Manual de Creacion Juegode laberinto en Unity
Creacion del entorno
Empezaremos creando un objeto 3d tipo Terrain
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Utilizaremos la herramienta para la creacion de montañas
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Importaremos los arboles del siguiente asset
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Rellenaremos el espacio de los arboles con la siguiente herramienta
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Aplicaremos al entorno distintos materiales para diversificar el suelo
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Crearemos las paredes externas las cuales serán cubos alargados y nos permitirá tener es espacio para la cuadrícula que deseamos realizar
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Mediante la siguiente pagina web generamos un laberinto el cual consta de 10 unidades de distancia hacia cada lado para que se ajuste al perímetro que diseñamos
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Agregamos cada pared según el formato que hayamos generado
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Ya cuando terminemos de crear el laberinto denotaremos el inicio y el final
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Agregaremos los materiales a las paredes para darles aspecto de muro
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Repetiremos exactamente este mismo proceso para realizar el segundo nivel con el único cambio de generar otro patrón de laberinto
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Creación de objetos
Empezaremos creando las puertas que funcionaran para demarcar el final del nivel
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A estas les agregaremos un objeto vacio el cual cunplira la funcion de visagra
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Cambiaremos el orden de los objetos y dejaremos a la puerta como objeto heredado de la visagra
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A esta bisagra le pondremos el siguiente script
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using UnityEngine; using System.Collections; public class DoorScript : MonoBehaviour { public static bool doorKey; public bool open; public bool close; public bool inTrigger; void OnTriggerEnter(Collider other) { inTrigger = true; } void OnTriggerExit(Collider other) { inTrigger = false; } void Update() { if (inTrigger) { if (close) { if (doorKey) { if (Input.GetKeyDown(KeyCode.E)) { open = true; close = false; } } } else { if (Input.GetKeyDown(KeyCode.E)) { close = true; open = false; } } } if (open) { var newRot = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0.0f, -90.0f, 0.0f), Time.deltaTime * 200); transform.rotation = newRot; } else { var newRot = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0.0f, 0.0f, 0.0f), Time.deltaTime * 200); transform.rotation = newRot; } } void OnGUI() { if (inTrigger) { if (open) { GUI.Box(new Rect(0, 0, 200, 25), "Presiona la tecla E para cerrar"); } else { if (doorKey) { GUI.Box(new Rect(0, 0, 200, 25), "Presiona la tecla E para abrir"); } else { GUI.Box(new Rect(0, 0, 200, 25), "¡Necesitas una llave!"); } } } } }
luego aumentaremos el espacio de choque de la puerta para que sea necesario activar las puertas
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copiaremos el mismo proceso para la segunda puerta con la única diferencia de cambiar el script por este
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Este es el script de la siguiente puerta
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using UnityEngine; using System.Collections; public class ScriptPuerta : MonoBehaviour { public static bool llavePuerta; public bool open; public bool close; public bool inTrigger; void OnTriggerEnter(Collider other) { inTrigger = true; } void OnTriggerExit(Collider other) { inTrigger = false; } void Update() { if (inTrigger) { if (close) { if (llavePuerta) { if (Input.GetKeyDown(KeyCode.E)) { open = true; close = false; } } } else { if (Input.GetKeyDown(KeyCode.E)) { close = true; open = false; } } } if (open) { var newRot = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0.0f, 90.0f, 0.0f), Time.deltaTime * 200); transform.rotation = newRot; } else { var newRot = Quaternion.RotateTowards(transform.rotation, Quaternion.Euler(0.0f, 0.0f, 0.0f), Time.deltaTime * 200); transform.rotation = newRot; } } void OnGUI() { if (inTrigger) { if (open) { GUI.Box(new Rect(0, 0, 200, 25), "Presiona la tecla E para cerrar"); } else { if (llavePuerta) { GUI.Box(new Rect(0, 0, 200, 25), "Presiona la tecla E para abrir"); } else { GUI.Box(new Rect(0, 0, 200, 25), "?Necesitas una llave!"); } } } } }
