第11章 基于HTC VIVE的沉浸式俄罗斯方块开发实践
摘要 本章介绍了基于HTC VIVE的沉浸式俄罗斯方块开发实践,重点探讨了将传统二维游戏转化为三维VR体验的设计挑战与解决方案。核心内容包括: 游戏设计理念转变:将二维平面操作升级为六自由度空间交互,重新设计重力方向和方块旋转机制。 人机工程学考量:优化游戏区域位置(视线下方15-30度)和操作距离(0.6-0.8米),减少玩家疲劳。 空间音频设计:利用SteamVR Audio的HRTF技术实现
第11章 基于HTC VIVE的沉浸式俄罗斯方块开发实践
11.1 设计理念与交互流程解析
11.1.1 虚拟现实环境下的游戏设计哲学
在传统游戏VR化的过程中,俄罗斯方块作为一个经典的二维游戏,其转化为三维沉浸式体验面临着独特的设计挑战。VR环境中的俄罗斯方块不再仅仅是屏幕上的图形排列,而是转变为玩家可物理交互的空间实体。这种转变要求开发者重新思考游戏的核心机制:重力方向从传统的垂直下落转变为三维空间中的向量运动,方块旋转从二维平面操作升级为六自由度空间变换。
在商业VR游戏开发中,必须考虑人机工程学因素。玩家在佩戴HTC VIVE头显时,连续游戏时间通常在30-90分钟之间,因此交互设计必须避免颈部疲劳和手臂酸痛。我们的解决方案是将游戏区域设置在玩家自然视线下方15-30度范围,符合人体自然俯视角度。方块操作区域距离玩家身体约0.6-0.8米,这是手臂最舒适的操作距离。
空间音频在VR俄罗斯方块中扮演着重要角色。每个方块碰撞、旋转和消除都应具有明确的空间定位感,帮助玩家在不依赖视觉的情况下感知游戏状态。通过SteamVR Audio的HRTF技术,我们可以实现真实的三维音频体验,当方块在玩家左侧消除时,声音应该明确从左耳传来。
using UnityEngine;
using System.Collections.Generic;
namespace VR.Tetris.Core
{
/// <summary>
/// 三维俄罗斯方块游戏核心管理器
/// 商业项目中负责协调所有游戏子系统
/// </summary>
public class VRTetrisGameManager : MonoBehaviour
{
// 单例模式确保全局访问
private static VRTetrisGameManager instance;
public static VRTetrisGameManager Instance
{
get
{
if (instance == null)
{
instance = FindObjectOfType<VRTetrisGameManager>();
}
return instance;
}
}
// 游戏状态枚举
public enum GameState
{
Initializing,
MainMenu,
Playing,
Paused,
GameOver,
Leaderboard
}
private GameState currentState = GameState.Initializing;
private int currentScore = 0;
private int currentLevel = 1;
private float gameSpeed = 1.0f;
// 游戏配置参数
[SerializeField]
private GameConfiguration gameConfig;
// 方块生成器引用
private BlockSpawner blockSpawner;
// 空间音频管理器
private SpatialAudioManager audioManager;
/// <summary>
/// 初始化游戏系统
/// </summary>
private void InitializeGameSystems()
{
// 验证必要组件
if (gameConfig == null)
{
Debug.LogError("游戏配置未设置!");
return;
}
// 初始化子系统
blockSpawner = GetComponent<BlockSpawner>();
if (blockSpawner != null)
{
blockSpawner.Initialize(gameConfig.BlockPrefabs);
}
// 初始化音频系统
audioManager = SpatialAudioManager.Instance;
if (audioManager != null)
{
audioManager.ConfigureAudioForVR();
}
// 加载玩家数据
LoadPlayerProgress();
// 切换到主菜单状态
ChangeGameState(GameState.MainMenu);
}
/// <summary>
/// 更改游戏状态
/// </summary>
public void ChangeGameState(GameState newState)
{
GameState previousState = currentState;
currentState = newState;
// 执行状态转换逻辑
OnGameStateChanged(previousState, newState);
// 商业项目中通常会触发分析事件
LogGameStateChange(previousState, newState);
}
/// <summary>
/// 游戏状态变更处理
/// </summary>
private void OnGameStateChanged(GameState oldState, GameState newState)
{
switch (newState)
{
case GameState.Playing:
StartGameSession();
break;
case GameState.Paused:
PauseGameSystems();
break;
case GameState.GameOver:
EndGameSession();
break;
case GameState.Leaderboard:
DisplayLeaderboard();
break;
}
}
/// <summary>
/// 开始游戏会话
/// </summary>
private void StartGameSession()
{
currentScore = 0;
currentLevel = 1;
gameSpeed = gameConfig.InitialGameSpeed;
// 更新UI
UIManager.Instance.UpdateScore(currentScore);
UIManager.Instance.UpdateLevel(currentLevel);
// 生成第一个方块
if (blockSpawner != null)
{
blockSpawner.SpawnNextBlock();
}
// 开始背景音乐
if (audioManager != null)
{
audioManager.PlayBackgroundMusic(AudioType.Gameplay);
}
// 商业项目:记录游戏开始事件
AnalyticsManager.LogEvent("game_started", new Dictionary<string, object>
{
{ "level", currentLevel },
{ "player_id", PlayerProfile.Instance.PlayerId }
});
}
/// <summary>
/// 加载玩家进度
/// </summary>
private void LoadPlayerProgress()
{
// 商业项目中通常使用加密的本地存储或云存储
string playerDataJson = PlayerPrefs.GetString("PlayerProgress", "");
if (!string.IsNullOrEmpty(playerDataJson))
{
// 反序列化玩家数据
PlayerProgressData progressData =
JsonUtility.FromJson<PlayerProgressData>(playerDataJson);
// 应用加载的数据
ApplyPlayerProgress(progressData);
}
}
/// <summary>
/// 保存玩家进度
/// </summary>
private void SavePlayerProgress()
{
PlayerProgressData progressData = new PlayerProgressData
{
HighScore = GetHighScore(),
TotalPlayTime = GetTotalPlayTime(),
UnlockedAchievements = GetUnlockedAchievements()
};
string progressJson = JsonUtility.ToJson(progressData);
PlayerPrefs.SetString("PlayerProgress", progressJson);
PlayerPrefs.Save();
}
// 其他游戏管理方法...
}
/// <summary>
/// 游戏配置数据结构
/// </summary>
[System.Serializable]
public class GameConfiguration
{
public float InitialGameSpeed = 1.0f;
public float SpeedIncreasePerLevel = 0.1f;
public int ScorePerLine = 100;
public int ScorePerTetris = 800;
public GameObject[] BlockPrefabs;
public Vector3 PlayAreaCenter = Vector3.zero;
public Vector3 PlayAreaSize = new Vector3(5, 10, 5);
}
/// <summary>
/// 玩家进度数据结构
/// </summary>
[System.Serializable]
public class PlayerProgressData
{
public int HighScore;
public float TotalPlayTime;
public List<string> UnlockedAchievements;
}
}
11.1.2 交互机制与用户体验设计
VR环境中的俄罗斯方块操作需要重新设计传统控制方案。HTC VIVE手柄提供了6DOF(六自由度)输入能力,允许玩家以自然手势与虚拟方块交互。我们设计了三种主要交互模式:抓取-放置模式、指向-选择模式、手势识别模式。
在商业VR项目中,输入反馈的即时性至关重要。我们采用了多层次反馈系统:
- 触觉反馈:使用HTC VIVE控制器的触觉马达,在方块抓取、旋转、放置时提供不同强度的震动
- 视觉反馈:方块被选中时显示高亮轮廓,可放置位置显示半透明预览
- 音频反馈:每个操作都有对应的空间音频反馈
using UnityEngine;
using Valve.VR;
using System.Collections;
namespace VR.Tetris.Interaction
{
/// <summary>
/// HTC VIVE手柄交互控制器
/// 处理所有手柄输入和反馈
/// </summary>
public class ViveControllerHandler : MonoBehaviour
{
// SteamVR动作引用
public SteamVR_Action_Boolean grabAction;
public SteamVR_Action_Boolean rotateAction;
public SteamVR_Action_Boolean menuAction;
public SteamVR_Action_Vector2 touchpadAction;
// 触觉反馈设置
[SerializeField]
private HapticFeedbackSettings hapticSettings;
// 当前手持的对象
private BlockController heldBlock;
private bool isHoldingBlock = false;
// 手柄设备
private SteamVR_Behaviour_Pose controllerPose;
private SteamVR_Input_Sources inputSource;
// 射线交互组件
private LineRenderer laserPointer;
private bool isLaserActive = false;
/// <summary>
/// 初始化控制器
/// </summary>
private void Start()
{
controllerPose = GetComponent<SteamVR_Behaviour_Pose>();
if (controllerPose != null)
{
inputSource = controllerPose.inputSource;
}
// 初始化激光指针
InitializeLaserPointer();
// 注册输入事件
RegisterInputEvents();
}
/// <summary>
/// 初始化激光指针
/// </summary>
private void InitializeLaserPointer()
{
laserPointer = gameObject.AddComponent<LineRenderer>();
laserPointer.startWidth = 0.01f;
laserPointer.endWidth = 0.005f;
laserPointer.material = new Material(Shader.Find("Unlit/Color"))
{
color = Color.cyan
};
laserPointer.enabled = false;
}
/// <summary>
/// 注册输入事件
/// </summary>
private void RegisterInputEvents()
{
if (grabAction != null)
{
grabAction.AddOnStateDownListener(OnGrabPressed, inputSource);
grabAction.AddOnStateUpListener(OnGrabReleased, inputSource);
}
if (rotateAction != null)
{
rotateAction.AddOnStateDownListener(OnRotatePressed, inputSource);
}
if (menuAction != null)
{
menuAction.AddOnStateDownListener(OnMenuPressed, inputSource);
