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
LostCurrencyController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class LostCurrencyController : MonoBehaviour
{
public int currency;
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.GetComponent<Player>() != null)
{
PlayerManager.instance.currency += currency;
Destroy(this.gameObject);
}
}
}
GameManager.cs
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;//关于场景的操作
public class GameManager : MonoBehaviour, ISaveManager
{
public static GameManager instance;
private Transform player;
[SerializeField] private Checkpoint[] checkpoints;
[SerializeField] private string closestCheckpointId;
[Header("Lost currency")]
[SerializeField] private GameObject lostCurrencyPerfab;
public int lostCurrencyAmount;
[SerializeField] private float lostCurrencyX;
[SerializeField] private float lostCurrencyY;
private void Awake()
{
if (instance != null)
{
Destroy(instance.gameObject);
}
else
instance = this;
checkpoints = FindObjectsOfType<Checkpoint>();
player = PlayerManager.instance.player.transform;
}
private void Start()
{
checkpoints = FindObjectsOfType<Checkpoint>();
}
public void RestratScene()//场景重开函数
{
SaveManager.instance.SaveGame();
Scene scene = SceneManager.GetActiveScene();//获得初始场景
SceneManager.LoadScene(scene.name);//获取的场景必须通过字符串载入
}
public void LoadData(GameData _data)
{
foreach (KeyValuePair<string, bool> pair in _data.checkpoints)
{
foreach (Checkpoint checkpoint in checkpoints)
{
if (checkpoint.id == pair.Key && pair.Value == true)
{
checkpoint.ActivateCheckpoint();
}
}
}
closestCheckpointId = _data.closestCheckpointId;
PlacePlayerAtClosestCheckpoint();
LoadLostCurrency(_data);
}
private void LoadLostCurrency(GameData _data)//产生可以捡到的钱尸体函数
{
lostCurrencyAmount = _data.lostCurrencyAmount;
lostCurrencyX = _data.lostCurrencyX;
lostCurrencyY = _data.lostCurrencyY;
if(lostCurrencyAmount > 0)
{
GameObject newLostCurrency = Instantiate(lostCurrencyPerfab, new Vector3(lostCurrencyX, lostCurrencyY), Quaternion.identity);
newLostCurrency.GetComponent<LostCurrencyController>().currency = lostCurrencyAmount;
}
lostCurrencyAmount = 0;
}
private void PlacePlayerAtClosestCheckpoint()//传送至最近检查点函数
{
foreach (Checkpoint checkpoint in checkpoints)
{
if (closestCheckpointId == checkpoint.id && checkpoint.activationStatus)
{
PlayerManager.instance.player.transform.position = checkpoint.transform.position;
}
}
}
public void SaveData(ref GameData _data)
{
_data.lostCurrencyAmount = lostCurrencyAmount;//此地方的钱是player死后stats赋值的
_data.lostCurrencyX = player.position.x;
_data.lostCurrencyY = player.position.y;
if(FindClosestCheckpoint()!=null)
_data.closestCheckpointId = FindClosestCheckpoint().id;//Save后调用
_data.checkpoints.Clear();
foreach (Checkpoint checkpoint in checkpoints)
{
_data.checkpoints.Add(checkpoint.id, checkpoint.activationStatus);
}
}
private Checkpoint FindClosestCheckpoint()//寻找最近检查点的函数
{
float closetDistance = Mathf.Infinity;
Checkpoint closestCheckpoint = null;
foreach (var checkpoint in checkpoints)//遍历检查点比较距离寻找最近的检查点
{
float distanceToCheckpoint = Vector2.Distance(PlayerManager.instance.player.transform.position, checkpoint.transform.position);
if (distanceToCheckpoint < closetDistance && checkpoint.activationStatus == true)
{
closetDistance = distanceToCheckpoint;
closestCheckpoint = checkpoint;
}
}
return closestCheckpoint;
}
}
GameData.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class GameData
{
public int currency;
public SerializableDictionary<string, bool> skillTree;
public SerializableDictionary<string, int> inventory;
public List<string> equipmentId;
public SerializableDictionary<string, bool> checkpoints;
public string closestCheckpointId;
public float lostCurrencyX;
public float lostCurrencyY;
public int lostCurrencyAmount;
public GameData()
{
this.lostCurrencyX = 0;
this.lostCurrencyY = 0;
this.lostCurrencyAmount = 0;
this.currency = 0;