Luego crearemos el objeto de llave, tanto la idea de la puerta como la llave provienen de los assets creados por el siguiente video
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Este seria el link del video https://www.youtube.com/watch?v=KL6rlUGucE4
Crearemos dos objetos llaves y a cada uno le asignaremos su respectivo script, luego de esto buscaremos las llaves en las esquinas opuestas del mapa para darle mayor recorrido a los usuarios
Llave 1
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El script de la llave es este
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using UnityEngine; using System.Collections; public class DoorKey : MonoBehaviour { public bool inTrigger; public bool llaveObtenida2 = false; void OnTriggerEnter(Collider other) { inTrigger = true; } void OnTriggerExit(Collider other) { inTrigger = false; } void Update() { if (inTrigger) { if (Input.GetKeyDown(KeyCode.E)) { DoorScript.doorKey = true; Destroy(this.gameObject); llaveObtenida2 = true; } } } void OnGUI() { if (inTrigger) { GUI.Box(new Rect(0, 60, 200, 25), "Presione la E para obtener la llave"); } } }
Llave 2
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El script de la llave es este
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using UnityEngine; using System.Collections; public class llavePuerta : MonoBehaviour { public bool inTrigger; public bool llaveObtenida1 = false; void OnTriggerEnter(Collider other) { inTrigger = true; } void OnTriggerExit(Collider other) { inTrigger = false; } void Update() { if (inTrigger) { if (Input.GetKeyDown(KeyCode.E)) { ScriptPuerta.llavePuerta = true; Destroy(this.gameObject); llaveObtenida1 = true; } } } void OnGUI() { if (inTrigger) { GUI.Box(new Rect(0, 1, 1, 1), "Presione E para tomar la llave"); } } }
Crearemos en el primer mapa el objeto que me permitira pasar al siguiente nivel
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Asignaremos que el objeto es trigger y le pondremos el siguiente script
using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; public class nextLevel : MonoBehaviour { void OnTriggerEnter(Collider other) { if (other.tag == "Player") { SceneManager.LoadScene("Nivel2"); } } }
Para que ese proceso funcione correctamente primero debemos construirlo
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Ya terminando este objeto, creando tanto las puertas como las llaves en ambos niveles crearemos el premio final el cual nos permitirá observar la pantalla de juego terminado satisfactoriamente
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A este objeto le colocaremos el siguiente script
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using UnityEngine; using System.Collections; using UnityEngine.SceneManagement; public class Ganar : MonoBehaviour { public bool inTrigger; void OnTriggerEnter(Collider other) { inTrigger = true; } void OnTriggerExit(Collider other) { inTrigger = false; } void Update() { if (inTrigger) { if (Input.GetKeyDown(KeyCode.E)) { Destroy(this.gameObject); SceneManager.LoadScene("Final"); } } } void OnGUI() { if (inTrigger) { GUI.Box(new Rect(0, 60, 200, 25), "Presione E para tomar el trofeo"); } } }
Creacion del personaje
Para la creacion de nuestro personaje utilizaremos los siguientes assets
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Utilizaremos un asset el cual nos brinda las armas, este se trae gracias a este video
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Insertaremos el siguiente personaje el cual obtenemos mediante el siguiente video este ya posee los scripts de movimiento y las manos que se pueden observar
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Los scripts que posee este personaje son los siguientes
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> FirstPersonController using System; using UnityEngine; using UnityStandardAssets.CrossPlatformInput; using UnityStandardAssets.Utility; using Random = UnityEngine.Random; namespace UnityStandardAssets.Characters.FirstPerson { [RequireComponent(typeof (CharacterController))] [RequireComponent(typeof (AudioSource))] public class FirstPersonController : MonoBehaviour { [SerializeField] private bool m_IsWalking; [SerializeField] private float m_WalkSpeed; [SerializeField] private float m_RunSpeed; [SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten; [SerializeField] private float m_JumpSpeed; [SerializeField] private float m_StickToGroundForce; [SerializeField] private float m_GravityMultiplier; [SerializeField] private MouseLook m_MouseLook; [SerializeField] private bool m_UseFovKick; [SerializeField] private FOVKick m_FovKick = new FOVKick(); [SerializeField] private bool m_UseHeadBob; [SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob(); [SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob(); [SerializeField] private