}
}
/// <summary>
/// 抓取按钮按下
/// </summary>
private void OnGrabPressed(SteamVR_Action_Boolean action, SteamVR_Input_Sources source)
{
if (!isHoldingBlock)
{
// 尝试抓取方块
TryGrabBlock();
}
else
{
// 释放当前持有的方块
ReleaseBlock();
}
// 提供触觉反馈
PulseHapticFeedback(hapticSettings.GrabPulseDuration,
hapticSettings.GrabPulseStrength);
}
/// <summary>
/// 尝试抓取方块
/// </summary>
private void TryGrabBlock()
{
// 使用物理射线检测
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit, 2.0f))
{
BlockController block = hit.collider.GetComponent<BlockController>();
if (block != null && block.CanBeGrabbed)
{
// 抓取方块
GrabBlock(block);
}
}
}
/// <summary>
/// 抓取方块
/// </summary>
private void GrabBlock(BlockController block)
{
heldBlock = block;
isHoldingBlock = true;
// 设置方块为被抓取状态
heldBlock.OnGrabbed(transform);
// 激活激光指针进行精确放置
SetLaserPointerActive(true);
// 播放抓取音效
AudioManager.Instance.PlaySpatialSound("block_grab",
transform.position,
1.0f);
}
/// <summary>
/// 释放方块
/// </summary>
private void ReleaseBlock()
{
if (heldBlock != null)
{
// 检查放置位置是否有效
bool isValidPlacement = CheckPlacementValidity();
if (isValidPlacement)
{
// 放置方块
heldBlock.OnReleased(true);
// 播放放置音效
AudioManager.Instance.PlaySpatialSound("block_place",
heldBlock.transform.position,
1.0f);
}
else
{
// 返回原始位置
heldBlock.OnReleased(false);
// 播放错误音效
AudioManager.Instance.PlaySpatialSound("error",
transform.position,
0.8f);
// 提供错误反馈
PulseHapticFeedback(hapticSettings.ErrorPulseDuration,
hapticSettings.ErrorPulseStrength);
}
heldBlock = null;
isHoldingBlock = false;
// 关闭激光指针
SetLaserPointerActive(false);
}
}
/// <summary>
/// 检查放置位置有效性
/// </summary>
private bool CheckPlacementValidity()
{
if (heldBlock == null)
{
return false;
}
// 商业项目中使用网格系统验证
GridSystem grid = GridSystem.Instance;
if (grid != null)
{
return grid.IsValidPlacement(heldBlock);
}
return false;
}
/// <summary>
/// 设置激光指针激活状态
/// </summary>
private void SetLaserPointerActive(bool active)
{
isLaserActive = active;
laserPointer.enabled = active;
}
/// <summary>
/// 提供触觉反馈脉冲
/// </summary>
private void PulseHapticFeedback(float duration, float strength)
{
StartCoroutine(HapticPulseCoroutine(duration, strength));
}
/// <summary>
/// 触觉脉冲协程
/// </summary>
private IEnumerator HapticPulseCoroutine(float duration, float strength)
{
if (controllerPose != null)
{
SteamVR_Input_Sources source = controllerPose.inputSource;
// 商业项目中通常使用更复杂的脉冲模式
for (float t = 0; t < duration; t += Time.deltaTime)
{
float pulseStrength = Mathf.Sin(t * Mathf.PI * 4) * strength;
SteamVR_Actions.default_Haptic[source].Execute(0,
Time.deltaTime,
100,
pulseStrength);
yield return null;
}
}
}
/// <summary>
/// 每帧更新
/// </summary>
private void Update()
{
if (isLaserActive)
{
UpdateLaserPointer();
}
// 处理触摸板输入
HandleTouchpadInput();
}
/// <summary>
/// 更新激光指针
/// </summary>
private void UpdateLaserPointer()
{
RaycastHit hit;
if (Physics.Raycast(transform.position, transform.forward, out hit, 5.0f))
{
// 更新激光指针终点
laserPointer.SetPosition(0, transform.position);
laserPointer.SetPosition(1, hit.point);
// 显示放置预览
if (heldBlock != null)
{
heldBlock.ShowPlacementPreview(hit.point, hit.normal);
}
}
else
{
// 没有命中时显示最大距离
Vector3 endPoint = transform.position + transform.forward * 5.0f;
laserPointer.SetPosition(0, transform.position);
laserPointer.SetPosition(1, endPoint);
}
}
/// <summary>
/// 处理触摸板输入
/// </summary>
private void HandleTouchpadInput()
{
if (touchpadAction != null && isHoldingBlock)
{
Vector2 touchpadValue = touchpadAction.GetAxis(inputSource);
if (touchpadValue.magnitude > 0.1f)
{
// 根据触摸板输入旋转方块
RotateHeldBlock(touchpadValue);
}
}
}
/// <summary>
/// 旋转持有的方块
/// </summary>
private void RotateHeldBlock(Vector2 input)
{
if (heldBlock != null)
{
// 计算旋转轴和角度
Vector3 rotationAxis = new Vector3(input.y, 0, -input.x);
float rotationAmount = 90.0f; // 每次旋转90度
heldBlock.RotateBlock(rotationAxis, rotationAmount);
// 提供旋转反馈
PulseHapticFeedback(0.1f, 0.3f);
AudioManager.Instance.PlaySpatialSound("block_rotate",
heldBlock.transform.position,
0.7f);
}
}
}
/// <summary>
/// 触觉反馈设置
/// </summary>
[System.Serializable]
public class HapticFeedbackSettings
{
public float GrabPulseDuration = 0.1f;
public float GrabPulseStrength = 0.5f;
public float RotatePulseDuration = 0.05f;
public float RotatePulseStrength = 0.3f;
public float ErrorPulseDuration = 0.2f;
public float ErrorPulseStrength = 0.8f;
}
}
11.2 项目规划与资源预处理
11.2.1 商业VR项目开发方法论
在商业VR游戏开发中,采用敏捷开发与瀑布模型结合的混合方法论。俄罗斯方块VR项目的开发周期通常为4-6个月,分为预生产、原型开发、Alpha、Beta和发布阶段。每个阶段都有明确的交付物和质量标准。
预生产阶段的关键任务包括:
- 技术可行性验证:确保HTC VIVE硬件能够支持设计的功能
- 性能目标设定:目标帧率90FPS,渲染延迟低于20ms
- 美术风格确定:采用低多边形风格以确保性能,同时保持视觉吸引力
- 交互设计验证:通过纸面原型和简单VR原型测试核心交互
资源管理策略需要特别关注VR环境的高性能要求。所有3D模型必须遵循以下规范:
- 单个方块模型面数不超过500个三角形
- 使用单一材质球,最多2个纹理贴图(漫反射+法线)
- 纹理尺寸不超过1024x1024
- 避免使用实时阴影,采用光照贴图
using UnityEngine;
using System.Collections.Generic;
using System.IO;
namespace VR.Tetris.AssetManagement
{
/// <summary>
/// VR资源管理器
/// 负责加载、管理和优化游戏资源
/// </summary>
public class VRResourceManager : MonoBehaviour
{
// 资源缓存
private Dictionary<string, GameObject> blockPrefabCache =
new Dictionary<string, GameObject>();
private Dictionary<string, Material> materialCache =
new Dictionary<string, Material>();
private Dictionary<string, AudioClip> audioClipCache =
new Dictionary<string, AudioClip>();
// 资源路径配置
[SerializeField]
private ResourcePathConfiguration pathConfig;
// 性能监控
private ResourcePerformanceMonitor performanceMonitor;
/// <summary>
/// 异步加载方块预制体
/// </summary>
public IEnumerator LoadBlockPrefabAsync(string blockId,
System.Action<GameObject> onComplete)
{
// 检查缓存
if (blockPrefabCache.ContainsKey(blockId))
{
onComplete?.Invoke(blockPrefabCache[blockId]);
yield break;
}
// 构建资源路径
string resourcePath = Path.Combine(pathConfig.BlockPrefabPath, blockId);
// 开始性能监控
performanceMonitor?.StartLoadOperation($"Block_{blockId}");
// 异步加载
ResourceRequest request = Resources.LoadAsync<GameObject>(resourcePath);
yield return request;
if (request.asset != null)
{
GameObject prefab = request.asset as GameObject;
// 验证资源是否符合VR性能规范
if (ValidateBlockPrefab(prefab))
{
// 缓存资源
blockPrefabCache[blockId] = prefab;
// 记录加载完成
performanceMonitor?.EndLoadOperation($"Block_{blockId}", true);
onComplete?.Invoke(prefab);
}
else
{
Debug.LogWarning($"方块预制体 {blockId} 不符合性能规范");
performanceMonitor?.EndLoadOperation($"Block_{blockId}", false);
onComplete?.Invoke(null);
}
}
else
{
Debug.LogError($"无法加载方块预制体: {blockId}");
performanceMonitor?.EndLoadOperation($"Block_{blockId}", false);
onComplete?.Invoke(null);
}
}
/// <summary>
/// 验证方块预制体性能
/// </summary>
private bool ValidateBlockPrefab(GameObject prefab)
{
if (prefab == null)
{
return false;
}
// 检查网格复杂度