skillTree = new SerializableDictionary<string, bool>();
inventory = new SerializableDictionary<string, int>();
equipmentId = new List<string>();
closestCheckpointId = string.Empty;
checkpoints = new SerializableDictionary<string, bool>();
}
}
UI.cs
using System.Collections;
using UnityEngine;
public class UI : MonoBehaviour
{
[Header("End screen")]
[SerializeField] private UI_FadeScreen fadeScreen;
[SerializeField] private GameObject endText;
[SerializeField] private GameObject restartButton;
[Space]
[SerializeField] private GameObject characterUI;
[SerializeField] private GameObject skillTreeUI;
[SerializeField] private GameObject craftUI;
[SerializeField] private GameObject optionsUI;
[SerializeField] private GameObject inGameUI;
public UI_itemTooltip itemToolTip;
public UI_statToolTip statToopTip;
public Ui_SkillToolTip skillToolTip;
public UI_CraftWindow craftWindow;
public void Awake()
{
SwitchTo(skillTreeUI);//修复可能出现skill没法加载成功的bug
}
public void Start()
{
SwitchTo(inGameUI);
itemToolTip.gameObject.SetActive(false);
statToopTip.gameObject.SetActive(false);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.C))
{
SwitchWithKeyTo(characterUI);
}
if (Input.GetKeyDown(KeyCode.B))
{
SwitchWithKeyTo(craftUI);
}
if (Input.GetKeyDown(KeyCode.K))
{
SwitchWithKeyTo(skillTreeUI);
}
if (Input.GetKeyDown(KeyCode.O))
{
SwitchWithKeyTo(optionsUI);
}
}
public void SwitchTo(GameObject _menu)//切换窗口函数
{
for (int i = 0; i < transform.childCount; i++)
{
bool fadeScreen = transform.GetChild(i).GetComponent<UI_FadeScreen>() != null;//保证存在淡入淡出效果的函数时才会为真,才会使darkScreen保持存在
if (!fadeScreen)
transform.GetChild(i).gameObject.SetActive(false);
}
if (_menu != null)
{
_menu.SetActive(true);
}
}
public void SwitchWithKeyTo(GameObject _menu)//键盘切换窗口函数
{
if (_menu != null && _menu.activeSelf)//通过判断是否传入mune和mune是否激活来决定使设置为可视或不可使
{
_menu.SetActive(false);
CheckForInGameUI();
return;
}
SwitchTo(_menu);
}
private void CheckForInGameUI()//当其他UI不在时自动切换值InGameUI函数
{
for (int i = 0; i < transform.childCount; i++)
{
if (transform.GetChild(i).gameObject.activeSelf && transform.GetChild(i).GetComponent<UI_FadeScreen>() == null) //修复InGameUI在fadeScreen打开后,没法存在的问题
return;
}
SwitchTo(inGameUI);
}
public void SwitchOnEndScreen()//死亡综合效果函数
{
SwitchTo(null);
fadeScreen.FadeOut();
StartCoroutine(EndScreenCorutine());
}
IEnumerator EndScreenCorutine()//死亡显示文本函数
{
yield return new WaitForSeconds(1);
endText.SetActive(true);
yield return new WaitForSeconds(1.5f);
restartButton.SetActive(true);
}
public void RestartGameButton()//场景重开函数
{
GameManager.instance.RestratScene();//调用GameManager的重开函数
}
}
UI_InGame.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UI_InGame : MonoBehaviour
{
[SerializeField] private PlayerStats playerStats;
[SerializeField] Slider slider;
[SerializeField] private Image dashImage;
[SerializeField] private Image parryImage;
[SerializeField] private Image crystalImage;
[SerializeField] private Image swordImage;
[SerializeField] private Image blackholeImage;
[SerializeField] private Image flaskholeImage;
[Header("Souls info")]
[SerializeField] private TextMeshProUGUI currentSouls;
[SerializeField] private float soulsAmount;//灵魂数量
[SerializeField] private float increaseRate = 100;//增长速率
private SkillManager skills;
void Start()
{
if(playerStats != null)
{
playerStats.onHealthChanged += UpdateHealthUI;
}
skills = SkillManager.instance;
}
// Update is called once per frame
void Update()
{
UpdateSoulsUI();//货币随着时间变化的特效函数
if (Input.GetKeyDown(KeyCode.LeftShift) && skills.dash.dashUnlocked)//使用技能后图标变黑
{
SetCoolDownOf(dashImage);
}
if (Input.GetKeyDown(KeyCode.Q) && skills.parry.parryUnlocked)
{
SetCoolDownOf(parryImage);
}
if (Input.GetKeyDown(KeyCode.F) && skills.crystal.crystalUnlocked)
{
SetCoolDownOf(crystalImage);
}
if (Input.GetKeyDown(KeyCode.Mouse1) && skills.sword.swordUnlocked)
{
SetCoolDownOf(swordImage);
}
if (Input.GetKeyDown(KeyCode.R) && skills.blackhole.blackholeUnlocked)