float m_StepInterval; [SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from. [SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground. [SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground. private Camera m_Camera; private bool m_Jump; private float m_YRotation; private Vector2 m_Input; private Vector3 m_MoveDir = Vector3.zero; private CharacterController m_CharacterController; private CollisionFlags m_CollisionFlags; private bool m_PreviouslyGrounded; private Vector3 m_OriginalCameraPosition; private float m_StepCycle; private float m_NextStep; private bool m_Jumping; private AudioSource m_AudioSource; // Use this for initialization private void Start() { m_CharacterController = GetComponent<CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform , m_Camera.transform); } // Update is called once per frame private void Update() { RotateView(); // the jump state needs to read here to make sure it is not missed if (!m_Jump) { m_Jump = CrossPlatformInputManager.GetButtonDown("Jump"); } if (!m_PreviouslyGrounded && m_CharacterController.isGrounded) { StartCoroutine(m_JumpBob.DoBobCycle()); PlayLandingSound(); m_MoveDir.y = 0f; m_Jumping = false; } if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded) { m_MoveDir.y = 0f; } m_PreviouslyGrounded = m_CharacterController.isGrounded; } private void PlayLandingSound() { m_AudioSource.clip = m_LandSound; m_AudioSource.Play(); m_NextStep = m_StepCycle + .5f; } private void FixedUpdate() { float speed; GetInput(out speed); // always move along the camera forward as it is the direction that it being aimed at Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x; // get a normal for the surface that is being touched to move along it RaycastHit hitInfo; Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo, m_CharacterController.height/2f, Physics.AllLayers, QueryTriggerInteraction.Ignore); desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized; m_MoveDir.x = desiredMove.x*speed; m_MoveDir.z = desiredMove.z*speed; if (m_CharacterController.isGrounded) { m_MoveDir.y = -m_StickToGroundForce; if (m_Jump) { m_MoveDir.y = m_JumpSpeed; PlayJumpSound(); m_Jump = false; m_Jumping = true; } } else { m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime; } m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime); ProgressStepCycle(speed); UpdateCameraPosition(speed); m_MouseLook.UpdateCursorLock(); } private void PlayJumpSound() { m_AudioSource.clip = m_JumpSound; m_AudioSource.Play(); } private void ProgressStepCycle(float speed) { if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0)) { m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))* Time.fixedDeltaTime; } if (!(m_StepCycle > m_NextStep)) { return; } m_NextStep = m_StepCycle + m_StepInterval; PlayFootStepAudio(); } private void PlayFootStepAudio() { if (!m_CharacterController.isGrounded) { return; } // pick & play a random footstep sound from the array, // excluding sound at index 0 int n = Random.Range(1, m_FootstepSounds.Length); m_AudioSource.clip = m_FootstepSounds[n]; m_AudioSource.PlayOneShot(m_AudioSource.clip); // move picked sound to index 0 so it's not picked next time m_FootstepSounds[n] = m_FootstepSounds[0]; m_FootstepSounds[0] = m_AudioSource.clip; } private void UpdateCameraPosition(float speed) { Vector3 newCameraPosition; if (!m_UseHeadBob) { return; } if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) { m_Camera.transform.localPosition = m_HeadBob.DoHeadBob(m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten))); newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset(); } else { newCameraPosition = m_Camera.transform.localPosition; newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset(); } m_Camera.transform.localPosition = newCameraPosition; } private void GetInput(out float speed) { // Read input float horizontal = CrossPlatformInputManager.GetAxis("Horizontal"); float vertical = CrossPlatformInputManager.GetAxis("Vertical"); bool waswalking = m_IsWalking; #if !MOBILE_INPUT // On standalone builds, walk/run speed is modified by a key press. // keep track of whether or not the character is walking or running m_IsWalking = !Input.GetKey(KeyCode.LeftShift); #endif // set the desired speed to be walking or running speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed; m_Input = new Vector2(horizontal, vertical); // normalize input if it exceeds 1 in combined length: if (m_Input.sqrMagnitude > 1) { m_Input.Normalize(); } // handle speed change to give an fov kick // only if the player is going to a run, is running and the fovkick is to be used if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0) { StopAllCoroutines(); StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown()); } } private void RotateView() { m_MouseLook.LookRotation (transform, m_Camera.transform); } private void OnControllerColliderHit(ControllerColliderHit hit) { Rigidbody body = hit.collider.attachedRigidbody; //dont move the rigidbody if the character is on top of it if (m_CollisionFlags == CollisionFlags.Below) { return; } if (body == null || body.isKinematic) { return; } body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse); } } }
