Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
CharacterStats.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.Antlr3.Runtime.Misc;
using UnityEngine;
public enum StatType
{
strength,
agility,
intelligence,
vitality,
damage,
critChance,
critPower,
Health,
armor,
evasion,
magicResistance,
fireDamage,
iceDamage,
lightingDamage
}
public class CharacterStats : MonoBehaviour
{
private EntityFX fx;
[Header("Major stats")]
public Stat strength; // 力量 增伤1点 爆伤增加 1% 物抗
public Stat agility;// 敏捷 闪避 1% 闪避几率增加 1%
public Stat intelligence;// 1 点 魔法伤害 1点魔抗
public Stat vitality;//加血的
[Header("Offensive stats")]
public Stat damage;
public Stat critChance; // 暴击率
public Stat critPower; //150% 爆伤
[Header("Defensive stats")]
public Stat Health;
public Stat armor;
public Stat evasion;//闪避值
public Stat magicResistance;
[Header("Magic stats")]
public Stat fireDamage;
public Stat iceDamage;
public Stat lightingDamage;
public bool isIgnited; // 持续烧伤
public bool isChilded; // 削弱护甲 20%
public bool isShocked; // 降低敌人命中率
[SerializeField] private float ailmentsDuration = 4;
private float ignitedTimer;
private float chilledTimer;
private float shockedTimer;
private float igniteDamageCooldown = .3f;
private float ignitedDamageTimer;
private int igniteDamage;
[SerializeField] private GameObject shockStrikePrefab;
private int shockDamage;
public System.Action onHealthChanged;//使角色在Stat里调用UI层的函数
//此函数调用了更新HealthUI函数
public bool isDead { get; private set; }
private bool isVulnerable;//脆弱效果
[SerializeField] public int currentHealth;
protected virtual void Start()
{
critPower.SetDefaultValue(150);//设置默认爆伤
currentHealth = GetMaxHealthValue();
fx = GetComponent<EntityFX>();
}
public void MakeVulnerableFor(float _duration) => StartCoroutine(VulnerableCorutine(_duration));//脆弱效果函数
private IEnumerator VulnerableCorutine(float _duration)
{
isVulnerable = true;
yield return new WaitForSeconds(_duration);
isVulnerable = false;
}
protected virtual void Update()
{
//所有的状态都设置上默认持续时间,持续过了就结束状态
ignitedTimer -= Time.deltaTime;
chilledTimer -= Time.deltaTime;
shockedTimer -= Time.deltaTime;
ignitedDamageTimer -= Time.deltaTime;
if (ignitedTimer < 0)
isIgnited = false;
if (chilledTimer < 0)
isChilded = false;
if (shockedTimer < 0)
isShocked = false;
//被点燃后,出现多段伤害后点燃停止
if(isIgnited)
ApplyIgnitedDamage();
}
public virtual void IncreaseStatBy(int _modifier, float _duration,Stat _statToModify)
{
StartCoroutine(StatModCoroutine(_modifier, _duration, _statToModify));
}
private IEnumerator StatModCoroutine(int _modifier, float _duration, Stat _statToModify)
{
_statToModify.AddModifier(_modifier);
yield return new WaitForSeconds(_duration);
_statToModify.RemoveModifier(_modifier);
}
public virtual void DoDamage(CharacterStats _targetStats)//计算后造成伤害函数
{
if (TargetCanAvoidAttack(_targetStats))设置闪避
{
return;
}
int totleDamage = damage.GetValue() + strength.GetValue();
//爆伤设置
if (CanCrit())
{
totleDamage = CalculateCriticalDamage(totleDamage);
}
totleDamage = CheckTargetArmor(_targetStats, totleDamage);//设置防御
_targetStats.TakeDamage(totleDamage);
DoMagicaDamage(_targetStats); // 可以去了也可以不去
}
protected virtual void Die()
{
isDead = true;
}
public virtual void TakeDamage(int _damage)//造成伤害是出特效
{
fx.StartCoroutine("FlashFX");//IEnumertor本质就是将一个函数分块执行,只有满足某些条件才能执行下一段代码,此函数有StartCoroutine调用
//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001
DecreaseHealthBy(_damage);
