اختيار وحدة نمط RTS للوحدة
في هذا البرنامج التعليمي، سوف أعرض كيفية إنشاء وحدة نمط مربع RTS (إستراتيجية الوقت الحقيقي) في Unity.
لذلك دعونا نبدأ!
الخطوة 1: إنشاء البرامج النصية اللازمة
تحتوي هذه المشاركة على نصين:
SC_Selectable.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SC_Selectable : MonoBehaviour
{
public Renderer[] renderers; //Assign all child Mesh Renderers
public Bounds GetObjectBounds()
{
Bounds totalBounds = new Bounds();
for(int i = 0; i < renderers.Length; i++)
{
if(totalBounds.center == Vector3.zero)
{
totalBounds = renderers[i].bounds;
}
else
{
totalBounds.Encapsulate(renderers[i].bounds);
}
}
return totalBounds;
}
void OnEnable()
{
//Add this Object to global list
if (!SC_SelectionManager.selectables.Contains(this))
{
SC_SelectionManager.selectables.Add(this);
}
}
void OnDisable()
{
//Remove this Object from global list
if (SC_SelectionManager.selectables.Contains(this))
{
SC_SelectionManager.selectables.Remove(this);
}
}
}
SC_SelectionManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SC_SelectionManager : MonoBehaviour
{
public Texture topLeftBorder;
public Texture bottomLeftBorder;
public Texture topRightBorder;
public Texture bottomRightBorder;
Texture2D _borderTexture;
Texture2D borderTexture
{
get
{
if (_borderTexture == null)
{
_borderTexture = new Texture2D(1, 1);
_borderTexture.SetPixel(0, 0, Color.white);
_borderTexture.Apply();
}
return _borderTexture;
}
}
bool selectionStarted = false;
Vector3 mousePosition1;
public static List<SC_Selectable> selectables = new List<SC_Selectable>();
List<int> selectedObjects = new List<int>();
// Update is called once per frame
void Update()
{
// Begin selection
if (Input.GetMouseButtonDown(0))
{
selectionStarted = true;
mousePosition1 = Input.mousePosition;
}
// End selection
if (Input.GetMouseButtonUp(0))
{
selectionStarted = false;
}
if (selectionStarted)
{
// Detect which Objects are inside selection rectangle
Camera camera = Camera.main;
selectedObjects.Clear();
for (int i = 0; i < selectables.Count; i++)
{
Bounds viewportBounds = GetViewportBounds(camera, mousePosition1, Input.mousePosition);
if (viewportBounds.Contains(camera.WorldToViewportPoint(selectables[i].transform.position)))
{
selectedObjects.Add(i);
}
}
}
}
void OnGUI()
{
if (selectionStarted)
{
Rect rect = GetScreenRect(mousePosition1, Input.mousePosition);
DrawScreenRectBorder(rect, 2, Color.cyan);
}
// Draw selection edges
if(selectedObjects.Count > 0)
{
Camera camera = Camera.main;
for (int i = 0; i < selectedObjects.Count; i++)
{
DrawSelectionIndicator(camera, selectables[selectedObjects[i]].GetObjectBounds());
}
}
}
void DrawScreenRectBorder(Rect rect, float thickness, Color color)
{
// Top
DrawBorderRect(new Rect(rect.xMin, rect.yMin, rect.width, thickness), color);
// Left
DrawBorderRect(new Rect(rect.xMin, rect.yMin, thickness, rect.height), color);
// Right
DrawBorderRect(new Rect(rect.xMax - thickness, rect.yMin, thickness, rect.height), color);
// Bottom
DrawBorderRect(new Rect(rect.xMin, rect.yMax - thickness, rect.width, thickness), color);
}
void DrawBorderRect(Rect rect, Color color)
{
GUI.color = color;
GUI.DrawTexture(rect, borderTexture);
GUI.color = Color.white;
}
Rect GetScreenRect(Vector3 screenPosition1, Vector3 screenPosition2)
{
// Move origin from bottom left to top left
screenPosition1.y = Screen.height - screenPosition1.y;
screenPosition2.y = Screen.height - screenPosition2.y;
// Calculate corners
var topLeft = Vector3.Min(screenPosition1, screenPosition2);
var bottomRight = Vector3.Max(screenPosition1, screenPosition2);
// Create Rect
return Rect.MinMaxRect(topLeft.x, topLeft.y, bottomRight.x, bottomRight.y);
}
Bounds GetViewportBounds(Camera camera, Vector3 screenPosition1, Vector3 screenPosition2)
{
Vector3 v1 = camera.ScreenToViewportPoint(screenPosition1);
