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👨💻 收录于专栏:就业宝典
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文章目录
- ⭐前言⭐
- 🎶(==一==) 玩家逻辑相关
- (==1==) 玩家移动逻辑和动画相关
- (==2==) 玩家切换
- (==3==) 人物动画
- (==4==)人物技能
- ⭐🅰️⭐
⭐前言⭐
🎶(一) 玩家逻辑相关
(1) 玩家移动逻辑和动画相关
‘
private void Move()
{
float horizontal = Input.GetAxis("Horizontal");
float vertical = Input.GetAxis("Vertical");
Vector3 dirction=new Vector3(horizontal,0, vertical);
if(dirction!=Vector3.zero)
{
transform.rotation=Quaternion.LookRotation(dirction);
transform.Translate(Vector3.forward*3*Time.deltaTime);
ani.SetBool("run", true);
}
else
{
ani.SetBool("run", false);
}
}
if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0)
{
//方向
Vector3 dirction = new Vector3(horizontal, 0, vertical);
//让角色的看向与移动方向保持一致
transform.rotation = Quaternion.LookRotation(dirction);
rigidbody.MovePosition(transform.position + dirction * speed * Time.deltaTime);
animator.SetBool("walk", true);
//加速奔跑
if (Input.GetKey(KeyCode.LeftShift) )
{
animator.SetBool("run", true);
animator.SetBool("walk", true);
rigidbody.MovePosition(transform.position + dirction * speed*3 * Time.deltaTime);
}
else
{
animator.SetBool("run", false);;
animator.SetBool("walk", true);
}
}
else
{
animator.SetBool("walk", false);
}
(2) 玩家切换
/// <summary>
/// 更换角色[数组]
/// </summary>
/// <param name="value"></param>
public void ChangePlayers(int value)
{
for (int i = 0; i < playersitem.Length; i++)
{
if (i == value)
{
animator = playersitem[i].GetComponent<Animator>();
playersitem[i].SetActive(true);
}
else
{
playersitem[i].SetActive(false);
}
}
}
/// <summary>
/// 键盘监听相关
/// </summary>
public void InputMonitoring()
{
if (Input.GetKeyDown(KeyCode.Alpha1))
{
ChangePlayers(0);
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
ChangePlayers(1);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
ChangePlayers(2);
}
}
(3) 人物动画
(4)人物技能
- PlayerContorl里的
//当有武器的时候
if (Input.GetKeyDown(KeyCode.Q) && curWeaponNum > 0 )
{
//实例化技能子弹
GameObject bullet = Instantiate(Resources.Load<GameObject>("Perfab/Prop/bullet"), bulletPositon.position , Quaternion.identity);
animator.SetBool("skill",true );
bullet.GetComponent<Rigidbody>().AddForce(transform.forward * bSpeed);
}
- Bullet
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//-------------------------------
//-------功能: 技能脚本
//-------创建者: -------
//------------------------------
public class Bullet : MonoBehaviour
{
public int attack = 20; //技能命中攻击力为20
EnemyController enemyController;
BossController bossController;
void Start()
{
Destroy(gameObject,10); //十秒销毁
}
void Update()
{
}
private void OnCollisionEnter(Collision collision)
{
//若碰到敌人,并进行攻击
if (collision.gameObject.tag == "enemy")
{
Debug.Log("技能造成伤害");
enemyController = collision.gameObject.GetComponent<EnemyController>();
//触发攻击事件
enemyController.animator.SetBool("hurt", true); //怪物受伤动画激活
enemyController.transform.GetChild(2).GetChild(0).GetComponent<ParticleSystem>().Play();
enemyController.hp -= attack; //减少血量
enemyController.hpSlider.fillAmount = (enemyController.hp / 100.0f);
if (enemyController.hp <= 0 && enemyController.isDied == false) //死亡判断
{
collision.transform.GetChild(0).GetComponent<Animator>().SetBool("died", true); //死亡动画激活 //播放动画
collision.transform.GetChild(2).GetChild(0).GetComponent<ParticleSystem>().Play();
enemyController.isDied = true; //确定已经死亡
StartCoroutine("delay", collision.gameObject);
Destroy(collision.gameObject, 1.3f);
}
}
//若碰到boss
//并进行攻击
else if (collision.gameObject.tag == "boss")
{
Debug.Log("造成伤害");
bossController = collision.gameObject.GetComponent<BossController>();
bossController.hp -= attack;//减少血量
Debug.Log(bossController.hp);
bossController.hpSlider.fillAmount = (bossController.hp / 300f);
if (bossController.hp <= 0) //死亡判断
{
bossController.isDied = true;
collision.transform.GetComponent<Animator>().SetBool("died", true); //死亡动画激活
StartCoroutine("delay", collision.gameObject);
Destroy(collision.gameObject, 4);
}
}
}
IEnumerator delay(GameObject gameObject) //协程迭代器的定义
{
//暂停几秒(协程挂起)
yield return new WaitForSeconds(1);
//暂停两秒后再显示文字
//暴钻石(实例化)
Instantiate(Resources.Load<GameObject>("Perfab/Prop/damon"), gameObject.transform.position, Quaternion.identity);
}
}
⭐🅰️⭐
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⭐【Unity-c#专题篇】之c#入门篇】
⭐【Unityc#专题篇】—进阶章题单实践练习
⭐【Unityc#专题篇】—基础章题单实践练习
⭐【Unityc#专题篇】—核心章题单实践练习
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