GetComponent<Entity>().DamageImpact();
if (currentHealth < 0 && !isDead)
Die();
}
public virtual void IncreaseHealthBy(int _amount)//添加回血函数
{
currentHealth += _amount;
if (currentHealth > GetMaxHealthValue())
currentHealth = GetMaxHealthValue();
if (onHealthChanged != null)
onHealthChanged();
}
protected virtual void DecreaseHealthBy(int _damage)//此函数用来改变当前生命值,不调用特效
{
if (isVulnerable)
_damage = Mathf.RoundToInt(_damage * 1.1f);
currentHealth -= _damage;
if (onHealthChanged != null)
{
onHealthChanged();
}
}
#region Magical damage and ailements
private void ApplyIgnitedDamage()
{
if (ignitedDamageTimer < 0 )
{
DecreaseHealthBy(igniteDamage);
if (currentHealth < 0 && !isDead)
Die();
ignitedDamageTimer = igniteDamageCooldown;
}
}被点燃后,出现多段伤害后点燃停止
public virtual void DoMagicaDamage(CharacterStats _targetStats)//法伤计算和造成元素效果调用的地方
{
int _fireDamage = fireDamage.GetValue();
int _iceDamage = iceDamage.GetValue();
int _lightingDamage = lightingDamage.GetValue();
int totleMagicalDamage = _fireDamage + _iceDamage + _lightingDamage + intelligence.GetValue();
totleMagicalDamage = CheckTargetResistance(_targetStats, totleMagicalDamage);
_targetStats.TakeDamage(totleMagicalDamage);
//防止循环在所有元素伤害为0时出现死循环
if (Mathf.Max(_fireDamage, _iceDamage, _lightingDamage) <= 0)
return;
//让元素效果取决与伤害
//为了防止出现元素伤害一致而导致无法触发元素效果
//循环判断触发某个元素效果
AttemptyToApplyAilement(_targetStats, _fireDamage, _iceDamage, _lightingDamage);
}
private void AttemptyToApplyAilement(CharacterStats _targetStats, int _fireDamage, int _iceDamage, int _lightingDamage)
{
bool canApplyIgnite = _fireDamage > _iceDamage && _fireDamage > _lightingDamage;
bool canApplyChill = _iceDamage > _lightingDamage && _iceDamage > _fireDamage;
bool canApplyShock = _lightingDamage > _fireDamage && _lightingDamage > _iceDamage;
while (!canApplyIgnite && !canApplyChill && !canApplyShock)
{
if (Random.value < .25f)
{
canApplyIgnite = true;
Debug.Log("Ignited");
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
return;
}
if (Random.value < .35f)
{
canApplyChill = true;
Debug.Log("Chilled");
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
return;
}
if (Random.value < .55f)
{
canApplyShock = true;
Debug.Log("Shocked");
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
return;
}
}
if (canApplyIgnite)
{
_targetStats.SetupIgniteDamage(Mathf.RoundToInt(_fireDamage * .2f));
}
if (canApplyShock)
_targetStats.SetupShockStrikeDamage(Mathf.RoundToInt(_lightingDamage * .1f));
//给点燃伤害赋值
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
}//造成元素效果
public void ApplyAilments(bool _ignite, bool _chill, bool _shock)//判断异常状态
{
bool canApplyIgnite = !isIgnited && !isChilded && !isShocked;
bool canApplyChill = !isIgnited && !isChilded && !isShocked;
bool canApplyShock = !isIgnited && !isChilded;
//使当isShock为真时Shock里的函数仍然可以调用
if (_ignite && canApplyIgnite)
{
isIgnited = _ignite;
ignitedTimer = ailmentsDuration;
fx.IgniteFxFor(ailmentsDuration);
}
if (_chill && canApplyChill)
{
isChilded = _chill;
chilledTimer = ailmentsDuration;
float slowPercentage = .2f;
GetComponent<Entity>().SlowEntityBy(slowPercentage, ailmentsDuration);
fx.ChillFxFor(ailmentsDuration);
}
if (_shock && canApplyShock)
{
if(!isShocked)
{
ApplyShock(_shock);
}
else
{
if (GetComponent<Player>() != null)//防止出现敌人使玩家进入shock状态后也出现闪电
return;
HitNearestTargetWithShockStrike();
}//isShock为真时反复执行的函数为寻找最近的敌人,创建闪电实例并传入数据
}
}
public void ApplyShock(bool _shock)
{
if (isShocked)
return;
