Unity类银河恶魔城学习记录3-5 EnemyAttackState源代码 P51

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

Enemy.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class Enemy : Entity
{
    [SerializeField] protected LayerMask whatIsPlayer;
    [Header("Move Info")]
    public float moveSpeed;
    public float idleTime;
    [Header("Attack Info")]
    public float attackDistance;
    public float attackCooldown;//攻击冷却
    [HideInInspector]public float lastTimeAttacked;//最后一次攻击的时间
    #region 类
    public EnemyStateMachine stateMachine;
    
    #endregion

    protected override void Awake()
    {
        base.Awake();
        stateMachine = new EnemyStateMachine();
        
    }
    protected override void Start()
    {
        base.Start();
       
    }


    protected override void Update()
    {
        base.Update();

        stateMachine.currentState.Update();
        
        //Debug.Log(IsPlayerDetected().collider.gameObject.name + "I see");//这串代码会报错,可能使版本的物体,因为在没有找到Player的时候物体是空的,NULL,你想让他在控制台上显示就报错了
    }

    
    public virtual void AnimationFinishTrigger() => stateMachine.currentState.AnimationFinishTrigger();//动画完成时调用的函数,与Player相同
    public virtual RaycastHit2D IsPlayerDetected() => Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, 50, whatIsPlayer);//用于从射线投射获取信息的结构。
    //该函数的返回值可以变,可以只返回bool,也可以是碰到的结构

    protected override void OnDrawGizmos()
    {
        base.OnDrawGizmos();

        Gizmos.color = Color.yellow;
        Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + attackDistance * facingDir, transform.position.y));
    }


}

Enemy_Skeleton.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditorInternal;
using UnityEngine;

public class Enemy_Skeleton : Enemy
{
    #region 类State
    public SkeletonIdleState idleState { get; private set; }
    public SkeletonMoveState moveState { get; private set; }
    public SkeletonBattleState battleState { get; private set; }
    public SkeletonAttackState attackState { get; private set; }
    #endregion
    protected override void Awake()
    {
        base.Awake();

        idleState = new SkeletonIdleState(this, stateMachine, "Idle", this);
        moveState = new SkeletonMoveState(this,stateMachine, "Move", this);
        battleState = new SkeletonBattleState(this, stateMachine, "Move", this);
        attackState = new SkeletonAttackState(this, stateMachine, "Attack", this);

    }

    protected override void Start()
    {
        base.Start();
        stateMachine.Initialize(idleState);
    }

    protected override void Update()
    {
        base.Update();
        
    }
}

EnemyState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyState
{

    protected Enemy enemyBase;

    protected EnemyStateMachine stateMachine;

    protected Rigidbody2D rb;//小简化

    protected bool triggerCalled;

    private string animBoolName;

    protected float stateTimer;


    public EnemyState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName)
    {
        this.enemyBase = _enemyBase;
        this.stateMachine = _stateMachine;
        this.animBoolName = _animBoolName;
    }
    public virtual void Enter()
    {
        triggerCalled = false;
        enemyBase.anim.SetBool(animBoolName, true);
        rb = enemyBase.rb;//小简化
    }
    public virtual void Update()
    {
        stateTimer -= Time.deltaTime;
    }
    public virtual void Exit()
    {
        enemyBase.anim.SetBool(animBoolName, false);
    }

    //动画完成时调用的函数,与Player相同
    public virtual void AnimationFinishTrigger()
    {
        triggerCalled = true;
    }
}

SkeletonBattleState.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;

public class SkeletonBattleState : EnemyState
{
    private Transform player;//用于给Player定位,好判断怎么跟上他
    private Enemy_Skeleton enemy;
    private int moveDir;
    public SkeletonBattleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy ) : base(_enemyBase, _stateMachine, _animBoolName)
    {
        enemy = _enemy;
    }

    public override void Enter()
    {
        base.Enter();
        
        player = GameObject.Find("Player").transform;//全局找Player位置
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        //退出此状态的方式
        if(enemy.IsPlayerDetected().distance < enemy.attackDistance)//当距离小于攻击距离,变为攻击状态
        {
            
            if(CanAttack())
            stateMachine.ChangeState(enemy.attackState);
        }

        //下面为移动方向设置
        if(player.position.x > enemy.transform.position.x)//在右,向右移动
        {
            moveDir = 1;
        }
        else if(player.position.x<enemy.transform.position.x)//在左,向左移动
        {
            moveDir = -1;
        }

        enemy.SetVelocity(enemy.moveSpeed * moveDir, rb.velocity.y);
    }

    private bool CanAttack()
    {
        if(Time.time > enemy.lastTimeAttacked + enemy.attackCooldown)
        {
            enemy.lastTimeAttacked = Time.time;
            return true;
        }
        Debug.Log("Attack is on cooldown");
        return false;
    }
}

SkeletonAttackState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SkeletonAttackState : EnemyState
{
    private Enemy_Skeleton enemy;
    public SkeletonAttackState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName)
    {
        enemy = _enemy;
    }

    public override void Enter()
    {
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();

        enemy.lastTimeAttacked = Time.time;//记录攻击的最后时间以便于判断是否能够进入攻击状态
    }

    public override void Update()
    {
        base.Update();

        enemy.SetZeroVelocity();//使速度为0

        
        if(triggerCalled)
        {
            stateMachine.ChangeState(enemy.battleState);
        }//给退出条件,在动画完成之后
    }
}

Enemy_SkeletonAnimationTrigger.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Enemy_SkeletonAnimationTriggers : MonoBehaviour
{
    private Enemy_Skeleton enemy => GetComponentInParent<Enemy_Skeleton>();//拿到enemy实体
    private void AnimationTrigger()
    {
        enemy.AnimationFinishTrigger();//调用实体上的函数,使triggerCalled为true;
    }
    

}

 
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