP"+playerNum);rb.velocity=transform.forward*v*moveSpeed;rb.angularVelocity=transform.up*h*angularSpeed;}/// <summary>/// 攻击/// </summary>voidShoot(){GameObjectshellGo=Instantiate(preShellGo,shootPointTr.position,shootPointTr.rotation);//shellGo.GetComponent<Rigidbody>().velocity = shellGo.transform.forward * 5;}}5. 产生伤害
5.1. PreShell.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassPreShell:MonoBehaviour{publicfloatspeed=2f;publicGameObjectpreShellExplosionGo;privateRigidbodyrb;// Start is called before the first frame updatevoidStart(){rb=GetComponent<Rigidbody>();rb.velocity=transform.forward*speed;}// Update is called once per framevoidUpdate(){}privatevoidOnCollisionEnter(Collisioncollision){GameObjectshellExplosionGo=Instantiate(preShellExplosionGo,transform.position,transform.rotation);Destroy(gameObject);Destroy(shellExplosionGo.gameObject,1.5f);//造成伤害Tanktank=collision.gameObject.GetComponent<Tank>();if(tank==null)return;tank.currentBlood-=10;//死亡if(tank.currentBlood<0){tank.currentBlood=0;Destroy(collision.gameObject);}}}5.2. Tank.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassTank:MonoBehaviour{publicfloatmoveSpeed;publicfloatangularSpeed;publicintplayerNum;publicintcurrentBlood;publicintmaxBlood=100;publicKeyCodeattackKey;publicTransformshootPointTr;publicGameObjectpreShellGo;privateRigidbodyrb;// Start is called before the first frame updatevoidStart(){rb=GetComponent<Rigidbody>();attackKey=KeyCode.Space;currentBlood=maxBlood;}// Update is called once per framevoidUpdate(){if(playerNum==1&&Input.GetKeyDown(attackKey)){Shoot();}elseif(playerNum==2&&Input.GetKeyDown(KeyCode.Keypad9)){Shoot();}}privatevoidFixedUpdate(){Move();}/// <summary>/// 移动/// </summary>voidMove(){floatv=Input.GetAxis("VerticalP"+playerNum);floath=Input.GetAxis("HorizontalP"+playerNum);rb.velocity=transform.forward*v*moveSpeed;rb.angularVelocity=transform.up*h*angularSpeed;}/// <summary>/// 攻击/// </summary>voidShoot(){GameObjectshellGo=Instantiate(preShellGo,shootPointTr.position,shootPointTr.rotation);//shellGo.GetComponent<Rigidbody>().velocity = shellGo.transform.forward * 5;}}6. 摄像机跟随坦克
6.1. MainCamera.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassMainCamera:MonoBehaviour{publicTransformtank1;// 第一辆坦克的TransformpublicTransformtank2;// 第二辆坦克的TransformprivateVector3offset;// 摄像机相对于两辆坦克中心的偏移量privateCameramainCamera;// 主摄像机组件privatefloatdistance;// 两辆坦克之间的距离privatefloatcameraSize;// 正交摄像机的尺寸// Start is called before the first frame updatevoidStart(){// 检查是否正确赋值了两个坦克的Transformif(tank1==null||tank2==null)return;// 计算摄像机的初始偏移量Vector3tanksCenter=(tank1.position+tank2.position)/2;offset=transform.position-tanksCenter;// 获取主摄像机组件mainCamera=GetComponent<Camera>();}// Update is called once per framevoidUpdate(){// 如果任意一个坦克不存在,则直接返回if(tank1==null||tank2==null)return;// 更新摄像机的位置Vector3tanksCenter=(tank1.position+tank2.position)/2;transform.position=tanksCenter+offset;// 计算两辆坦克之间的距离distance=Vector3.Distance(tank1.position,tank2.position);// 根据距离调整摄像机的正交尺寸cameraSize=distance*0.875f;mainCamera.orthographicSize=cameraSize;}}7. 添加血条
7.1. 设置血条物体
新增血条物体