isShocked = _shock;
shockedTimer = ailmentsDuration;
fx.ShockFxFor(ailmentsDuration);
}//触电变色效果
private void HitNearestTargetWithShockStrike()
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 25);//找到环绕自己的所有碰撞器
float closestDistance = Mathf.Infinity;//正无穷大的表示形式(只读)
Transform closestEnemy = null;
//https://docs.unity3d.com/cn/current/ScriptReference/Mathf.Infinity.html
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null && Vector2.Distance(transform.position, hit.transform.position) > 1)// 防止最近的敌人就是Shock状态敌人自己
{
float distanceToEnemy = Vector2.Distance(transform.position, hit.transform.position);//拿到与敌人之间的距离
if (distanceToEnemy < closestDistance)//比较距离,如果离得更近,保存这个敌人的位置,更改最近距离
{
closestDistance = distanceToEnemy;
closestEnemy = hit.transform;
}
}
if (closestEnemy == null)
closestEnemy = transform;
}
if (closestEnemy != null)
{
GameObject newShockStrike = Instantiate(shockStrikePrefab, transform.position, Quaternion.identity);
newShockStrike.GetComponent<ShockStrike_Controller>().Setup(shockDamage, closestEnemy.GetComponent<CharacterStats>());
}
}//给最近的敌人以雷劈
public void SetupIgniteDamage(int _damage) => igniteDamage = _damage;//给点燃伤害赋值
public void SetupShockStrikeDamage(int _damage) => shockDamage = _damage;//雷电伤害赋值
#endregion
#region Stat calculations
private int CheckTargetResistance(CharacterStats _targetStats, int totleMagicalDamage)//法抗计算
{
totleMagicalDamage -= _targetStats.magicResistance.GetValue() + (_targetStats.intelligence.GetValue() * 3);
totleMagicalDamage = Mathf.Clamp(totleMagicalDamage, 0, int.MaxValue);
return totleMagicalDamage;
}
private static int CheckTargetArmor(CharacterStats _targetStats, int totleDamage)//防御计算
{
//被冰冻后,角色护甲减少
if (_targetStats.isChilded)
totleDamage -= Mathf.RoundToInt(_targetStats.armor.GetValue() * .8f);
else
totleDamage -= _targetStats.armor.GetValue();
totleDamage = Mathf.Clamp(totleDamage, 0, int.MaxValue);
return totleDamage;
}
public virtual void OnEvasion()
{
}//可继承成功闪避触发的函数
private bool TargetCanAvoidAttack(CharacterStats _targetStats)//闪避计算
{
int totleEvation = _targetStats.evasion.GetValue() + _targetStats.agility.GetValue();
//我被麻痹后
//敌人的闪避率提升
if (isShocked)
totleEvation += 20;
if (Random.Range(0, 100) < totleEvation)
{
_targetStats.OnEvasion();
return true;
}
return false;
}
private bool CanCrit()//判断是否暴击
{
int totleCriticalChance = critChance.GetValue() + agility.GetValue();
if (Random.Range(0, 100) <= totleCriticalChance)
{
return true;
}
return false;
}
private int CalculateCriticalDamage(int _damage)//计算暴击后伤害
{
float totleCirticalPower = (critPower.GetValue() + strength.GetValue()) * .01f;
float critDamage = _damage * totleCirticalPower;
return Mathf.RoundToInt(critDamage);//返回舍入为最近整数的
}
public int GetMaxHealthValue()
{
return Health.GetValue() + vitality.GetValue() * 10;
}//统计生命值函数
public Stat GetStats(StatType _statType)
{
if (_statType == StatType.strength) return strength;
else if (_statType == StatType.agility) return agility;
else if (_statType == StatType.intelligence) return intelligence;
else if (_statType == StatType.vitality) return vitality;
else if (_statType == StatType.damage) return damage;
else if (_statType == StatType.critChance) return critChance;
else if (_statType == StatType.critPower) return critPower;
else if (_statType == StatType.Health) return Health;
else if (_statType == StatType.armor) return armor;
else if (_statType == StatType.evasion) return evasion;