{
SetCoolDownOf(blackholeImage);
}
if (Input.GetKeyDown(KeyCode.Alpha1) && Inventory.instance.GetEquipment(EquipmentType.Flask) != null)
{
SetCoolDownOf(flaskholeImage);
}
CheckCooldown(dashImage, skills.dash.cooldown);
CheckCooldown(parryImage, skills.parry.cooldown);
CheckCooldown(crystalImage, skills.crystal.cooldown);
CheckCooldown(swordImage, skills.sword.cooldown);
CheckCooldown(blackholeImage, skills.blackhole.cooldown);
CheckCooldown(flaskholeImage, Inventory.instance.flaskCooldown);
}
private void UpdateSoulsUI()//货币随着时间变化的特效函数
{
//逻辑是判断目前的钱少于实际的钱,则以速率*时间的方式增加直到相同或者大于后等于实际的钱
if (soulsAmount < PlayerManager.instance.GetCurrency())
{
soulsAmount += Time.deltaTime * increaseRate;
}
else
soulsAmount = PlayerManager.instance.GetCurrency();
currentSouls.text = ((int)soulsAmount).ToString();
}
private void UpdateHealthUI()//更新血量条函数,此函数由Event触发
{
slider.maxValue = playerStats.GetMaxHealthValue();
slider.value = playerStats.currentHealth;
}
private void SetCoolDownOf(Image _image)//使用技能后使图标变黑的函数
{
if (_image.fillAmount <= 0)
_image.fillAmount = 1;
}
private void CheckCooldown(Image _image,float _cooldown)//使图标根据cd逐渐变白的函数
{
if(_image.fillAmount > 0)
{
_image.fillAmount -= 1 / _cooldown * Time.deltaTime;
}
}
}
PlayerStat.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerStats : CharacterStats
{
private Player player;
protected override void Start()
{
player = GetComponent<Player>();
base.Start();
}
public override void DoDamage(CharacterStats _targetStats)
{
base.DoDamage(_targetStats);
}
public override void TakeDamage(int _damage)
{
base.TakeDamage(_damage);
}
protected override void Die()
{
base.Die();
player.Die();
GameManager.instance.lostCurrencyAmount = PlayerManager.instance.currency;
PlayerManager.instance.currency = 0;
GetComponent<PlayerItemDrop>()?.GenerateDrop();
}
protected override void DecreaseHealthBy(int _damage)
{
base.DecreaseHealthBy(_damage);
ItemData_Equipment currentArmor = Inventory.instance.GetEquipment(EquipmentType.Armor);
if(currentArmor != null)
{
currentArmor.Effect(player.transform);
}
}
public override void OnEvasion()
{
player.skill.dogge.CreateMirageOnDoDogge();
}
public void CloneDoDamage(CharacterStats _targetStats,float _multiplier)
{
if (TargetCanAvoidAttack(_targetStats))设置闪避
{
return;
}
int totleDamage = damage.GetValue() + strength.GetValue();
if(_multiplier > 0)
{
totleDamage = Mathf.RoundToInt(totleDamage * _multiplier);
}
//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
}
}
EnemyStat.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.WSA;
public class EnemyStats : CharacterStats
{
private Enemy enemy;
private ItemDrop myDropSystem;
public Stat soulsDropAmount;//金币掉落
[Header("Level details")]
[SerializeField] private int leval = 1;
[Range(0f, 1f)]//一个使数值设置成为一定范围的设置
[SerializeField] private float percantageModifier = .4f;//设置等级和成长比例
public override void DoDamage(CharacterStats _targetStats)
{
base.DoDamage(_targetStats);
}
protected override void Die()
{
base.Die();
enemy.Die();
PlayerManager.instance.currency += soulsDropAmount.GetValue();
myDropSystem.GenerateDrop();
}
protected override void Start()
{
soulsDropAmount.SetDefaultValue(100);
//改变伤害和生命值
//解决初始血量在升级后不满
ApplyLevelModifier();
enemy = GetComponent<Enemy>();
base.Start();
myDropSystem = GetComponent<ItemDrop>();
}
private void ApplyLevelModifier()
{
Modify(strength);
Modify(agility);
Modify(intelligence);
Modify(vitality);
Modify(damage);
Modify(critChance);
Modify(critPower);
Modify(Health);
Modify(armor);
Modify(evasion);
Modify(magicResistance);
Modify(fireDamage);
Modify(iceDamage);
Modify(lightingDamage);
Modify(soulsDropAmount);
}
//专门对某个数值进行提升的函数
private void Modify(Stat _stat)
{
for(int i =1;i<leval;i++)
{
float modifier = _stat.GetValue() * percantageModifier;
_stat.AddModifier(Mathf.RoundToInt(modifier));
}
}
public override void TakeDamage(int _damage)
{
base.TakeDamage(_damage);
}
}