大家好,这次带来一个有趣的编队代码,简单的算法得到令人惊叹的编队队形,叹为观止,前几天刷视频的时候看到一个有趣的展示,来自youtube大神:Tarodev的队形计算展示《 Fun with Formations - Game Dev Adventure》
他的是Unity实现的,我用最新发布的Creator 3.3版本制作了一个,视频如下:
Creator3以后的引擎,对于3D方面的计算基本上和Unity很像了,转译C#代码并不难,原版代码在这里:GitHub - Matthew-J-Spencer/Formations: Some simple scripts to create formations in Unity
CocosCreator中的关键代码如下:
BaseFormation.ts
/** 编队的基类 */
import { _decorator, Component, Node, Vec3, v3 } from 'cc';
const { ccclass, property } = _decorator;
@ccclass('BaseFormation')
export class BaseFormation extends Component {
@property
noise: number = 0;
@property
Spread: number = 1;
offsetPos:Vec3 = v3();
EvaluatePoints(): Vec3[] {
return null;
}
GetNoise(pos: Vec3): Vec3 {
const noise = this.noise;
const x = pos.x + Math.random() * noise - noise / 2;
const z = pos.z + Math.random() * noise - noise / 2;
pos.x = x;
pos.z = z;
return pos;
}
}
BoxFormation.ts
/** 方形编队组件脚本代码 */
import { _decorator, Component, Node, Vec3, v3 } from 'cc';
import { BaseFormation } from './BaseFormation';
const { ccclass, property } = _decorator;
@ccclass('BoxFormation')
export class BoxFormation extends BaseFormation {
@property
unitWidth: number = 5;
@property
unitDepth: number = 5;
@property
hollow: boolean = false;
@property
nthOffset: number = 0;
EvaluatePoints(): Vec3[] {
const ret: Vec3[] = [];
const middleOffset = v3((this.unitWidth - 1) * 0.5, 0, (this.unitDepth - 1) * 0.5);
for (let x = 0; x < this.unitWidth; x++) {
for (let z = 0; z < this.unitDepth; z++) {
if (this.hollow && x != 0 && x != this.unitWidth - 1 && z != 0 && z != this.unitDepth - 1) continue;
let pos = v3(x + (z % 2 == 0 ? 0 : this.nthOffset), 0, z);
pos = pos.subtract(middleOffset);
pos = this.GetNoise(pos);
pos = pos.multiplyScalar(this.Spread);
pos.add(this.offsetPos);
ret.push(pos);
}
}
return ret;
}
}
RadialFormation.ts
/** 放射编队组件脚本代码 */
import { _decorator, Component, Node, Vec3, v3 } from 'cc';
import { BaseFormation } from './BaseFormation';
const { ccclass, property } = _decorator;
@ccclass('RadialFormation')
export class RadialFormation extends BaseFormation {
@property
amount: number = 10;
@property
radius: number = 1;
@property
radiusGrowthMultiplier: number = 0;
@property
rotations: number = 1;
@property
rings: number = 1;
@property
ringOffset: number = 1;
@property
nthOffset: number = 1;
EvaluatePoints(): Vec3[] {
const ret: Vec3[] = [];
let amountPerRing = this.amount / this.rings;
let ringOffset = 0;
for (var i = 0; i < this.rings; i++) {
for (var j = 0; j < amountPerRing; j++) {
let angle = j * Math.PI * (2 * this.rotations) / amountPerRing + (i % 2 != 0 ? this.nthOffset : 0);
let radius = this.radius + ringOffset + j * this.radiusGrowthMultiplier;
let x = Math.cos(angle) * radius;
let z = Math.sin(angle) * radius;
let pos = new Vec3(x, 0, z);
pos = this.GetNoise(pos);
pos = pos.multiplyScalar(this.Spread);
pos.add(this.offsetPos);
ret.push(pos);
}
ringOffset += this.ringOffset;
}
return ret;
}
}
以上便是CocosCreator3版本的核心计算代码了,可以自行贴在编队节点上,人物控制应该是由特定的渲染代码完成。
编队展示处理代码
/**
* 编队渲染展示的代码,挂在到你想展示的节点容器上,配合对应的Formation组件
* 请自行构建Actor角色组件用于处理人物逻辑,实现removeSelf和moveTo
* 在合适的时机处理编队的刷新,比如编队参数变化、队伍移动的时候
*/
import { _decorator, Component, Node, Prefab, instantiate, director } from 'cc';
import { Actor } from '../actors/Actor';
import { BaseFormation } from '../formations/BaseFormation';
const { ccclass, property } = _decorator;
@ccclass('FormationShow')
export class FormationShow extends Component {
@property(Prefab)
actor: Prefab = null;
start() {
this.FormationUpdate();
}
FormationUpdate(prop?: string, value?: number) {
const formation = this.getComponent(BaseFormation);
if (formation) {
if (prop) {
const old = formation[prop];
formation[prop] = value;
if (old == formation[prop]) {
return;
}
}
const points = formation.EvaluatePoints();
for (let i = this.node.children.length - 1; i >= points.length; i--) {
this.node.children[i].getComponent(Actor).removeSelf();
}
const len = this.node.children.length;
for (let i = 0; i < points.length; i++) {
if (i < points.length && i >= len) {
let actor = null;
if (len > 0) {
actor = this.node.children[len - 1];
} else {
actor = this.actor;
}
const a = instantiate(actor);
this.node.addChild(a);
}
this.node.children[i].getComponent(Actor).moveTo(points[i]);
}
}
}
}
结语
在下本着受人于鱼,不如授人于驴的原则,先行发一篇帖子和视频,后续会将核心代码放置在Store中,欢迎购买 ╮(╯▽╰)╭