else if (_statType == StatType.magicResistance) return magicResistance;
else if (_statType == StatType.fireDamage) return fireDamage;
else if (_statType == StatType.iceDamage) return iceDamage;
else if (_statType == StatType.lightingDamage) return lightingDamage;
return null;
}
#endregion
}
Sword_Skill_Controller.cs
using System.Collections;
using System.Collections.Generic;
using Unity.Burst.CompilerServices;
using UnityEngine;
public class Sword_Skill_Controller : MonoBehaviour
{
private float returnSpeed;
private bool isReturning;
private Animator anim;
private Rigidbody2D rb;
private CircleCollider2D cd;
private Player player;
private bool canRotate = true;
private float freezeTimeDuration;
[Header("Piece info")]
[SerializeField] float pierceAmount;
[Header("Bounce info")]
private float bounceSpeed;//设置弹跳速度
private bool isBouncing;//判断是否可以弹跳
private int bounceAmount;//弹跳的次数
public List<Transform> enemyTargets;//保存所有在剑范围内的敌人的列表
private int targetIndex;//设置targetIndex作为敌人计数器
[Header("Spin info")]
private float maxTravelDistance;//最大攻击距离
private float spinDuration;//持续时间
private float spinTimer;//计时器
private bool wasStopped;//是否停止
private bool isSpinning;
private float hitTimer;
private float hitColldown;
private float spinDirection;//用来不断推进剑在x轴上移动的值
private void Awake()
{
anim = GetComponentInChildren<Animator>();
rb = GetComponent<Rigidbody2D>();
cd = GetComponent<CircleCollider2D>();
}
private void DestroyMe()
{
Destroy(gameObject);
}
public void ReturnSword()
{
rb.constraints = RigidbodyConstraints2D.FreezeAll;//修复剑只要不触碰到物体就无法收回的bug
//rb.isKinematic = false;
transform.parent = null;
isReturning = true;
}
public void SetupSword(Vector2 _dir,float _gravityScale,Player _player,float _freezeTimeDuration,float _returnSpeed)
{
player = _player;
rb.velocity = _dir;
rb.gravityScale = _gravityScale;
freezeTimeDuration = _freezeTimeDuration;
returnSpeed = _returnSpeed;
if(pierceAmount <= 0)
anim.SetBool("Rotation", true); //其次在pierceAmount > 0时不启动旋转动画
spinDirection = Mathf.Clamp(rb.velocity.x, -1, 1);用来不断推进剑在x轴上移动的值
//Mathf.Clamp,当剑使向右飞的时候,direction为1,反之为-1
//https://docs.unity3d.com/cn/current/ScriptReference/Mathf.Clamp.html
Invoke("DestroyMe",7);//在一定时间后自动销毁剑
}
public void SetupBounce(bool _isBouncing,int _bounceAmount,float _bounceSpeed)
{
isBouncing = _isBouncing;
bounceAmount = _bounceAmount;
bounceSpeed = _bounceSpeed;
}
public void SetupPierce(int _pierceAomunt)
{
pierceAmount = _pierceAomunt;
}
public void SetupSpin(bool _isSpinning, float _maxTravelDistance,float _spinDuration,float _hitCooldown)
{
isSpinning = _isSpinning;
maxTravelDistance = _maxTravelDistance;
spinDuration = _spinDuration;
hitColldown = _hitCooldown;
}
private void Update()
{
if (canRotate)
transform.right = rb.velocity;//使武器随着速度而改变朝向
if (isReturning)
{
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, returnSpeed * Time.deltaTime);//从原来的位置返回到player的位置
//并且随着时间增加而增加速度
if (Vector2.Distance(transform.position, player.transform.position) < 1)//当剑与player的距离小于一定距离,清除剑
{
player.CatchTheSword();
}
}
BounceLogic();
SpinLogic();
}
private void SpinLogic()
{
if (isSpinning)//首先当isSpining为true才可进入
{
if (Vector2.Distance(player.transform.position, transform.position) > maxTravelDistance && !wasStopped)//当剑与角色到达最大攻击距离,stop为true,停止剑运动,给剑一个倒计时
{
StopWhenSpinning();
}
if (wasStopped)//当stop为true,倒计时过了,回归角色
{
spinTimer -= Time.deltaTime; //spinDirection一直是1或者-1,但position是变化的
transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x + spinDirection, transform.position.y), 1.5f * Time.deltaTime);//让剑在x轴上移动的函数
if (spinTimer < 0)
{
isReturning = true;
isSpinning = false;
}
hitTimer -= Time.deltaTime;
if (hitTimer < 0)
{
hitTimer = hitColldown;
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 1);
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null)
{
hit.GetComponent<Enemy>().DamageImpact();
}
}
}
}
}
}
private void StopWhenSpinning()
{
wasStopped = true;
rb.constraints = RigidbodyConstraints2D.FreezeAll;
spinTimer = spinDuration;
}
private void BounceLogic()
{
if (isBouncing && enemyTargets.Count > 0)
{
transform.position = Vector2.MoveTowards(transform.position, enemyTargets[targetIndex].position, bounceSpeed * Time.deltaTime);
//3.当可以弹跳且列表内数量大于0,调用ToWords,这将使剑能够跳到敌人身上
if (Vector2.Distance(transform.position, enemyTargets[targetIndex].position) < .1f)
{
enemyTargets[targetIndex].GetComponent<Enemy>().DamageImpact();
targetIndex++;
bounceAmount--;//设置弹跳次数
if (bounceAmount <= 0)
{
isBouncing = false;
isReturning = true;
}//这样会使当弹跳次数为0时,返回到角色手中
if (targetIndex >= enemyTargets.Count)
{
targetIndex = 0;
}
}//利用与目标距离的判断,使剑接近目标距离时切换到下一个目标。
//且如果所有目标都跳完了,切回第一个
}
}
private void OnTriggerEnter2D(Collider2D collision)//传入碰到的物体的碰撞器
{
if (isReturning)
{
return;
}//修复在返回时扔出时没有碰到任何物体,但返回时碰到了物体导致剑的一些性质发生改变的问题,及回来的时候调用了OnTriggerEnter2D
if(collision.GetComponent<Enemy>()!=null)
{
Enemy enemy = collision.GetComponent<Enemy>();
SwordSkillDamage(enemy);
}
SetupTargetsForBounce(collision);
StuckInto(collision);
}//打开IsTrigger时才可使用该函数
private void SwordSkillDamage(Enemy enemy)
{
EnemyStats enemyStats = enemy.GetComponent<EnemyStats>();
player.stats.DoDamage(enemyStats);
if(player.skill.sword.timeStopUnlocked)
enemy.FreezeTimerFor(freezeTimeDuration);
if (player.skill.sword.vulnerableUnlocked)
enemyStats.MakeVulnerableFor(freezeTimeDuration);//调用脆弱效果函数
ItemData_Equipment equipment = Inventory.instance.GetEquipment(EquipmentType.Amulet);
if (equipment != null)
{
equipment.Effect(enemy.transform);
}
}//造成伤害函数
private void SetupTargetsForBounce(Collider2D collision)
{
if (collision.GetComponent<Enemy>() != null)//首先得碰到敌人,只有碰到敌人才会跳
{
if (isBouncing && enemyTargets.Count <= 0)
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 10);
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null)
{
enemyTargets.Add(hit.transform);
}
}
}
}
}
//https://docs.unity3d.com/cn/current/ScriptReference/Collider2D.OnTriggerEnter2D.html
private void StuckInto(Collider2D collision)
{
if(pierceAmount > 0 && collision.GetComponent<Enemy>()!= null)//本质就是能穿过敌人,在amount>0时不执行能让剑卡在敌人里的语句就行
{
pierceAmount--;
return;
}
if (isSpinning)
{
StopWhenSpinning();
return;
}//防止卡在敌人身上
canRotate = false;
cd.enabled = false;//相当于关闭碰撞后触发函数。//https://docs.unity3d.com/cn/current/ScriptReference/Collision2D-enabled.html
rb.isKinematic = true;//开启物理学反应 https://docs.unity3d.com/cn/current/ScriptReference/Rigidbody2D-isKinematic.html
rb.constraints = RigidbodyConstraints2D.FreezeAll;//冻结所有移动
if (isBouncing&&enemyTargets.Count>0)//修复剑卡不到墙上的bug
return;
//终止对动画的改变和终止附在敌人上
transform.parent = collision.transform;//设置sword的父组件为碰撞到的物体
anim.SetBool("Rotation", false);
}
}
Sword_Skill.cs
using UnityEngine;
using UnityEngine.UI;
public enum SwordType
{
Regular,
Bounce,
Pierce,
Spin
}
public class Sword_Skill : Skill
{
public SwordType swordType = SwordType.Regular;//创建应一个enum列表,后面用来判断切换状态