Vector3 v2 = camera.ScreenToViewportPoint(screenPosition2);
Vector3 min = Vector3.Min(v1, v2);
Vector3 max = Vector3.Max(v1, v2);
min.z = camera.nearClipPlane;
max.z = camera.farClipPlane;
Bounds bounds = new Bounds();
bounds.SetMinMax(min, max);
return bounds;
}
void DrawSelectionIndicator(Camera camera, Bounds bounds)
{
Vector3 boundPoint1 = bounds.min;
Vector3 boundPoint2 = bounds.max;
Vector3 boundPoint3 = new Vector3(boundPoint1.x, boundPoint1.y, boundPoint2.z);
Vector3 boundPoint4 = new Vector3(boundPoint1.x, boundPoint2.y, boundPoint1.z);
Vector3 boundPoint5 = new Vector3(boundPoint2.x, boundPoint1.y, boundPoint1.z);
Vector3 boundPoint6 = new Vector3(boundPoint1.x, boundPoint2.y, boundPoint2.z);
Vector3 boundPoint7 = new Vector3(boundPoint2.x, boundPoint1.y, boundPoint2.z);
Vector3 boundPoint8 = new Vector3(boundPoint2.x, boundPoint2.y, boundPoint1.z);
Vector2[] screenPoints = new Vector2[8];
screenPoints[0] = camera.WorldToScreenPoint(boundPoint1);
screenPoints[1] = camera.WorldToScreenPoint(boundPoint2);
screenPoints[2] = camera.WorldToScreenPoint(boundPoint3);
screenPoints[3] = camera.WorldToScreenPoint(boundPoint4);
screenPoints[4] = camera.WorldToScreenPoint(boundPoint5);
screenPoints[5] = camera.WorldToScreenPoint(boundPoint6);
screenPoints[6] = camera.WorldToScreenPoint(boundPoint7);
screenPoints[7] = camera.WorldToScreenPoint(boundPoint8);
Vector2 topLeftPosition = Vector2.zero;
Vector2 topRightPosition = Vector2.zero;
Vector2 bottomLeftPosition = Vector2.zero;
Vector2 bottomRightPosition = Vector2.zero;
for (int a = 0; a < screenPoints.Length; a++)
{
//Top Left
if (topLeftPosition.x == 0 || topLeftPosition.x > screenPoints[a].x)
{
topLeftPosition.x = screenPoints[a].x;
}
if (topLeftPosition.y == 0 || topLeftPosition.y > Screen.height - screenPoints[a].y)
{
topLeftPosition.y = Screen.height - screenPoints[a].y;
}
//Top Right
if (topRightPosition.x == 0 || topRightPosition.x < screenPoints[a].x)
{
topRightPosition.x = screenPoints[a].x;
}
if (topRightPosition.y == 0 || topRightPosition.y > Screen.height - screenPoints[a].y)
{
topRightPosition.y = Screen.height - screenPoints[a].y;
}
//Bottom Left
if (bottomLeftPosition.x == 0 || bottomLeftPosition.x > screenPoints[a].x)
{
bottomLeftPosition.x = screenPoints[a].x;
}
if (bottomLeftPosition.y == 0 || bottomLeftPosition.y < Screen.height - screenPoints[a].y)
{
bottomLeftPosition.y = Screen.height - screenPoints[a].y;
}
//Bottom Right
if (bottomRightPosition.x == 0 || bottomRightPosition.x < screenPoints[a].x)
{
bottomRightPosition.x = screenPoints[a].x;
}
if (bottomRightPosition.y == 0 || bottomRightPosition.y < Screen.height - screenPoints[a].y)
{
bottomRightPosition.y = Screen.height - screenPoints[a].y;
}
}
GUI.DrawTexture(new Rect(topLeftPosition.x - 16, topLeftPosition.y - 16, 16, 16), topLeftBorder);
GUI.DrawTexture(new Rect(topRightPosition.x, topRightPosition.y - 16, 16, 16), topRightBorder);
GUI.DrawTexture(new Rect(bottomLeftPosition.x - 16, bottomLeftPosition.y, 16, 16), bottomLeftBorder);
GUI.DrawTexture(new Rect(bottomRightPosition.x, bottomRightPosition.y, 16, 16), bottomRightBorder);
}
}
الخطوة 2: إعداد اختيار RTS
- قم بإنشاء كائن لعبة جديد وقم بتسميته "_SelectionManager"
- قم بإرفاق البرنامج النصي SC_SelectionManager بالكائن "_SelectionManager"
- قم بتعيين القوام أدناه لمتغيرات الحدود:
- قم بسحب وإسقاط الكائنات التي تنوي تحديدها في Scene (في حالتي، استخدمت النماذج من RPG/FPS Game Assets for PC/Mobile Industrial Set v2.0 من حزمة Asset Store)
- قم بإرفاق البرنامج النصي SC_Selectable لكل نموذج
- قم بتعيين Mesh Renderer (أو Mesh Renderers إذا كان هناك كائنات متعددة) إلى مصفوفة Renderers، وهذا ضروري لحساب حدود الكائنات.
الآن اضغط على Play واستمر في الضغط على زر الماوس لبدء التحديد.
قم بالتمرير فوق Objects القابلة للتحديد لتحديدها.