Unity类银河恶魔城学习记录4-1,4-2 Attack Logic,Collider‘s collision excepetion源代码 P54 p55

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

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

public class Entity : MonoBehaviour
{

    [Header("Collision Info")]
    public Transform attackCheck;//transform类,代表的时物体的位置,用来控制攻击检测的位置
    public float attackCheckRadius;//检测半径
    [SerializeField] protected Transform groundCheck;//transform类,代表的时物体的位置,后面会来定位子组件的位置    
    [SerializeField] protected float groundCheckDistance;
    [SerializeField] protected Transform wallCheck;//transform类,代表的时物体的位置,后面会来定位子组件的位置    
    [SerializeField] protected float wallCheckDistance;
    [SerializeField] protected LayerMask whatIsGround;//LayerMask类,与Raycast配合,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.html

    #region 定义Unity组件
    public Animator anim { get; private set; }//这样才能配合着拿到自己身上的animator的控制权
    public Rigidbody2D rb { get; private set; }//配合拿到身上的Rigidbody2D组件控制权
    #endregion
    public int facingDir { get; private set; } = 1;
    protected bool facingRight = true;//判断是否朝右

    protected virtual void Awake()
    {
        anim = GetComponentInChildren<Animator>();//拿到自己身上的animator的控制权
        rb = GetComponent<Rigidbody2D>();
    }
    protected virtual void Start()
    {

    }
    protected virtual void Update()
    {

    }
    public virtual void Damage()
    {
        Debug.Log(gameObject.name+"was damaged");
    }
    #region 速度函数Velocity
    public virtual void SetZeroVelocity()
    {
        rb.velocity = new Vector2(0, 0);
    }//设置速度为0函数

    public virtual void SetVelocity(float _xVelocity, float _yVelocity)
    {
        rb.velocity = new Vector2(_xVelocity, _yVelocity);//将rb的velocity属性设置为对应的想要的二维向量。因为2D游戏的速度就是二维向量
        FlipController(_xVelocity);//在其他设置速度的时候调用翻转控制器
    }//控制速度的函数,此函数在其他State中可能会使用,但仅能通过player.SeVelocity调用
    #endregion
    #region 翻转函数Flip
    public virtual void Flip()
    {
        facingDir = facingDir * -1;
        facingRight = !facingRight;
        transform.Rotate(0, 180, 0);//旋转函数,transform不需要额外定义,因为他是自带的
    }//翻转函数

    public virtual void FlipController(float _x)//目前设置x,目的时能在空中时也能转身
    {
        if (_x > 0 && !facingRight)//当速度大于0且没有朝右时,翻转
        {
            Flip();
        }
        else if (_x < 0 && facingRight)
        {
            Flip();
        }
    }
    #endregion
    #region 碰撞函数Collision
    public virtual bool IsGroundDetected()
    {
        return Physics2D.Raycast(groundCheck.position, Vector2.down, groundCheckDistance, whatIsGround);
    }//通过RayCast检测是否挨着地面,https://docs.unity3d.com/cn/current/ScriptReference/Physics2D.Raycast.html
    //xxxxxxxx()   => xxxxxxxx  == xxxxxxxxxx() return xxxxxxxxx;
    public virtual bool IsWallDetected()
    {
        return Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, wallCheckDistance, whatIsGround);
    }//通过RayCast检测是否挨着地面,https://docs.unity3d.com/cn/current/ScriptReference/Physics2D.Raycast.html
    //xxxxxxxx()   => xxxxxxxx  == xxxxxxxxxx() return xxxxxxxxx;
    protected virtual void OnDrawGizmos()
    {
        Gizmos.DrawLine(groundCheck.position, new Vector3(groundCheck.position.x, groundCheck.position.y - groundCheckDistance));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。
        Gizmos.DrawLine(wallCheck.position, new Vector3(wallCheck.position.x + wallCheckDistance, wallCheck.position.y));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。
        Gizmos.DrawWireSphere(attackCheck.position, attackCheckRadius);//https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Gizmos.DrawWireSphere.html
        //绘制具有中心和半径的线框球体。
    }//画图函数
    #endregion
}
PlayerAnimationTrigger.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class playerAnimationTriggers : MonoBehaviour
{
    private Player player => GetComponentInParent<Player>();//获得夫组件上的实际存在的Player组件
    private void AnimationTrigger()
    {
        player.AnimationTrigger();
    }
    private void AttackTrigger()
    {
        Collider2D[] colliders = Physics2D.OverlapCircleAll(player.attackCheck.position, player.attackCheckRadius);//创建一个碰撞器组,保存所有圈所碰到的碰撞器
        //https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Physics2D.OverlapCircleAll.html
        foreach(var hit in colliders)//https://blog.csdn.net/m0_52358030/article/details/121722077
        {
            if(hit.GetComponent<Enemy>()!=null)
            {
                hit.GetComponent<Enemy>().Damage();
            }
        }
    }
}
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;
    }

    private void AttackTrigger()
    {
        Collider2D[] colliders = Physics2D.OverlapCircleAll(enemy.attackCheck.position, enemy.attackCheckRadius);//创建一个碰撞器组,保存所有圈所碰到的碰撞器
        //https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Physics2D.OverlapCircleAll.html
        foreach (var hit in colliders)//https://blog.csdn.net/m0_52358030/article/details/121722077
        {
            if (hit.GetComponent<Player>() != null)
            {
                hit.GetComponent<Player>().Damage();
            }
        }
    }
}
SkeletonBattleState.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
//从ground进来的
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())
        {
            stateTimer = enemy.battleTime;
            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);
            }
        }
        else//当没有看见player后,才会根据没有看到的时间来使其退出battle状态
        {
            if(stateTimer < 0||Vector2.Distance(player.transform.position,enemy.transform.position)>7)//根据距离来判断是否结束battle状态
            {
                stateMachine.ChangeState(enemy.idleState);
            }
        }
        

        //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;
        }

        if(Vector2.Distance(player.transform.position,enemy.transform.position)>1)
        enemy.SetVelocity(enemy.moveSpeed * moveDir, rb.velocity.y);
        else
        {
            enemy.SetZeroVelocity();
        }//我自己设置了一个敌人接近一定距离就停下来的设置,防止出现敌人乱晃的情况
    }

    private bool CanAttack()
    {
        if(Time.time > enemy.lastTimeAttacked + enemy.attackCooldown)
        {
            enemy.lastTimeAttacked = Time.time;
            return true;
        }
        
        return false;
    }
}

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