[Header("Skill Info")]
[SerializeField] private UI_SkillTreeSlot swordUnlockButton;
public bool swordUnlocked;
[SerializeField] private GameObject swordPrefab;//sword预制体
[SerializeField] private Vector2 launchForce;//发射力度
[SerializeField] private float swordGravity;//发射体的重力
[SerializeField] private float freezeTimeDuration;
[SerializeField] private float returnSpeed;
[Header("Bounce Info")]
[SerializeField] private UI_SkillTreeSlot bounceUnlockButton;
[SerializeField] private int bounceAmount;
[SerializeField] private float bounceGravity;
[SerializeField] private float bounceSpeed;
[Header("Pierce info")]
[SerializeField] private UI_SkillTreeSlot pierceUnlockButton;
[SerializeField] private int pierceAmount;
[SerializeField] private float pierceGravity;
[Header("Spin info")]
[SerializeField] private UI_SkillTreeSlot spinUnlockButton;
[SerializeField] private float hitCooldown = .35f;//攻击冷却
[SerializeField] private float maxTravelDistance = 7;//最大攻击距离
[SerializeField] private float spinDuration = 2;//持续时间
[SerializeField] private float spinGravity = 1;
[Header("Passive skills")]
[SerializeField] private UI_SkillTreeSlot timeStopUnlockButton;
public bool timeStopUnlocked { get; private set; }
[SerializeField] private UI_SkillTreeSlot vulnerableUnlockButton;
public bool vulnerableUnlocked{ get; private set; }
[Header("Aim dots")]
[SerializeField] private int numberOfDots;//需要的点的数量
[SerializeField] private float spaceBetweenDots;//相隔的距离
[SerializeField] private GameObject dotPrefab;//dot预制体
[SerializeField] private Transform dotsParent;//不是很懂
private GameObject[] dots;//dot组
private Vector2 finalDir;
protected override void Start()
{
base.Start();
GenerateDots();//生成点函数
SetupGravity();
swordUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockSword);
timeStopUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockTimeStop);
vulnerableUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockVulnerable);
bounceUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockBounce);
pierceUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockPierce);
spinUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockSpin);
}
private void SetupGravity()//每个剑的状态都对应了不同的剑重力
{
if (swordType == SwordType.Pierce)
{
swordGravity = pierceGravity;
}
if (swordType == SwordType.Bounce)
{
swordGravity = bounceGravity;
}
if (swordType == SwordType.Spin)
{
swordGravity = spinGravity;
}
}
protected override void Update()
{
base.Update();
if (Input.GetKeyUp(KeyCode.Mouse1))
{
finalDir = new Vector2(AimDirection().normalized.x * launchForce.x, AimDirection().normalized.y * launchForce.y);
//将位移量改为单位向量分别与力度的x,y相乘作为finalDir
}
if (Input.GetKey(KeyCode.Mouse1))
{
for (int i = 0; i < dots.Length; i++)
{
dots[i].transform.position = DotsPosition(i * spaceBetweenDots);//用循环为每个点以返回值赋值(传入值为每个点的顺序i*点间距
}
}
}
public void CreateSword()
{
GameObject newSword = Instantiate(swordPrefab, player.transform.position, transform.rotation);//创造实例,初始位置为此时player的位置
Sword_Skill_Controller newSwordScript = newSword.GetComponent<Sword_Skill_Controller>();//获得Controller
if (swordType == SwordType.Bounce)
{
newSwordScript.SetupBounce(true, bounceAmount, returnSpeed);
}
else if (swordType == SwordType.Pierce)
{
newSwordScript.SetupPierce(pierceAmount);
}
else if (swordType == SwordType.Spin)
{
newSwordScript.SetupSpin(true, maxTravelDistance, spinDuration, hitCooldown);