MeshFilter meshFilter = prefab.GetComponentInChildren<MeshFilter>();
if (meshFilter != null && meshFilter.sharedMesh != null)
{
int triangleCount = meshFilter.sharedMesh.triangles.Length / 3;
if (triangleCount > pathConfig.MaxTrianglesPerBlock)
{
Debug.LogWarning($"方块面数过多: {triangleCount} > {pathConfig.MaxTrianglesPerBlock}");
return false;
}
}
// 检查材质数量
Renderer[] renderers = prefab.GetComponentsInChildren<Renderer>();
foreach (Renderer renderer in renderers)
{
if (renderer.sharedMaterials.Length > pathConfig.MaxMaterialsPerBlock)
{
Debug.LogWarning($"方块材质数量过多: {renderer.sharedMaterials.Length}");
return false;
}
// 检查纹理尺寸
foreach (Material material in renderer.sharedMaterials)
{
if (material.mainTexture != null)
{
int maxSize = Mathf.Max(material.mainTexture.width,
material.mainTexture.height);
if (maxSize > pathConfig.MaxTextureSize)
{
Debug.LogWarning($"纹理尺寸过大: {maxSize} > {pathConfig.MaxTextureSize}");
return false;
}
}
}
}
// 检查碰撞器
Collider[] colliders = prefab.GetComponentsInChildren<Collider>();
if (colliders.Length == 0)
{
Debug.LogWarning("方块缺少碰撞器");
return false;
}
return true;
}
/// <summary>
/// 预加载关键资源
/// 商业项目中通常在加载界面调用
/// </summary>
public IEnumerator PreloadCriticalResources(System.Action<float> onProgress)
{
List<string> criticalResources = new List<string>
{
"Block_I",
"Block_J",
"Block_L",
"Block_O",
"Block_S",
"Block_T",
"Block_Z"
};
int loadedCount = 0;
int totalCount = criticalResources.Count;
foreach (string resourceId in criticalResources)
{
yield return LoadBlockPrefabAsync(resourceId, (prefab) =>
{
loadedCount++;
float progress = (float)loadedCount / totalCount;
onProgress?.Invoke(progress);
});
}
// 预加载音频资源
yield return PreloadAudioResources();
Debug.Log($"关键资源预加载完成,共加载{loadedCount}个资源");
}
/// <summary>
/// 预加载音频资源
/// </summary>
private IEnumerator PreloadAudioResources()
{
string[] audioClips = {
"block_grab",
"block_place",
"block_rotate",
"line_clear",
"tetris_clear",
"error",
"game_over"
};
foreach (string clipName in audioClips)
{
string resourcePath = Path.Combine(pathConfig.AudioClipPath, clipName);
ResourceRequest request = Resources.LoadAsync<AudioClip>(resourcePath);
yield return request;
if (request.asset != null)
{
audioClipCache[clipName] = request.asset as AudioClip;
}
}
}
/// <summary>
/// 清理未使用资源
/// 商业项目中在场景切换时调用
/// </summary>
public void CleanupUnusedResources()
{
// 清理长时间未使用的资源
List<string> resourcesToRemove = new List<string>();
foreach (var kvp in blockPrefabCache)
{
// 如果资源没有被引用,则标记为可清理
if (kvp.Value != null && kvp.Value.GetInstanceID() < 0)
{
resourcesToRemove.Add(kvp.Key);
}
}
foreach (string key in resourcesToRemove)
{
blockPrefabCache.Remove(key);
}
// 触发垃圾回收
Resources.UnloadUnusedAssets();
System.GC.Collect();
}
/// <summary>
/// 获取资源使用统计
/// </summary>
public ResourceUsageStats GetResourceUsageStats()
{
ResourceUsageStats stats = new ResourceUsageStats
{
BlockPrefabCount = blockPrefabCache.Count,
MaterialCount = materialCache.Count,
AudioClipCount = audioClipCache.Count,
TotalMemoryUsage = CalculateTotalMemoryUsage()
};
return stats;
}
/// <summary>
/// 计算总内存使用量
/// </summary>
private long CalculateTotalMemoryUsage()
{
long totalBytes = 0;
// 这里简化计算,实际项目中需要使用Profiler API
foreach (var kvp in blockPrefabCache)
{
if (kvp.Value != null)
{
// 估算内存使用
totalBytes += 1024 * 100; // 假设每个预制体约100KB
}
}
return totalBytes;
}
}
/// <summary>
/// 资源路径配置
/// </summary>
[System.Serializable]
public class ResourcePathConfiguration
{
public string BlockPrefabPath = "Prefabs/Blocks";
public string AudioClipPath = "Audio/GameSFX";
public string MaterialPath = "Materials/BlockMaterials";
// 性能限制
public int MaxTrianglesPerBlock = 500;
public int MaxMaterialsPerBlock = 2;
public int MaxTextureSize = 1024;
}
/// <summary>
/// 资源使用统计
/// </summary>
public struct ResourceUsageStats
{
public int BlockPrefabCount;
public int MaterialCount;
public int AudioClipCount;
public long TotalMemoryUsage;
public override string ToString()
{
return $"资源使用统计: " +
$"方块预制体={BlockPrefabCount}, " +
$"材质={MaterialCount}, " +
$"音频片段={AudioClipCount}, " +
$"内存使用={TotalMemoryUsage / 1024}KB";
}
}
/// <summary>
/// 资源性能监控器
/// </summary>
public class ResourcePerformanceMonitor
{
private Dictionary<string, LoadOperationInfo> loadOperations =
new Dictionary<string, LoadOperationInfo>();
public void StartLoadOperation(string operationId)
{
loadOperations[operationId] = new LoadOperationInfo
{
StartTime = Time.realtimeSinceStartup,
OperationId = operationId
};
}
public void EndLoadOperation(string operationId, bool success)
{
if (loadOperations.ContainsKey(operationId))
{
LoadOperationInfo info = loadOperations[operationId];
info.EndTime = Time.realtimeSinceStartup;
info.Duration = info.EndTime - info.StartTime;
info.Success = success;
// 记录到分析系统
LogLoadOperation(info);
loadOperations.Remove(operationId);
}
}
private void LogLoadOperation(LoadOperationInfo info)
{
// 商业项目中记录到分析服务
Debug.Log($"资源加载操作: {info.OperationId}, " +
$"耗时: {info.Duration:F2}秒, " +
$"状态: {(info.Success ? "成功" : "失败")}");
}
private class LoadOperationInfo
{
public string OperationId;
public float StartTime;
public float EndTime;
public float Duration;
public bool Success;
}
}
}
11.2.2 Unity项目配置与优化设置
在Unity 2021.3.8f1c1中配置VR项目需要特别注意渲染管线的选择和项目设置优化。对于HTC VIVE开发,推荐使用Unity的通用渲染管线(URP),它提供了良好的性能平衡和VR支持。
项目设置的关键配置包括:
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace VR.Tetris.Configuration
{
/// <summary>
/// Unity项目配置管理器
/// 负责设置和验证项目配置
/// </summary>
public class ProjectConfigurationManager : MonoBehaviour
{
[SerializeField]
private VRProjectSettings projectSettings;
/// <summary>
/// 初始化项目配置
/// 在游戏启动时调用
/// </summary>
public void InitializeProjectConfiguration()
{
// 验证Unity版本
ValidateUnityVersion();
// 配置图形设置
ConfigureGraphicsSettings();
// 配置输入设置
ConfigureInputSettings();
// 配置音频设置
ConfigureAudioSettings();
// 配置物理设置
ConfigurePhysicsSettings();
// 应用VR特定设置
ApplyVRSpecificSettings();
// 验证配置
ValidateConfiguration();
Debug.Log("项目配置初始化完成");
}
/// <summary>
/// 验证Unity版本
/// </summary>
private void ValidateUnityVersion()
{
string currentVersion = Application.unityVersion;
string requiredVersion = "2021.3.8f1";
if (!currentVersion.StartsWith("2021.3"))
{
Debug.LogWarning($"项目为Unity {requiredVersion}设计,当前版本: {currentVersion}");
Debug.LogWarning("某些功能可能无法正常工作");
}
}
/// <summary>
/// 配置图形设置
/// </summary>
private void ConfigureGraphicsSettings()
{
// 设置目标帧率
Application.targetFrameRate = projectSettings.TargetFrameRate;
QualitySettings.vSyncCount = 0; // VR中禁用垂直同步
// 配置抗锯齿
if (projectSettings.EnableMSAA)
{
QualitySettings.antiAliasing = 4; // 4x MSAA
}
else
{
QualitySettings.antiAliasing = 0;
}
// 配置阴影
QualitySettings.shadows = projectSettings.EnableShadows ?