设置 Canvas
设置 Slider
设置 Background
设置 Fill
7.2. 编写代码
7.2.1. PreShell.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassPreShell:MonoBehaviour{publicfloatspeed=5f;//速度publicintdamage=10;//伤害值publicGameObjectpreShellExplosionGo;//爆炸预设体对象privateRigidbodyrb;//刚体// Start is called before the first frame updatevoidStart(){rb=GetComponent<Rigidbody>();rb.velocity=transform.forward*speed;}// Update is called once per framevoidUpdate(){}/// <summary>/// 碰撞则产生爆炸并自我销毁/// </summary>/// <param name="collision"></param>privatevoidOnCollisionEnter(Collisioncollision){GameObjectshellExplosionGo=Instantiate(preShellExplosionGo,transform.position,transform.rotation);//生成爆炸效果Destroy(gameObject);//销毁炮弹Destroy(shellExplosionGo,1.5f);//销毁爆炸效果Tanktank=collision.gameObject.GetComponent<Tank>();if(tank!=null){tank.currentBlood-=damage;//造成了伤害tank.hpSlider.value=(float)tank.currentBlood/tank.maxBlood;//更新血量滑动条if(tank.currentBlood<=0)Destroy(collision.gameObject);//销毁坦克}}}7.2.2. Tank.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEngine.UI;publicclassTank:MonoBehaviour{publicfloatmoveSpeed=5f;//移动速度publicfloatangularSpeed=2f;//旋转角度publicintplayerNum=1;//玩家编号publicintcurrentBlood;//当前血量publicintmaxBlood=100;//最大血量publicGameObjectpreShellGo;//炮弹预设游戏对象publicSliderhpSlider;//血量滑动条privateTransformshootPoint;//发射位置privateRigidbodyrb;//刚体// Start is called before the first frame updatevoidStart(){currentBlood=maxBlood;rb=GetComponent<Rigidbody>();shootPoint=transform.Find("ShootPoint");}// Update is called once per framevoidUpdate(){//如果按下空格键则发射炮弹if(playerNum==1&&Input.GetKeyDown(KeyCode.Space)){Shoot();}elseif(playerNum==2&&Input.GetKeyDown(KeyCode.P)){Shoot();}}privatevoidFixedUpdate(){Move();}/// <summary>/// 移动/// </summary>privatevoidMove(){floatv=Input.GetAxis("VerticalP"+playerNum);floath=Input.GetAxis("HorizontalP"+playerNum);rb.velocity=transform.forward*v*moveSpeed;//前后移动rb.angularVelocity=transform.up*h*angularSpeed;//左右旋转}/// <summary>/// 发射炮弹/// </summary>privatevoidShoot(){Instantiate(preShellGo,shootPoint.position,shootPoint.rotation);}}7.2.3. MainCamera.cs
usingSystem.Collections;usingSystem.Collections.Generic;usingUnityEngine;publicclassMainCamera:MonoBehaviour{publicTransformtank1;// 第一辆坦克的TransformpublicTransformtank2;// 第二辆坦克的TransformprivateVector3offset;// 摄像机相对于两辆坦克中心的偏移量privateCameramainCamera;// 主摄像机组件privatefloatdistance;// 两辆坦克之间的距离privatefloatcameraSize;// 正交摄像机的尺寸// Start is called before the first frame updatevoidStart(){// 检查是否正确赋值了两个坦克的Transformif(tank1==null||tank2==null)return;// 计算摄像机的初始偏移量Vector3tanksCenter=(tank1.position+tank2.position)/2;offset=transform.position-tanksCenter;// 获取主摄像机组件mainCamera=GetComponent<Camera>();}// Update is called once per framevoidUpdate(){// 如果任意一个坦克不存在,则直接返回if(tank1==null||tank2==null)return;// 更新摄像机的位置Vector3tanksCenter=(tank1.position+tank2.position)/2;transform.position=tanksCenter+offset;// 计算两辆坦克之间的距离distance=Vector3.Distance(tank1.position,tank2.position);// 根据距离调整摄像机的正交尺寸cameraSize=distance*0.875f;mainCamera.orthographicSize=cameraSize;}}7.3. 少量细节
8. 音效
8.1. 坦克静止、行驶音效
调正摄像机位置靠近坦克,使摄像机录制到坦克音效