}
newSwordScript.SetupSword(finalDir, swordGravity, player, freezeTimeDuration, bounceSpeed);//调用Controller里的SetupSword函数,给予其速度和重力和player实例
player.AssignNewSword(newSword);//调用在player中保存通过此方法创造出的sword实例
DotsActive(false);//关闭点的显示
}
#region Unlock Region
private void UnlockTimeStop()
{
if (timeStopUnlockButton.unlocked)
timeStopUnlocked = true;
}
private void UnlockVulnerable()
{
if (vulnerableUnlockButton.unlocked)
vulnerableUnlocked = true;
}
private void UnlockSword()
{
if (swordUnlockButton.unlocked)
{
swordUnlocked = true;
swordType = SwordType.Regular;
}
}
private void UnlockBounce()
{
if (bounceUnlockButton.unlocked)
swordType = SwordType.Bounce;
}
private void UnlockPierce()
{
if (pierceUnlockButton.unlocked)
swordType = SwordType.Pierce;
}
private void UnlockSpin()
{
if (spinUnlockButton.unlocked)
swordType = SwordType.Spin;
}
#endregion
#region Aim region
public Vector2 AimDirection()
{
Vector2 playerPosition = player.transform.position;//拿到玩家此时的位置
Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);//https://docs.unity3d.com/cn/current/ScriptReference/Camera.ScreenToWorldPoint.html
//大概就是返回屏幕上括号里的参数的位置,这里返回了鼠标的位置
//拿到此时鼠标的位置
Vector2 direction = mousePosition - playerPosition;//获得距离的绝对向量
return direction;//返回距离向量
}
public void DotsActive(bool _isActive)
{
for (int i = 0; i < dots.Length; i++)
{
dots[i].SetActive(_isActive);//设置每个点是否显示函数
}
}
private void GenerateDots()//生成点函数
{
dots = new GameObject[numberOfDots];//为dot赋予实例数量
for (int i = 0; i < numberOfDots; i++)
{
dots[i] = Instantiate(dotPrefab, player.transform.position, Quaternion.identity, dotsParent);//对象与世界轴或父轴完全对齐
//https://docs.unity3d.com/cn/current/ScriptReference/Quaternion-identity.html
dots[i].SetActive(false);//关闭dot
}
}
private Vector2 DotsPosition(float t)//传入顺序相关的点间距
{
Vector2 position = (Vector2)player.transform.position +
new Vector2
(AimDirection().normalized.x * launchForce.x,
AimDirection().normalized.y * launchForce.y) * t //基本间距
+ .5f * (Physics2D.gravity * swordGravity) * (t * t)//重力影响
;
//t是控制之间点间距的
return position;//返回位置
}//设置点间距函数
#endregion
}
PlayerGroundState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//GroundState用于保证只有在Idle和Move这两个地面状态下才能调用某些函数,并且稍微减少一点代码量
public class PlayerGroundState : PlayerState
{
public PlayerGroundState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
{
}
public override void Enter()
{
base.Enter();
}
public override void Exit()
{
base.Exit();
}
public override void Update()
{
base.Update();
if(Input.GetKeyDown(KeyCode.R))
{
stateMachine.ChangeState(player.blackhole);
}
if(Input.GetKeyDown(KeyCode.Mouse1)&&HasNoSword()&&player.skill.sword.swordUnlocked)//点击右键进入瞄准状态,当sword存在时,不能进入aim状态
{
stateMachine.ChangeState(player.aimSword);
}
if (Input.GetKeyDown(KeyCode.Q) && player.skill.parry.parryUnlocked)//摁Q进入反击状态
{
stateMachine.ChangeState(player.counterAttack);
}
if(Input.GetKeyDown(KeyCode.Mouse0))//p38 2.从ground进入攻击状态
{
stateMachine.ChangeState(player.primaryAttack);
}
if(player.IsGroundDetected()==false)
{
stateMachine.ChangeState(player.airState);
}// 写这个是为了防止在空中直接切换为moveState了。
if (Input.GetKeyDown(KeyCode.Space) && player.IsGroundDetected())
{
stateMachine.ChangeState(player.jumpState);
}//空格切换为跳跃状态
}
private bool HasNoSword()//用这个函数同时控制了是否能进入aimSword和如果sword存在便使他回归player的功能
{
if(!player.sword)
{
return true;
}
player.sword.GetComponent<Sword_Skill_Controller>().ReturnSword();
return false;
}
}