ShadowQuality.All : ShadowQuality.Disable;
QualitySettings.shadowResolution = ShadowResolution.Low;
QualitySettings.shadowDistance = 10.0f;
// 配置纹理质量
QualitySettings.masterTextureLimit = projectSettings.TextureQuality;
// 配置URP设置
ConfigureURPSettings();
}
/// <summary>
/// 配置URP设置
/// </summary>
private void ConfigureURPSettings()
{
UniversalRenderPipelineAsset urpAsset =
GraphicsSettings.renderPipelineAsset as UniversalRenderPipelineAsset;
if (urpAsset != null)
{
// VR特定优化
urpAsset.supportsCameraDepthTexture = true;
urpAsset.supportsCameraOpaqueTexture = false; // 节省内存
urpAsset.msaaSampleCount = projectSettings.EnableMSAA ? 4 : 1;
// 配置渲染比例
urpAsset.renderScale = projectSettings.RenderScale;
// 启用XR设置
urpAsset.supportsStereo = true;
urpAsset.xrRendering = true;
Debug.Log("URP配置已更新");
}
else
{
Debug.LogError("未找到URP资产,请确保项目使用通用渲染管线");
}
}
/// <summary>
/// 配置输入设置
/// </summary>
private void ConfigureInputSettings()
{
// 启用XR输入
UnityEngine.XR.XRSettings.enabled = true;
// 配置SteamVR输入(如果使用)
if (projectSettings.EnableSteamVRInput)
{
ConfigureSteamVRInput();
}
}
/// <summary>
/// 配置SteamVR输入
/// </summary>
private void ConfigureSteamVRInput()
{
// 检查SteamVR插件是否已导入
bool steamVRAvailable = false;
#if STEAMVR_INSTALLED
steamVRAvailable = true;
// 初始化SteamVR输入
SteamVR.Initialize();
// 设置动作清单路径
SteamVR_Settings.instance.activateFirstActionSetOnStart = false;
SteamVR_Settings.instance.inputFilePath = "actions.json";
Debug.Log("SteamVR输入已配置");
#endif
if (!steamVRAvailable)
{
Debug.LogWarning("SteamVR插件未安装,将使用Unity XR输入");
}
}
/// <summary>
/// 配置音频设置
/// </summary>
private void ConfigureAudioSettings()
{
// 启用空间音频
AudioSettings.speakerMode = AudioSpeakerMode.Mode7point1;
AudioSettings.dspBufferSize = 512; // 低延迟设置
// 配置混音器
if (projectSettings.MasterMixer != null)
{
AudioListener.volume = 1.0f;
// 设置混音器参数
projectSettings.MasterMixer.SetFloat("MasterVolume", 0.0f);
projectSettings.MasterMixer.SetFloat("SFXVolume", 0.0f);
projectSettings.MasterMixer.SetFloat("MusicVolume", -5.0f);
}
}
/// <summary>
/// 配置物理设置
/// </summary>
private void ConfigurePhysicsSettings()
{
// 优化物理设置
Physics.defaultSolverIterations = 4;
Physics.defaultSolverVelocityIterations = 1;
Physics.reuseCollisionCallbacks = true;
// 配置层碰撞矩阵
ConfigureLayerCollisionMatrix();
}
/// <summary>
/// 配置层碰撞矩阵
/// </summary>
private void ConfigureLayerCollisionMatrix()
{
// 定义图层
int blockLayer = LayerMask.NameToLayer("Block");
int playerLayer = LayerMask.NameToLayer("Player");
int uiLayer = LayerMask.NameToLayer("UI");
int environmentLayer = LayerMask.NameToLayer("Environment");
// 配置碰撞关系
Physics.IgnoreLayerCollision(blockLayer, uiLayer, true);
Physics.IgnoreLayerCollision(playerLayer, uiLayer, true);
Physics.IgnoreLayerCollision(blockLayer, playerLayer, false);
Physics.IgnoreLayerCollision(blockLayer, environmentLayer, false);
}
/// <summary>
/// 应用VR特定设置
/// </summary>
private void ApplyVRSpecificSettings()
{
// 设置XR设备
UnityEngine.XR.XRSettings.LoadDeviceByName(projectSettings.XRDeviceName);
// 等待一帧让XR设备初始化
StartCoroutine(EnableXRDevice());
// 配置XR呈现
UnityEngine.XR.XRSettings.renderViewportScale = projectSettings.RenderViewportScale;
UnityEngine.XR.XRSettings.eyeTextureResolutionScale = projectSettings.EyeTextureResolutionScale;
// 启用跟踪
UnityEngine.XR.InputTracking.disablePositionalTracking = false;
}
private System.Collections.IEnumerator EnableXRDevice()
{
yield return null; // 等待一帧
UnityEngine.XR.XRSettings.enabled = true;
// 验证XR设备
if (UnityEngine.XR.XRDevice.isPresent)
{
Debug.Log($"XR设备已启用: {UnityEngine.XR.XRSettings.loadedDeviceName}");
}
else
{
Debug.LogWarning("未检测到XR设备,将在非VR模式下运行");
}
}
/// <summary>
/// 验证配置
/// </summary>
private void ValidateConfiguration()
{
List<string> warnings = new List<string>();
List<string> errors = new List<string>();
// 检查帧率设置
if (Application.targetFrameRate < 90 && UnityEngine.XR.XRDevice.isPresent)
{
warnings.Add("VR模式下建议目标帧率设置为90");
}
// 检查渲染比例
UniversalRenderPipelineAsset urpAsset =
GraphicsSettings.renderPipelineAsset as UniversalRenderPipelineAsset;
if (urpAsset != null && urpAsset.renderScale > 1.5f)
{
warnings.Add("渲染比例过高可能影响性能");
}
// 检查音频设置
if (AudioSettings.GetConfiguration().sampleRate < 44100)
{
warnings.Add("音频采样率低于44.1kHz可能影响音质");
}
// 输出验证结果
if (warnings.Count > 0)
{
Debug.LogWarning("配置验证警告:");
foreach (string warning in warnings)
{
Debug.LogWarning($" - {warning}");
}
}
if (errors.Count > 0)
{
Debug.LogError("配置验证错误:");
foreach (string error in errors)
{
Debug.LogError($" - {error}");
}
}
else
{
Debug.Log("配置验证通过");
}
}
/// <summary>
/// 获取性能报告
/// </summary>
public PerformanceReport GetPerformanceReport()
{
PerformanceReport report = new PerformanceReport
{
FrameRate = 1.0f / Time.deltaTime,
UsedMemory = System.GC.GetTotalMemory(false) / (1024 * 1024),
DrawCallCount = UnityEditor.UnityStats.drawCalls,
TriangleCount = UnityEditor.UnityStats.triangles,
VRDevicePresent = UnityEngine.XR.XRDevice.isPresent,
XRDeviceName = UnityEngine.XR.XRSettings.loadedDeviceName
};
return report;
}
}
/// <summary>
/// VR项目设置
/// </summary>
[System.Serializable]
public class VRProjectSettings
{
[Header("图形设置")]
public int TargetFrameRate = 90;
public bool EnableMSAA = true;
public bool EnableShadows = true;
public int TextureQuality = 1; // 0=全分辨率, 1=半分辨率, 2=四分之一分辨率
public float RenderScale = 1.2f;
[Header("VR设置")]
public string XRDeviceName = "OpenVR";
public float RenderViewportScale = 1.0f;
public float EyeTextureResolutionScale = 1.5f;
[Header("输入设置")]
public bool EnableSteamVRInput = true;
[Header("音频设置")]
public AudioMixer MasterMixer;
}
/// <summary>
/// 性能报告
/// </summary>
public struct PerformanceReport
{
public float FrameRate;
public long UsedMemory; // MB
public int DrawCallCount;
public int TriangleCount;
public bool VRDevicePresent;
public string XRDeviceName;
public override string ToString()
{
return $"性能报告: " +
$"帧率={FrameRate:F1}FPS, " +
$"内存={UsedMemory}MB, " +
$"绘制调用={DrawCallCount}, " +
$"三角形数量={TriangleCount}, " +
$"VR设备={(VRDevicePresent ? "已连接" : "未连接")}, " +
$"设备名称={XRDeviceName}";
}
}
}
由于篇幅限制,本文展示了前两个主要章节的详细内容,涵盖了VR俄罗斯方块项目的设计理念、交互机制、项目规划和Unity配置。在实际商业项目中,还需要继续开发场景管理、游戏逻辑、UI系统、排行榜功能以及性能优化等模块。每个模块都需要遵循相同的代码规范和设计原则,确保项目的可维护性和性能表现。
在后续开发中,需要特别注意VR特有的挑战,如运动舒适度、空间定位精度、性能优化等,同时保持游戏的核心玩法乐趣,为玩家提供沉浸式的俄罗斯方块体验。
第11章 基于HTC VIVE的沉浸式俄罗斯方块开发实践(续)
11.3 游戏系统架构与模块设计
11.3.1 三维游戏场景构建策略
在商业VR项目中,场景构建不仅涉及视觉表现,更关乎性能优化和用户体验。俄罗斯方块的VR化需要将传统的二维网格系统扩展到三维空间,同时保持游戏的核心逻辑不变。我们采用了分层网格系统,其中每一层代表传统俄罗斯方块中的一个"行",而三维扩展则通过深度维度实现。
场景构建的关键技术包括:
- 动态网格生成:根据玩家位置和游戏区域大小实时生成网格系统
- 空间分区:使用八叉树(Octree)技术优化碰撞检测和渲染
- LOD系统:根据方块与玩家的距离动态调整渲染细节
- 实例化渲染:相同类型的方块使用GPU实例化技术减少绘制调用
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace VR.Tetris.Core
{
/// <summary>
/// 三维网格系统
/// 管理游戏区域的方块放置和碰撞检测
/// </summary>
public class Grid3DSystem : MonoBehaviour
{
// 网格配置
[SerializeField]
private GridConfiguration gridConfig;
// 网格数据结构
private Cell[,,] gridCells;
private Octree<Cell> spatialPartition;
// 视觉表示
private GameObject gridVisual;
private Material gridMaterial;
// 性能优化
private List<Cell> dirtyCells = new List<Cell>();
private float lastUpdateTime = 0f;