Vida
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using System.Collections; using System.Collections.Generic; using UnityEngine; public class Vida : MonoBehaviour { public float valor = 100; public Vida padreRef; public float multiplicadorDeDaño = 1.0f; public GameObject textoFlotantePrefab; public float dañoTotal; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } public void RecibirDaño(float daño) { daño *= multiplicadorDeDaño; if(padreRef != null) { padreRef.RecibirDaño(daño); return; } valor -= daño; dañoTotal = daño; if (valor >= 0) MostrarTextoFlotante(); if(valor < 0) { valor = 0; MostrarTextoFlotante(); } } void MostrarTextoFlotante() { var go = Instantiate(textoFlotantePrefab, transform.position, Quaternion.identity, transform); //go.GetComponent<TextMesh>().text = dañoTotal.ToString(); go.GetComponent<TextMesh>().text = valor.ToString(); } }
LogicaJugador
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class LogicaJugador : MonoBehaviour { public Vida vida; public bool Vida0 = false; [SerializeField] private Animator animadorPerder; // Start is called before the first frame update void Start() { vida = GetComponent<Vida>(); } // Update is called once per frame void Update() { RevisarVida(); } void RevisarVida() { if (Vida0) return; if(vida.valor <=0) { AudioListener.volume = 0f; animadorPerder.SetTrigger("Mostrar"); Vida0 = true; Invoke("ReiniciarJuego", 2f); } } void ReiniciarJuego() { SceneManager.LoadScene(SceneManager.GetActiveScene().name); AudioListener.volume = 1f; } private void OnTriggerStay(Collider other) { if(other.gameObject.tag == "Enemigo") { gameObject.GetComponent<AudioSource>().volume = 0f; } } private void OnTriggerExit(Collider other) { if (other.gameObject.tag == "Enemigo") { gameObject.GetComponent<AudioSource>().volume = 1f; } } }
PantallaVida
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PantallaVida : MonoBehaviour { public Text texto; public Vida vida; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { texto.text = vida.valor + "/100" ; } }
PantallaLlaves
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class PantallaLlaves : MonoBehaviour { public Text texto; public RecolectorDeLlaves llaves; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { texto.text = "LLaves: " +llaves.contadorLlaves + "/2"; } }
Junto a estos Scripts ingresamos las siguientes animaciones para las acciones que ocurrirán en el juego
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Creación de enemigos
Para los enemigos debemos insertar el siguiente Asset
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Estos son los asset de ellos
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Estos son los assets que poseen los enemigos
LogicaEnemigo
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; public class LogicaEnemigo : MonoBehaviour { private GameObject target; private NavMeshAgent agente; private Vida vida; private Animator animator; private Collider collider; private Vida vidaJugador; private LogicaJugador logicaJugador; public bool Vida0 = false; public bool estaAtacando = false; public float speed = 1.0f; public float angularSpeed = 120; public float daño = 10; public bool estaMirando; // Start is called before the first frame update void Start() { target = GameObject.Find("Jugador"); vidaJugador = target.GetComponent<Vida>(); if(vidaJugador==null) { throw new System.Exception("El objeto Jugador no tiene componente vida"); } logicaJugador = target.GetComponent<LogicaJugador>(); if (logicaJugador == null) { throw new System.Exception("El objeto Jugador no tiene componente LogicaJugador"); } agente = GetComponent<NavMeshAgent>(); vida = GetComponent<Vida>(); animator = GetComponent<Animator>(); collider = GetComponent<Collider>(); } // Update is called once per frame void Update() { RevisarVida(); Perseguir(); RevisarAtaque(); EstaDeFrenteAlJugador(); } void EstaDeFrenteAlJugador() { Vector3 adelante = transform.forward; Vector3 targetJugador = (GameObject.Find("Jugador").transform.position -transform.position).normalized; if(Vector3.Dot(adelante,targetJugador)<0.6f) { estaMirando = false; } else { estaMirando = true; } } void RevisarVida() { if (Vida0) return; if (vida.valor <= 0) { Vida0 = true; agente.isStopped = true; collider.enabled = false; animator.CrossFadeInFixedTime("Vida0", 0.1f); Destroy(gameObject, 3f); } } void Perseguir() { if (Vida0) return; if (logicaJugador.Vida0) return; agente.destination = target.transform.position; } void RevisarAtaque() { if (Vida0) return; if (estaAtacando) return; if (logicaJugador.Vida0) return; float distanciaDelBlanco = Vector3.Distance(target.transform.position, transform.position); if (distanciaDelBlanco <= 2.0 && estaMirando) { Atacar(); } } void Atacar() { vidaJugador.RecibirDaño(daño); agente.speed = 0; agente.angularSpeed = 0; estaAtacando = true; animator.SetTrigger("DebeAtacar"); Invoke("ReiniciarAtaque", 1.5f); } void ReiniciarAtaque() { estaAtacando = false; agente.speed = speed; agente.angularSpeed = angularSpeed; } }
Vida
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using System.Collections; using System.Collections.Generic; using UnityEngine; public class Vida : MonoBehaviour { public float valor = 100; public Vida padreRef; public float multiplicadorDeDaño = 1.0f; public GameObject textoFlotantePrefab; public float dañoTotal; // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } public void RecibirDaño(float daño) { daño *= multiplicadorDeDaño; if(padreRef != null) { padreRef.RecibirDaño(daño); return; } valor -= daño; dañoTotal = daño; if (valor >= 0) MostrarTextoFlotante(); if(valor < 0) { valor = 0; MostrarTextoFlotante(); } } void MostrarTextoFlotante() { var go = Instantiate(textoFlotantePrefab, transform.position, Quaternion.identity, transform); //go.GetComponent<TextMesh>().text = dañoTotal.ToString(); go.GetComponent<TextMesh>().text = valor.ToString(); } }
junto a esto tambien dentro del mapa insertaremos los puntos donde se podran generar los enemigos, los cuales sirven en base a este script
<!-- /* Font Definitions */ @font-face {font-family:"Cambria Math"; panose-1:2 4 5 3 5 4 6 3 2 4; mso-font-charset:0; mso-generic-font-family:roman; mso-font-pitch:variable; mso-font-signature:3 0 0 0 1 0;} /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-unhide:no; mso-style-qformat:yes; mso-style-parent:""; margin:0cm; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Arial",sans-serif; mso-fareast-font-family:Arial; mso-ansi-language:#000A;} .MsoChpDefault {mso-style-type:export-only; mso-default-props:yes; font-size:11.0pt; mso-ansi-font-size:11.0pt; mso-bidi-font-size:11.0pt; font-family:"Arial",sans-serif; mso-ascii-font-family:Arial; mso-fareast-font-family:Arial; mso-hansi-font-family:Arial; mso-bidi-font-family:Arial; mso-ansi-language:#000A;} .MsoPapDefault {mso-style-type:export-only; line-height:115%;} @page WordSection1 {size:612.0pt 792.0pt; margin:70.85pt 3.0cm 70.85pt 3.0cm; mso-header-margin:36.0pt; mso-footer-margin:36.0pt; mso-paper-source:0;} div.WordSection1 {page:WordSection1;} --> using System.Collections; using System.Collections.Generic; using UnityEngine; public class GeneradorDeEnemigos : MonoBehaviour { public GameObject zombiePrefab; public Transform[] puntosDeGeneracion; public float tiempoDeGeneracion = 5f; // Start is called before the first frame update void Start() { puntosDeGeneracion = new Transform[transform.childCount]; for(int i =0; i<transform.childCount; i++) { puntosDeGeneracion[i] = transform.GetChild(i); } StartCoroutine(AparecerEnemigo()); } IEnumerator AparecerEnemigo() { while(true) { for(int i = 0; i < puntosDeGeneracion.Length ; i++) { Transform puntodeGeneracion = puntosDeGeneracion[i]; Instantiate(zombiePrefab, puntodeGeneracion.position, puntodeGeneracion.rotation); } yield return new WaitForSeconds(tiempoDeGeneracion); } } // Update is called once per frame void Update() { } }
Creación de Canvas
Para la creación del canvas utilizaremos la imagen brindada por nuestro compañero Daniel Enrique Mayorga García, estudiante de Arte y medios audiovisuales de la Universidad Autónoma de Bucaramanga. junto a esto utilizaremos el siguiente asset que ya nos entrega varias funcionalidades como la de iniciar el juego
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Este menu proviene del siguiente asset
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Luego de esto crearemos la parte visual que el jugador observa, dentro de esta ubicamos, la cantidad de llaves recogidas para el ingreso, el número de balas que posee, y un punto de mira para saber donde se está apuntando mediante el canvas
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Luego diseñaremos la pantalla tanto de game over como la de que se finalizó el juego satisfactoriamente.
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Autor: Sebastian Rodriguez Velasquez, Nicolás Esteban Echeverri Sánchez
Editor: Carlos Iván Pinzón
Código: UCRV-8
Universidad: Universidad Central