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基于Unity3D多视角悬浮岛生存冒险类游戏设计与开发

发布时间: 2021-10-15 10:22:23

 于 基于 Unity3D 的多视角悬浮岛生存冒险类游戏 的设计与开发

 Design and development of survival adventure game of floating island based on Unity3D

 内容摘要

 随着近年来互联网技术的发展与进步,游戏产业也迎来了朝阳时期。经过深入了解和研究生存冒险类游戏在市面上的情况,结合目前游戏市场的热点和玩家兴趣,本课题从多维度、多功能、多创新的方面出发,在开发过程中考虑后期开发需求,结合使用框架以及模块化思维的功能逻辑,解决开发后期可能会带来的开发隐患。

 本项目通过 UI 部分结合其他部分进行开发。UI 部分结构清晰、层级明显,结合使用 MiniMVC 和 PanelMgr 面板管理系统,可以很好地解决游戏 UI 大框架上的结构问题;通过射线的检测功能,设计了一系列的检测机制,利用射线返回的信息反馈并结合 FSM 有限状态机控制 AI的行为,模拟出 Unity 中的导航系统,有效提高 AI 导航设计的灵活度;并引入了 ObjectPool 功能,利用 ObjectPool 统一管理游戏对象的内存分配,合理回收再利用游戏对象资源。

 本项目基于游戏中出现的各种难题,通过研究和分析这些问题的特性,尽可能寻找出最佳的解决方案,实现游戏中各个模块的有机结合。

 关键词:

 生存冒险 沙盒游戏 算法设计 Unity3D 体素建模

 .

 Abstract

  With the development and progress of Internet technology in recent years, the game industry has also ushered in a rising sun. After in-depth understanding and research of the survival and adventure games on the market, combined with the current hot spots in the game market and player interests, this topic starts from the multi-dimensional, multi-functional and multi-innovation aspects, and considers later development needs in the development process. Use the framework and the functional logic of modular thinking to solve the hidden development risks that may be brought later in the development. This project is developed through the UI part in combination with other parts. The structure of the UI part is clear and the level is obvious. The combination of MiniMVC and PanelMgr panel management system can solve the structural problems on the game UI framework; through the ray detection function, a series of detection mechanisms are designed to use the information returned by the ray Feedback and combined with the FSM finite state machine to control the behavior of AI, simulate the navigation system in Unity, effectively improve the flexibility of AI navigation design; and introduce ObjectPool function, use ObjectPool to uniformly manage the memory allocation of game objects, rationally recycle and reuse games Object resources. This project is based on various problems that arise in the game. Through research and analysis of the characteristics of these problems, the best solution can be found as much as possible to achieve the organic combination of various modules in the game.

 Key words:

 Survival adventure

 Sandbox game

 algorithm design

 Unity3D

 Voxel modeling

 目

 录

 第一章 绪论 ......................................................................................................... 1 1.1 选题意义与目的 ....................................................................................... 1 1.2 文献综述 ................................................................................................... 1 1.3 研究现状 ................................................................................................... 1 1.4 创新思路 ................................................................................................... 2 第二章 游戏与 功能与 UI 设计 .............................................................................. 3 2.1 背包系统 ................................................................................................... 3 2.1.1 背包介绍 .......................................................................................... 3 2.1.2 物品选项 .......................................................................................... 3 2.1.3 物品拖拽 .......................................................................................... 4 2.1.4 物品信息 .......................................................................................... 4 2.1.5 AI 与建筑物背包 ............................................................................. 4 2.1.6 背包 UI 布局与设计 ........................................................................ 5 2.1.7 物品 JSON 数据 .............................................................................. 5 2.2 物品合成系统 ........................................................................................... 7 2.2.1 物品合成系统介绍 .......................................................................... 7 2.2.2 合成系统 UI 设计 ............................................................................ 7 2.2.3 合成选项 .......................................................................................... 8 2.3 工具栏 ....................................................................................................... 8 2.3.1 工具栏介绍 ...................................................................................... 8 2.3.2 工具栏 UI 设计 ................................................................................ 9 2.4 物品操作提示 ........................................................................................... 9 2.4.1 物品操作提示介绍 .......................................................................... 9 2.4.2 物品操作提示 UI 设计 ................................................................... 9 2.5 地图 ......................................................................................................... 10

  2.5.1 地图介绍 ........................................................................................ 10 2.5.2 地图功能 ........................................................................................ 10 2.6 菜单选项 ................................................................................................. 11 2.6.1 菜单选项介绍 ................................................................................ 11 2.6.2 菜单选项功能 ................................................................................ 11 2.7 面板管理器 ............................................................................................. 11 2.8 主角基本控制 ......................................................................................... 12 2.8.1 主角基本控制介绍 ........................................................................ 12 2.8.2 基本控制 ........................................................................................ 12 2.9 建造模块 ................................................................................................. 13 2.9.1 建造模块介绍 ................................................................................ 13 2.9.2 建造材料 ........................................................................................ 13 2.10 场景资源 ............................................................................................... 14 2.11 物理碰撞层级 ....................................................................................... 15 2.12 游戏按键汇总 ....................................................................................... 16 第三章 设计模式与核心算法 ........................................................................... 18 3.1 MiniMVC ............................................................................................... 18 3.2 场景加载 ................................................................................................ 20 3.2.1 场景加载介绍 ................................................................................ 20 3.2.2 异步加载 ........................................................................................ 20 3.2.3 异步加载实现 ................................................................................ 20 3.3 内存与对象池 ........................................................................................ 22 3.3.1 对象池介绍 .................................................................................... 22 3.3.2 对象池实现 .................................................................................... 22 3.4 AI 控制 ................................................................................................... 23 3.4.1 FSM 有限状态机 ........................................................................... 23 3.4.2 射线检测实现寻路和避障 ........................................................... 25

  3.5 接口与里式转换原则 ............................................................................ 28 3.5.1 接口与里式转换原则介绍 ........................................................... 28 3.5.2 手部控制权 ................................................................................... 28 3.5.3 可交互物体 ................................................................................... 29 3.6 工具类 .................................................................................................... 30 第四章 游戏界面与环境展示 ........................................................................... 32 4.1 游戏主界面 ............................................................................................ 32 4.2 加载界面 ................................................................................................ 32 4.3 游戏地形 ................................................................................................ 33 4.4 资源获取 ................................................................................................ 33 4.5 UI 面板 ................................................................................................... 33 4.6 建筑物 .................................................................................................... 34 结论 ..................................................................................................................... 35 参 参 考 文 献 ....................................................................................................... 36 致谢 ..................................................................................................................... 37

 广东东软学院本科生毕业设计(论文)

 1

 第一章

 绪论

 1.1 选题意义与目的

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