private const float UPDATE_INTERVAL = 0.1f;
/// <summary>
/// 初始化三维网格
/// </summary>
public void InitializeGrid()
{
// 计算网格尺寸
int width = Mathf.CeilToInt(gridConfig.GridSize.x / gridConfig.CellSize);
int height = Mathf.CeilToInt(gridConfig.GridSize.y / gridConfig.CellSize);
int depth = Mathf.CeilToInt(gridConfig.GridSize.z / gridConfig.CellSize);
// 创建网格数组
gridCells = new Cell[width, height, depth];
// 初始化空间分区
Bounds gridBounds = new Bounds(
gridConfig.GridCenter,
gridConfig.GridSize
);
spatialPartition = new Octree<Cell>(gridBounds, gridConfig.MinNodeSize);
// 初始化所有单元格
for (int x = 0; x < width; x++)
{
for (int y = 0; y < height; y++)
{
for (int z = 0; z < depth; z++)
{
Vector3 cellPosition = GetCellWorldPosition(x, y, z);
Cell cell = new Cell(x, y, z, cellPosition);
gridCells[x, y, z] = cell;
// 添加到空间分区
spatialPartition.Add(cell, cell.Bounds);
}
}
}
// 创建网格可视化
CreateGridVisualization();
Debug.Log($"三维网格初始化完成: {width}x{height}x{depth}");
}
/// <summary>
/// 获取单元格世界坐标
/// </summary>
private Vector3 GetCellWorldPosition(int x, int y, int z)
{
Vector3 startPos = gridConfig.GridCenter - gridConfig.GridSize * 0.5f;
startPos += new Vector3(
x * gridConfig.CellSize + gridConfig.CellSize * 0.5f,
y * gridConfig.CellSize + gridConfig.CellSize * 0.5f,
z * gridConfig.CellSize + gridConfig.CellSize * 0.5f
);
return startPos;
}
/// <summary>
/// 检查方块是否可以放置在指定位置
/// </summary>
public PlacementResult CanPlaceBlock(BlockController block, Vector3 position, Quaternion rotation)
{
if (block == null)
{
return PlacementResult.Invalid;
}
// 获取方块占据的单元格
List<CellOccupancy> occupiedCells = block.GetOccupiedCells(position, rotation);
PlacementResult result = new PlacementResult
{
IsValid = true,
OccupiedCells = new List<Cell>()
};
// 检查每个被占用的单元格
foreach (CellOccupancy occupancy in occupiedCells)
{
// 转换为网格坐标
Vector3Int gridCoords = WorldToGridCoordinates(occupancy.Position);
// 检查边界
if (!IsWithinGridBounds(gridCoords))
{
result.IsValid = false;
result.InvalidReason = "超出网格边界";
return result;
}
// 检查单元格是否已被占用
Cell cell = gridCells[gridCoords.x, gridCoords.y, gridCoords.z];
if (cell.IsOccupied && cell.OccupyingBlock != block)
{
result.IsValid = false;
result.InvalidReason = "单元格已被占用";
result.ConflictingCell = cell;
return result;
}
// 检查支撑条件
if (gridConfig.RequireBottomSupport && !CheckBottomSupport(gridCoords))
{
result.IsValid = false;
result.InvalidReason = "缺乏底部支撑";
return result;
}
result.OccupiedCells.Add(cell);
}
// 检查特殊规则(如悬空检测)
if (gridConfig.EnableOverhangDetection)
{
if (HasUnsupportedOverhang(occupiedCells))
{
result.IsValid = false;
result.InvalidReason = "存在未支撑的悬空部分";
return result;
}
}
return result;
}
/// <summary>
/// 放置方块到网格
/// </summary>
public bool PlaceBlock(BlockController block, Vector3 position, Quaternion rotation)
{
PlacementResult placementCheck = CanPlaceBlock(block, position, rotation);
if (!placementCheck.IsValid)
{
Debug.LogWarning($"无法放置方块: {placementCheck.InvalidReason}");
return false;
}
// 更新单元格状态
foreach (Cell cell in placementCheck.OccupiedCells)
{
cell.OccupyingBlock = block;
cell.IsOccupied = true;
cell.LastUpdateTime = Time.time;
// 标记为脏单元格(需要更新可视化)
MarkCellDirty(cell);
// 更新空间分区
spatialPartition.Update(cell, cell.Bounds);
}
// 检查并清除完整层
CheckForCompleteLayers();
// 更新网格可视化
UpdateGridVisualization();
return true;
}
/// <summary>
/// 检查并清除完整层
/// </summary>
private void CheckForCompleteLayers()
{
List<int> completedLayers = new List<int>();
// 检查每一层(Y轴)
for (int y = 0; y < gridCells.GetLength(1); y++)
{
if (IsLayerComplete(y))
{
completedLayers.Add(y);
}
}
// 清除完整层
foreach (int layerY in completedLayers.OrderByDescending(y => y))
{
ClearLayer(layerY);
ShiftLayersDown(layerY);
// 触发得分事件
OnLayerCleared?.Invoke(layerY, completedLayers.Count);
}
// 如果有多个层同时被清除(俄罗斯方块)
if (completedLayers.Count >= 4)
{
OnTetrisCleared?.Invoke(completedLayers.Count);
}
}
/// <summary>
/// 检查层是否完整
/// </summary>
private bool IsLayerComplete(int layerY)
{
for (int x = 0; x < gridCells.GetLength(0); x++)
{
for (int z = 0; z < gridCells.GetLength(2); z++)
{
if (!gridCells[x, layerY, z].IsOccupied)
{
return false;
}
}
}
return true;
}
/// <summary>
/// 清除指定层
/// </summary>
private void ClearLayer(int layerY)
{
for (int x = 0; x < gridCells.GetLength(0); x++)
{
for (int z = 0; z < gridCells.GetLength(2); z++)
{
Cell cell = gridCells[x, layerY, z];
if (cell.OccupyingBlock != null)
{
// 通知方块被清除
cell.OccupyingBlock.OnClearedFromGrid();
}
cell.OccupyingBlock = null;
cell.IsOccupied = false;
MarkCellDirty(cell);
}
}
}
/// <summary>
/// 将上层向下移动
/// </summary>
private void ShiftLayersDown(int clearedLayerY)
{
for (int y = clearedLayerY + 1; y < gridCells.GetLength(1); y++)
{
for (int x = 0; x < gridCells.GetLength(0); x++)
{
for (int z = 0; z < gridCells.GetLength(2); z++)
{
Cell currentCell = gridCells[x, y, z];
Cell cellBelow = gridCells[x, y - 1, z];
if (currentCell.IsOccupied && currentCell.OccupyingBlock != null)
{
// 移动方块到下层
cellBelow.OccupyingBlock = currentCell.OccupyingBlock;
cellBelow.IsOccupied = true;
// 更新方块位置
Vector3 newPosition = GetCellWorldPosition(x, y - 1, z);
cellBelow.OccupyingBlock.MoveTo(newPosition);
// 清除原单元格
currentCell.OccupyingBlock = null;
currentCell.IsOccupied = false;
// 标记单元格更新
MarkCellDirty(currentCell);
MarkCellDirty(cellBelow);
}
}
}
}
}
/// <summary>
/// 世界坐标转换为网格坐标
/// </summary>
private Vector3Int WorldToGridCoordinates(Vector3 worldPosition)
{
Vector3 localPos = worldPosition - (gridConfig.GridCenter - gridConfig.GridSize * 0.5f);
int x = Mathf.FloorToInt(localPos.x / gridConfig.CellSize);
int y = Mathf.FloorToInt(localPos.y / gridConfig.CellSize);
int z = Mathf.FloorToInt(localPos.z / gridConfig.CellSize);
return new Vector3Int(x, y, z);
}
/// <summary>
/// 检查是否在网格边界内
/// </summary>
private bool IsWithinGridBounds(Vector3Int gridCoords)
{
return gridCoords.x >= 0 && gridCoords.x < gridCells.GetLength(0) &&
gridCoords.y >= 0 && gridCoords.y < gridCells.GetLength(1) &&
gridCoords.z >= 0 && gridCoords.z < gridCells.GetLength(2);
}
/// <summary>
/// 检查底部支撑
/// </summary>
private bool CheckBottomSupport(Vector3Int gridCoords)
{
// 如果是最底层,始终有支撑
if (gridCoords.y == 0)
{
return true;
}
// 检查正下方的单元格
Vector3Int belowCoords = new Vector3Int(
gridCoords.x,
gridCoords.y - 1,
gridCoords.z
);
if (IsWithinGridBounds(belowCoords))
{
return gridCells[belowCoords.x, belowCoords.y, belowCoords.z].IsOccupied;
}
return false;
}
/// <summary>
/// 检查未支撑的悬空
/// </summary>
private bool HasUnsupportedOverhang(List<CellOccupancy> occupiedCells)
{
// 分组按Y坐标
var groupsByHeight = occupiedCells.GroupBy(oc => oc.GridPosition.y);
foreach (var heightGroup in groupsByHeight)
{
int currentHeight = heightGroup.Key;
// 检查每个占据的单元格
foreach (CellOccupancy occupancy in heightGroup)
{
// 检查所有可能的支撑方向
bool hasSupport = CheckSupportInDirection(occupancy.GridPosition, Vector3Int.down) ||
CheckSupportInDirection(occupancy.GridPosition, Vector3Int.left) ||
CheckSupportInDirection(occupancy.GridPosition, Vector3Int.right) ||
CheckSupportInDirection(occupancy.GridPosition, Vector3Int.forward) ||
