核心玩法循环架构
// GameManager.cs 简化框架
public class GameManager : MonoBehaviour
{
public static GameManager Instance;
public int Currency { get; private set; }
public List<Customer> ActiveCustomers = new List<Customer>();
void Awake() => Instance = this;
// 经济系统核心
public void EarnCoins(int amount)
{
Currency += amount;
UIManager.Instance.UpdateCurrencyUI(); // 实时更新UI
}
}
食材与料理系统开发
数据驱动设计 (ScriptableObject)

// SushiRecipe.cs
[CreateAssetMenu(fileName = "NewRecipe", menuName = "Sushi/Recipe")]
public class SushiRecipe : ScriptableObject
{
public string sushiName;
public Sprite icon;
public IngredientType[] requiredIngredients; // 枚举定义食材类型
public int basePrice;
public float preparationTime;
}
动态食材组合验证
// CookingStation.cs
public bool ValidateRecipe(List<Ingredient> playerIngredients, SushiRecipe recipe)
{
// 数量校验
if (playerIngredients.Count != recipe.requiredIngredients.Length) return false;
// 类型匹配校验(考虑顺序无关性)
var playerIngTypes = playerIngredients.Select(i => i.type).ToList();
var requiredTypes = new List<IngredientType>(recipe.requiredIngredients);
return playerIngTypes.All(requiredTypes.Remove);
}
顾客AI行为树实现
顾客状态机 (State Pattern)
// CustomerState.cs
public interface ICustomerState
{
void EnterState(Customer customer);
void UpdateState(Customer customer);
void ExitState(Customer customer);
}
// 等待点餐状态
public class WaitingState : ICustomerState
{
public void EnterState(Customer customer)
{
customer.ShowThoughtBubble(IngredientType.Salmon); // 随机显示需求
customer.StartCoroutine(PatienceCountdown());
}
IEnumerator PatienceCountdown()
{
float timer = customer.MaxPatience;
while (timer > 0)
{
timer -= Time.deltaTime;
customer.UpdatePatienceBar(timer / customer.MaxPatience);
yield return null;
}
customer.ChangeState(new AngryState()); // 超时转换状态
}
}
厨具物理交互关键技术
拖拽操作优化方案
// DraggableItem.cs
void OnMouseDown()
{
_originalPos = transform.position;
_collider.enabled = false; // 避免自碰撞干扰
}
void OnMouseDrag()
{
Vector3 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
transform.position = new Vector3(mousePos.x, mousePos.y, 0); // 锁定Z轴
}
void OnMouseUp()
{
_collider.enabled = true;
// 检测是否在砧板区域
Collider2D hit = Physics2D.OverlapCircle(transform.position, 0.5f, choppingLayer);
if (hit) StartChoppingProcess();
else ReturnToOriginalPosition();
}
经济系统深度设计
动态定价算法

// PriceManager.cs
public int CalculateFinalPrice(SushiRecipe recipe)
{
float basePrice = recipe.basePrice;
// 1. 食材新鲜度加成 (0.8~1.2倍)
float freshnessModifier = 0.8f + (GetAverageFreshness() 0.4f);
// 2. 顾客等待时间惩罚 (0.7~1.0倍)
float waitModifier = Mathf.Clamp(1 - (currentCustomer.WaitTime / 60f), 0.7f, 1f);
// 3. 店铺声望加成 (1.0~1.5倍)
float reputationModifier = 1 + (ReputationSystem.Instance.Level 0.1f);
return Mathf.RoundToInt(basePrice freshnessModifier waitModifier reputationModifier);
}
性能优化关键点
-
对象池管理厨具
public class KnifePool : MonoBehaviour { public GameObject knifePrefab; public int poolSize = 5; private Queue<GameObject> _availableKnives = new Queue<GameObject>(); void Start() { for (int i = 0; i < poolSize; i++) { GameObject knife = Instantiate(knifePrefab); knife.SetActive(false); _availableKnives.Enqueue(knife); } } public GameObject GetKnife() { if (_availableKnives.Count > 0) { GameObject knife = _availableKnives.Dequeue(); knife.SetActive(true); return knife; } return Instantiate(knifePrefab); // 动态扩容 } } -
AI计算分帧处理
// CustomerManager.cs void Update() { // 每帧只更新1/5的顾客 int updateCount = Mathf.CeilToInt(ActiveCustomers.Count / 5f); for (int i = 0; i < updateCount; i++) { int index = (_lastUpdatedIndex + i) % ActiveCustomers.Count; ActiveCustomers[index].ManualUpdate(); } _lastUpdatedIndex = (_lastUpdatedIndex + updateCount) % ActiveCustomers.Count; }
数据持久化策略
// 使用JSON + AES加密
public void SaveGameData()
{
GameData data = new GameData
{
currency = GameManager.Instance.Currency,
unlockedRecipes = RecipeManager.GetUnlockedIDs(),
shopLevel = UpgradeManager.CurrentLevel
};
string json = JsonUtility.ToJson(data);
string encrypted = AESEncryptor.Encrypt(json, SECRET_KEY);
File.WriteAllText(SAVE_PATH, encrypted);
}
开发避坑指南:
- 食材碰撞优化: 将砧板碰撞体设为Trigger,通过
OnTriggerStay2D持续检测,避免物理引擎误判 - 订单状态同步: 使用事件机制(
Action)通知UI更新,取代每帧查询 - 移动端触控适配: 用
Input.touches替代鼠标事件,实现多指触控支持
深度思考: 为何顶级料理模拟游戏都采用”有限状态机+行为树”的AI架构?
答案在于其能优雅处理顾客”点餐→等待→进食→离开”的状态跃迁,同时支持插入”催促””加菜”等复合行为,远比简单脚本更易维护扩展。
您在开发厨具交互系统时是否遇到物理碰撞不可靠的问题?欢迎分享您的解决思路或遇到的挑战!
原创文章,作者:世雄 - 原生数据库架构专家,如若转载,请注明出处:https://idctop.com/article/29680.html