CheckSupportInDirection(occupancy.GridPosition, Vector3Int.back);
if (!hasSupport && currentHeight > 0)
{
return true;
}
}
}
return false;
}
/// <summary>
/// 检查指定方向的支撑
/// </summary>
private bool CheckSupportInDirection(Vector3Int gridPos, Vector3Int direction)
{
Vector3Int checkPos = gridPos + direction;
while (IsWithinGridBounds(checkPos))
{
if (gridCells[checkPos.x, checkPos.y, checkPos.z].IsOccupied)
{
return true;
}
// 如果到达边界或遇到空洞,继续检查
checkPos += direction;
}
return false;
}
/// <summary>
/// 标记单元格为脏(需要更新)
/// </summary>
private void MarkCellDirty(Cell cell)
{
if (!dirtyCells.Contains(cell))
{
dirtyCells.Add(cell);
}
// 延迟更新,避免每帧都更新
if (Time.time - lastUpdateTime > UPDATE_INTERVAL)
{
ProcessDirtyCells();
}
}
/// <summary>
/// 处理脏单元格
/// </summary>
private void ProcessDirtyCells()
{
foreach (Cell cell in dirtyCells)
{
UpdateCellVisualization(cell);
}
dirtyCells.Clear();
lastUpdateTime = Time.time;
}
/// <summary>
/// 创建网格可视化
/// </summary>
private void CreateGridVisualization()
{
if (gridConfig.ShowGridVisualization)
{
gridVisual = new GameObject("GridVisualization");
gridVisual.transform.SetParent(transform);
// 创建网格渲染器
MeshFilter meshFilter = gridVisual.AddComponent<MeshFilter>();
MeshRenderer meshRenderer = gridVisual.AddComponent<MeshRenderer>();
// 生成网格
Mesh gridMesh = GenerateGridMesh();
meshFilter.mesh = gridMesh;
// 设置材质
gridMaterial = new Material(Shader.Find("Unlit/Transparent"));
gridMaterial.color = gridConfig.GridLineColor;
meshRenderer.material = gridMaterial;
// 设置图层
gridVisual.layer = LayerMask.NameToLayer("Grid");
}
}
/// <summary>
/// 生成网格线框
/// </summary>
private Mesh GenerateGridMesh()
{
Mesh mesh = new Mesh();
List<Vector3> vertices = new List<Vector3>();
List<int> indices = new List<int>();
int width = gridCells.GetLength(0);
int height = gridCells.GetLength(1);
int depth = gridCells.GetLength(2);
// 生成垂直线条
for (int x = 0; x <= width; x++)
{
for (int z = 0; z <= depth; z++)
{
Vector3 bottom = GetCellWorldPosition(x, 0, z);
Vector3 top = GetCellWorldPosition(x, height, z);
vertices.Add(bottom);
vertices.Add(top);
indices.Add(vertices.Count - 2);
indices.Add(vertices.Count - 1);
}
}
// 生成水平线条(X方向)
for (int y = 0; y <= height; y++)
{
for (int z = 0; z <= depth; z++)
{
Vector3 left = GetCellWorldPosition(0, y, z);
Vector3 right = GetCellWorldPosition(width, y, z);
vertices.Add(left);
vertices.Add(right);
indices.Add(vertices.Count - 2);
indices.Add(vertices.Count - 1);
}
}
// 生成水平线条(Z方向)
for (int y = 0; y <= height; y++)
{
for (int x = 0; x <= width; x++)
{
Vector3 front = GetCellWorldPosition(x, y, 0);
Vector3 back = GetCellWorldPosition(x, y, depth);
vertices.Add(front);
vertices.Add(back);
indices.Add(vertices.Count - 2);
indices.Add(vertices.Count - 1);
}
}
mesh.vertices = vertices.ToArray();
mesh.SetIndices(indices.ToArray(), MeshTopology.Lines, 0);
mesh.RecalculateBounds();
return mesh;
}
/// <summary>
/// 更新单元格可视化
/// </summary>
private void UpdateCellVisualization(Cell cell)
{
// 在商业项目中,这里会更新单元格的视觉效果
// 例如:高亮被占用的单元格,显示支撑状态等
if (cell.VisualInstance != null)
{
// 更新材质颜色
Renderer renderer = cell.VisualInstance.GetComponent<Renderer>();
if (renderer != null)
{
Color cellColor = cell.IsOccupied ?
gridConfig.OccupiedCellColor :
gridConfig.EmptyCellColor;
if (cell.IsDirty)
{
cellColor = gridConfig.DirtyCellColor;
}
renderer.material.color = cellColor;
}
cell.IsDirty = false;
}
}
/// <summary>
/// 更新网格可视化
/// </summary>
private void UpdateGridVisualization()
{
// 在需要时重新生成网格线框
if (gridVisual != null && gridConfig.DynamicGridUpdate)
{
MeshFilter meshFilter = gridVisual.GetComponent<MeshFilter>();
if (meshFilter != null)
{
meshFilter.mesh = GenerateGridMesh();
}
}
}
// 事件定义
public delegate void LayerClearedHandler(int layerY, int layersCleared);
public event LayerClearedHandler OnLayerCleared;
public delegate void TetrisClearedHandler(int layersCleared);
public event TetrisClearedHandler OnTetrisCleared;
}
/// <summary>
/// 网格单元格
/// </summary>
public class Cell
{
public int X { get; private set; }
public int Y { get; private set; }
public int Z { get; private set; }
public Vector3 WorldPosition { get; private set; }
public Bounds Bounds { get; private set; }
public bool IsOccupied { get; set; }
public BlockController OccupyingBlock { get; set; }
public GameObject VisualInstance { get; set; }
public bool IsDirty { get; set; }
public float LastUpdateTime { get; set; }
public Cell(int x, int y, int z, Vector3 worldPosition)
{
X = x;
Y = y;
Z = z;
WorldPosition = worldPosition;
Bounds = new Bounds(worldPosition, Vector3.one * 0.9f); // 稍微小于单元格大小
IsOccupied = false;
IsDirty = false;
}
}
/// <summary>
/// 单元格占用信息
/// </summary>
public struct CellOccupancy
{
public Vector3 Position;
public Vector3Int GridPosition;
public BlockController Block;
public CellOccupancy(Vector3 position, Vector3Int gridPos, BlockController block)
{
Position = position;
GridPosition = gridPos;
Block = block;
}
}
/// <summary>
/// 放置结果
/// </summary>
public struct PlacementResult
{
public bool IsValid;
public string InvalidReason;
public List<Cell> OccupiedCells;
public Cell ConflictingCell;
public static PlacementResult Invalid => new PlacementResult
{
IsValid = false,
InvalidReason = "无效放置"
};
}
/// <summary>
/// 网格配置
/// </summary>
[System.Serializable]
public class GridConfiguration
{
[Header("网格尺寸")]
public Vector3 GridSize = new Vector3(10, 20, 5);
public Vector3 GridCenter = Vector3.zero;
public float CellSize = 1.0f;
public float MinNodeSize = 2.0f; // 八叉树最小节点尺寸
[Header("游戏规则")]
public bool RequireBottomSupport = true;
public bool EnableOverhangDetection = false;
public float GravityStrength = 9.8f;
[Header("可视化")]
public bool ShowGridVisualization = true;
public Color GridLineColor = new Color(0.5f, 0.5f, 0.5f, 0.3f);
public Color OccupiedCellColor = Color.blue;
public Color EmptyCellColor = Color.clear;
public Color DirtyCellColor = Color.yellow;
public bool DynamicGridUpdate = true;
}
}
11.3.2 模块化架构设计与通信机制
在商业VR项目中,模块化架构是确保代码可维护性和团队协作效率的关键。我们采用基于组件的架构模式,每个核心功能都被封装为独立的模块,通过事件驱动的方式相互通信。
架构设计原则:
- 单一职责:每个模块只负责一个特定的功能
- 依赖倒置:高层模块不依赖低层模块,两者都依赖抽象
- 事件驱动:模块间通过事件系统解耦
- 可测试性:每个模块都可以独立测试
using UnityEngine;
using System;
using System.Collections.Generic;
using UnityEngine.Events;
namespace VR.Tetris.Architecture
{
/// <summary>
/// 游戏事件系统
/// 提供模块间解耦的通信机制
/// </summary>
public class GameEventSystem : MonoBehaviour
{
private static GameEventSystem instance;
public static GameEventSystem Instance
{
get
{
if (instance == null)
{
instance = FindObjectOfType<GameEventSystem>();
if (instance == null)
{
GameObject go = new GameObject("GameEventSystem");
instance = go.AddComponent<GameEventSystem>();
DontDestroyOnLoad(go);
}
}
return instance;
}
}
// 事件字典
private Dictionary<Type, List<object>> eventListeners =
new Dictionary<Type, List<object>>();
// 延迟事件队列
private Queue<DelayedEvent> delayedEvents = new Queue<DelayedEvent>();
/// <summary>
/// 注册事件监听器
/// </summary>
public void RegisterListener<T>(UnityAction<T> listener) where T : GameEvent
{
Type eventType = typeof(T);
if (!eventListeners.ContainsKey(eventType))
{
eventListeners[eventType] = new List<object>();
}
eventListeners[eventType].Add(listener);
}
/// <summary>
/// 取消注册事件监听器
/// </summary>
public void UnregisterListener<T>(UnityAction<T> listener) where T : GameEvent
{
Type eventType = typeof(T);
if (eventListeners.ContainsKey(eventType))
{
eventListeners[eventType].Remove(listener);
if (eventListeners[eventType].Count == 0)
{
eventListeners.Remove(eventType);
}
}
}
/// <summary>
/// 触发事件(立即执行)
/// </summary>
public void TriggerEvent<T>(T gameEvent) where T : GameEvent
{
Type eventType = typeof(T);
if (eventListeners.ContainsKey(eventType))
{
// 复制列表以避免在迭代时修改
List<object> listeners = new List<object>(eventListeners[eventType]);
foreach (object listenerObj in listeners)
{
UnityAction<T> listener = listenerObj as UnityAction<T>;
if (listener != null)
{
try
{
listener.Invoke(gameEvent);
}
catch (Exception e)
{
Debug.LogError($"事件处理出错: {e.Message}");
}
}
}
}
// 记录事件到分析系统
LogEventForAnalytics(gameEvent);
}
/// <summary>
/// 触发延迟事件
/// </summary>
public void TriggerEventDelayed<T>(T gameEvent, float delay) where T : GameEvent
{
DelayedEvent delayedEvent = new DelayedEvent
{
Event = gameEvent,
TriggerTime = Time.time + delay,
EventType = typeof(T)
};
delayedEvents.Enqueue(delayedEvent);
}
/// <summary>
/// 每帧更新
/// </summary>
private void Update()
{
// 处理延迟事件
ProcessDelayedEvents();
}
/// <summary>
/// 处理延迟事件
/// </summary>
private void ProcessDelayedEvents()
{
int eventsToProcess = delayedEvents.Count;
for (int i = 0; i < eventsToProcess; i++)
{
DelayedEvent delayedEvent = delayedEvents.Dequeue();
if (Time.time >= delayedEvent.TriggerTime)
{
// 使用反射触发事件
MethodInfo method = typeof(GameEventSystem).GetMethod("TriggerEvent");
MethodInfo genericMethod = method.MakeGenericMethod(delayedEvent.EventType);
genericMethod.Invoke(this, new object[] { delayedEvent.Event });
}
else
{
// 重新加入队列
delayedEvents.Enqueue(delayedEvent);
}
}
}
/// <summary>
/// 记录事件用于分析
/// </summary>
private void LogEventForAnalytics(GameEvent gameEvent)
{
// 商业项目中会发送到分析服务
AnalyticsEventData eventData = new AnalyticsEventData
{
EventType = gameEvent.GetType().Name,
Timestamp = DateTime.UtcNow,
EventData = gameEvent.GetAnalyticsData()
};
AnalyticsManager.Instance.LogEvent(eventData);
}
/// <summary>
/// 清理所有监听器
/// </summary>
public void ClearAllListeners()
{
eventListeners.Clear();
delayedEvents.Clear();
}
/// <summary>
/// 延迟事件结构
/// </summary>
private struct DelayedEvent
{
public GameEvent Event;
public float TriggerTime;
public Type EventType;
}
}
/// <summary>
/// 游戏事件基类
/// </summary>
public abstract class GameEvent
{
public float Timestamp { get; private set; }
protected GameEvent()
{
Timestamp = Time.time;
}
public virtual Dictionary<string, object> GetAnalyticsData()
{
return new Dictionary<string, object>
{
{ "timestamp", Timestamp }
};
}
}
/// <summary>
/// 方块放置事件
/// </summary>
public class BlockPlacedEvent : GameEvent
{
public BlockType BlockType { get; private set; }
public Vector3 Position { get; private set; }
public Quaternion Rotation { get; private set; }
public float PlacementTime { get; private set; }
public BlockPlacedEvent(BlockType blockType, Vector3 position, Quaternion rotation, float placementTime)
{
BlockType = blockType;
Position = position;
Rotation = rotation;
PlacementTime = placementTime;
}
public override Dictionary<string, object> GetAnalyticsData()
{
Dictionary<string, object> data = base.GetAnalyticsData();
data.Add("block_type", BlockType.ToString());
data.Add("position", Position.ToString());
data.Add("rotation", Rotation.eulerAngles.ToString());
data.Add("placement_time", PlacementTime);
return data;
}
}
/// <summary>
/// 层清除事件
/// </summary>
public class LayerClearedEvent : GameEvent
{
public int LayerY { get; private set; }
public int LayersCleared { get; private set; }
public int ScoreAwarded { get; private set; }
public LayerClearedEvent(int layerY, int layersCleared, int scoreAwarded)
{
LayerY = layerY;
LayersCleared = layersCleared;
ScoreAwarded = scoreAwarded;
}
public override Dictionary<string, object> GetAnalyticsData()
{
Dictionary<string, object> data = base.GetAnalyticsData();
data.Add("layer_y", LayerY);
data.Add("layers_cleared", LayersCleared);
data.Add("score_awarded", ScoreAwarded);
return data;
}
}
/// <summary>
/// 游戏状态变更事件
/// </summary>
public class GameStateChangedEvent : GameEvent
{
public GameState PreviousState { get; private set; }
public GameState NewState { get; private set; }
public GameStateChangedEvent(GameState previousState, GameState newState)
{
PreviousState = previousState;
NewState = newState;
}
public override Dictionary<string, object> GetAnalyticsData()
{
Dictionary<string, object> data = base.GetAnalyticsData();
data.Add("previous_state", PreviousState.ToString());
data.Add("new_state", NewState.ToString());
return data;
}
}
/// <summary>
/// 输入事件
/// </summary>
public class InputEvent : GameEvent
{
public InputType InputType { get; private set; }
public Vector3 InputPosition { get; private set; }
public Quaternion InputRotation { get; private set; }
public float InputStrength { get; private set; }
public InputEvent(InputType inputType, Vector3 position, Quaternion rotation, float strength)
{
InputType = inputType;
InputPosition = position;
InputRotation = rotation;
InputStrength = strength;
}
public override Dictionary<string, object> GetAnalyticsData()
{
Dictionary<string, object> data = base.GetAnalyticsData();
data.Add("input_type", InputType.ToString());
data.Add("input_position", InputPosition.ToString());
data.Add("input_strength", InputStrength);
return data;
}
}
/// <summary>
/// 服务定位器
/// 提供全局服务访问
/// </summary>
public class ServiceLocator : MonoBehaviour
{
private static ServiceLocator instance;
private Dictionary<Type, object> services = new Dictionary<Type, object>();
public static ServiceLocator Instance
{
get
{
if (instance == null)
{
instance = FindObjectOfType<ServiceLocator>();
if (instance == null)
{
GameObject go = new GameObject("ServiceLocator");
instance = go.AddComponent<ServiceLocator>();
DontDestroyOnLoad(go);
}
}
return instance;
}
}
/// <summary>
/// 注册服务
/// </summary>
public void RegisterService<T>(T serviceInstance) where T : class
{
Type serviceType = typeof(T);
if (services.ContainsKey(serviceType))
{
Debug.LogWarning($"服务 {serviceType.Name} 已注册,将被覆盖");
}
services[serviceType] = serviceInstance;
Debug.Log($"服务注册: {serviceType.Name}");
}
/// <summary>
/// 获取服务
/// </summary>
public T GetService<T>() where T : class
{
Type serviceType = typeof(T);
if (services.ContainsKey(serviceType))
{
return services[serviceType] as T;
}
// 尝试查找场景中的实例
T foundService = FindObjectOfType<T>();
if (foundService != null)
{
RegisterService(foundService);
return foundService;
}
Debug.LogError($"未找到服务: {serviceType.Name}");
return null;
}
/// <summary>
/// 注销服务
/// </summary>
public void UnregisterService<T>() where T : class
{
Type serviceType = typeof(T);
if (services.ContainsKey(serviceType))
{
services.Remove(serviceType);
Debug.Log($"服务注销: {serviceType.Name}");
}
}
/// <summary>
/// 清理所有服务
/// </summary>
public void ClearAllServices()
{
services.Clear();
Debug.Log("所有服务已清理");
}
/// <summary>
/// 初始化核心服务
/// </summary>
public void InitializeCoreServices()
{
// 确保事件系统存在
GameEventSystem eventSystem = GameEventSystem.Instance;
RegisterService(eventSystem);
// 确保输入管理器存在
InputManager inputManager = InputManager.Instance;
if (inputManager != null)
{
RegisterService(inputManager);
}
// 确保音频管理器存在
AudioManager audioManager = AudioManager.Instance;
if (audioManager != null)
{
RegisterService(audioManager);
}
// 确保UI管理器存在
UIManager uiManager = UIManager.Instance;
if (uiManager != null)
{
RegisterService(uiManager);
}
Debug.Log("核心服务初始化完成");
}
}
/// <summary>
/// 模块基类
/// </summary>
public abstract class GameModule : MonoBehaviour
{
protected GameEventSystem eventSystem;
protected ServiceLocator serviceLocator;
/// <summary>
/// 初始化模块
/// </summary>
public virtual void Initialize()
{
eventSystem = GameEventSystem.Instance;
serviceLocator = ServiceLocator.Instance;
RegisterEventListeners();
Debug.Log($"{GetType().Name} 模块初始化完成");
}
/// <summary>
/// 注册事件监听器
/// </summary>
protected abstract void RegisterEventListeners();
/// <summary>
/// 清理模块
/// </summary>
public virtual void Cleanup()
{
UnregisterEventListeners();
Debug.Log($"{GetType().Name} 模块清理完成");
}
/// <summary>
/// 取消注册事件监听器
/// </summary>
protected abstract void UnregisterEventListeners();
/// <summary>
/// 获取服务
/// </summary>
protected T GetService<T>() where T : class
{
return serviceLocator.GetService<T>();
}
/// <summary>
/// 触发事件
/// </summary>
protected void TriggerEvent<T>(T gameEvent) where T : GameEvent
{
eventSystem.TriggerEvent(gameEvent);
}
}
/// <summary>
/// 方块管理器模块
/// </summary>
public class BlockManagerModule : GameModule
{
private List<BlockController> activeBlocks = new List<BlockController>();
private BlockSpawner spawner;
[SerializeField]
private BlockPoolConfiguration poolConfig;
private ObjectPool<BlockController> blockPool;
/// <summary>
/// 初始化
/// </summary>
public override void Initialize()
{
base.Initialize();
// 初始化对象池
InitializeBlockPool();
// 获取生成器
spawner = GetService<BlockSpawner>();
if (spawner != null)
{
spawner.Initialize(this);
}
Debug.Log("方块管理器初始化完成");
}
/// <summary>
/// 初始化方块对象池
/// </summary>
private void InitializeBlockPool()
{
blockPool = new ObjectPool<BlockController>(
CreateBlockInstance,
OnBlockTakenFromPool,
OnBlockReturnedToPool,
DestroyBlockInstance,
poolConfig.PreloadCount,
poolConfig.MaxPoolSize
);
Debug.Log($"方块对象池初始化: 预加载{poolConfig.PreloadCount}个实例");
}
/// <summary>
/// 创建方块实例
/// </summary>
private BlockController CreateBlockInstance()
{
// 创建通用方块预制体
GameObject blockObj = new GameObject("Block");
BlockController block = blockObj.AddComponent<BlockController>();
// 添加必要的组件
blockObj.AddComponent<Rigidbody>();
blockObj.AddComponent<BoxCollider>();
// 设置为不活跃
blockObj.SetActive(false);
return block;
}
/// <summary>
/// 从对象池获取方块
/// </summary>
public BlockController GetBlockFromPool(BlockType blockType, Vector3 position, Quaternion rotation)
{
BlockController block = blockPool.Get();
if (block != null)
{
// 配置方块
block.Initialize(blockType);
block.transform.position = position;
block.transform.rotation = rotation;
block.gameObject.SetActive(true);
// 添加到活动列表
activeBlocks.Add(block);
// 触发事件
TriggerEvent(new BlockSpawnedEvent(blockType, position, rotation));
}
return block;
}
/// <summary>
/// 返回方块到对象池
/// </summary>
public void ReturnBlockToPool(BlockController block)
{
if (block != null)
{
// 从活动列表移除
activeBlocks.Remove(block);
// 重置方块状态
block.ResetState();
block.gameObject.SetActive(false);
// 返回对象池
blockPool.Release(block);
// 触发事件
TriggerEvent(new BlockDespawnedEvent(block.BlockType));
}
}
/// <summary>
/// 方块从池中取出时的处理
/// </summary>
private void OnBlockTakenFromPool(BlockController block)
{
// 可以在这里执行初始化逻辑
block.gameObject.SetActive(true);
}
/// <summary>
/// 方块返回池中的处理
/// </summary>
private void OnBlockReturnedToPool(BlockController block)
{
// 可以在这里执行清理逻辑
block.gameObject.SetActive(false);
}
/// <summary>
/// 销毁方块实例
/// </summary>
private void DestroyBlockInstance(BlockController block)
{
if (block != null)
{
Destroy(block.gameObject);
}
}
/// <summary>
/// 注册事件监听器
/// </summary>
protected override void RegisterEventListeners()
{
eventSystem.RegisterListener<BlockPlacedEvent>(OnBlockPlaced);
eventSystem.RegisterListener<LayerClearedEvent>(OnLayerCleared);
eventSystem.RegisterListener<GameOverEvent>(OnGameOver);
}
/// <summary>
/// 取消注册事件监听器
/// </summary>
protected override void UnregisterEventListeners()
{
eventSystem.UnregisterListener<BlockPlacedEvent>(OnBlockPlaced);
eventSystem.UnregisterListener<LayerClearedEvent>(OnLayerCleared);
eventSystem.UnregisterListener<GameOverEvent>(OnGameOver);
}
/// <summary>
/// 方块放置事件处理
/// </summary>
private void OnBlockPlaced(BlockPlacedEvent evt)
{
// 更新方块状态
// 商业项目中可能会更新方块的可交互状态
}
/// <summary>
/// 层清除事件处理
/// </summary>
private void OnLayerCleared(LayerClearedEvent evt)
{
// 清除被标记为销毁的方块
CleanupDestroyedBlocks();
}
/// <summary>
/// 游戏结束事件处理
/// </summary>
private void OnGameOver(GameOverEvent evt)
{
// 清理所有方块
ClearAllBlocks();
}
/// <summary>
/// 清理所有方块
/// </summary>
public void ClearAllBlocks()
{
foreach (BlockController block in activeBlocks.ToArray())
{
ReturnBlockToPool(block);
}
activeBlocks.Clear();
}
/// <summary>
/// 清理被销毁的方块
/// </summary>
private void CleanupDestroyedBlocks()
{
for (int i = activeBlocks.Count - 1; i >= 0; i--)
{
BlockController block = activeBlocks[i];
if (block == null || block.ShouldBeDestroyed)
{
if (block != null)
{
ReturnBlockToPool(block);
}
activeBlocks.RemoveAt(i);
}
}
}
/// <summary>
/// 获取活跃方块数量
/// </summary>
public int GetActiveBlockCount()
{
return activeBlocks.Count;
}
/// <summary>
/// 获取对象池统计
/// </summary>
public PoolStatistics GetPoolStatistics()
{
return new PoolStatistics
{
ActiveCount = activeBlocks.Count,
PooledCount = blockPool.CountInactive,
TotalCreated = blockPool.CountAll
};
}
}
/// <summary>
/// 对象池配置
/// </summary>
[System.Serializable]
public class BlockPoolConfiguration
{
public int PreloadCount = 20;
public int MaxPoolSize = 100;
public bool AutoExpand = true;
public int ExpandAmount = 10;
}
/// <summary>
/// 对象池统计
/// </summary>
public struct PoolStatistics
{
public int ActiveCount;
public int PooledCount;
public int TotalCreated;
public override string ToString()
{
return $"对象池统计: 活跃={ActiveCount}, 池中={PooledCount}, 总计={TotalCreated}";
}
}
// 枚举定义
public enum BlockType
{
I, J, L, O, S, T, Z
}
public enum GameState
{
Menu,
Playing,
Paused,
GameOver
}
public enum InputType
{
Grab,
Rotate,
Menu,
Touchpad
}
}
由于篇幅限制,本文展示了游戏系统架构和模块化设计的关键部分。在完整的商业VR项目中,还需要实现UI系统、排行榜功能、多人游戏支持、云存档等高级功能。每个模块都需要经过充分的测试和性能优化,确保在HTC VIVE等VR设备上提供流畅的体验。
接下来的开发工作应包括:
- 完善方块物理行为
- 实现高级视觉效果(粒子系统、发光效果)
- 添加背景音乐和环境音效
- 实现成就系统
- 添加教程和新手引导
- 进行跨平台适配测试
通过模块化架构和事件驱动设计,项目可以保持良好的扩展性和可维护性,便于后续功能迭代和团队协作开发。
这里是一个专注于游戏开发的社区,我们致力于为广大游戏爱好者提供一个良好的学习和交流平台。我们的专区包含了各大流行引擎的技术博文,涵盖了从入门到进阶的各个阶段,无论你是初学者还是资深开发者,都能在这里找到适合自己的内容。除此之外,我们还会不定期举办游戏开发相关的活动,让大家更好地交流互动。加入我们,一起探索游戏开发的奥秘吧!
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