Unity类银河恶魔城学习记录11-16.17 p118 Thurder strike on abilities - p119 Heal item effect源代码

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

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)
    {
        player.stats.DoDamage(enemy.GetComponent<CharacterStats>());
        enemy.StartCoroutine("FreezeTimeFor", freezeTimeDuration);
        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);
    }
    
}
Crystal_Skill_Controller
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Crystal_Skill_Controller : MonoBehaviour
{
    private Animator anim => GetComponent<Animator>();
    private CircleCollider2D cd => GetComponent<CircleCollider2D>();
    private Player player;

    private float crystalExitTimer;

    private bool canExplode;
    private bool canMove;
    private float moveSpeed;

    private bool canGrow;
    private float growSpeed = 5;

    private Transform closestTarget;

    [SerializeField] private LayerMask whatIsEnemy;


   public void SetupCrystal(float _crystalDuration,bool _canExplode,bool _canMove,float _moveSpeed,Transform _closestTarget,Player _player)
    {
        crystalExitTimer = _crystalDuration;
        canExplode = _canExplode;
        canMove = _canMove;
        moveSpeed = _moveSpeed;
        closestTarget = _closestTarget;
        player = _player;

    }

    //让黑洞里替换出来的水晶能够随机选择目标

    public void ChooseRandomEnemy()//Ctrl里写函数,让最近敌人改成列表里的随机敌人
    {
        float radius = SkillManager.instance.blackhole.GetBlackholeRadius();//把随机敌人半径改成黑洞半径的一半就行
        Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 50, whatIsEnemy);

        if(colliders.Length >= 0)
        {
            closestTarget = colliders[Random.Range(0,colliders.Length)].transform;
            Debug.Log("Give Random");
        }
    }
    private void Update()
    {
        crystalExitTimer -= Time.deltaTime;
        if (crystalExitTimer < 0)
        {
            FinishCrystal();
        }

        //可以运动就靠近敌人后爆炸,范围小于1时爆炸,并且爆炸时不能移动
        if (canMove)
        {
            //修复攻击范围内没有敌人会报错的bug
            if(closestTarget != null)
            {
                transform.position = Vector2.MoveTowards(transform.position, closestTarget.position, moveSpeed * Time.deltaTime);
                if (Vector2.Distance(transform.position, closestTarget.position) < 1)
                {
                    FinishCrystal();
                    canMove = false;
                }
            }
            else
                transform.position = Vector2.MoveTowards(transform.position, transform.position+new Vector3(5,0,0), moveSpeed * Time.deltaTime);
           
        }

        //爆炸瞬间变大
        if (canGrow)
            transform.localScale = Vector2.Lerp(transform.localScale, new Vector2(3, 3), growSpeed * Time.deltaTime);

    }

    //爆炸造成伤害
    private void AnimationExplodeEvent()
    {
        Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, cd.radius);
        foreach(var hit in colliders)
        {
            if (hit.GetComponent<Enemy>() != null)
            {
                player.stats.DoMagicaDamage(hit.GetComponent<CharacterStats>());
                ItemData_Equipment equipment = Inventory.instance.GetEquipment(EquipmentType.Amulet);
                if(equipment != null)
                {
                    equipment.Effect(hit.transform);
                }
            }
                
           
        }
          
    }

    public void FinishCrystal()
    {
        if (canExplode)
        {
            canGrow = true;
            anim.SetBool("Explode",true);
        }
        else
        {
            SelfDestory();
        }
    }

    public void SelfDestory() => Destroy(gameObject);
}
ItemEffect.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;


public class ItemEffect : ScriptableObject
{
    public virtual void ExecuteEffect(Transform _respawnPosition)
    {
        Debug.Log("Effect executed");
    }
}
Heal_Effect.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "New Item Data", menuName = "Data/Item effect/Heal Effect")]
public class Heal_Effect : ItemEffect
{
    [Range(0f, 1f)]
    [SerializeField] private float healPercent;
    public override void ExecuteEffect(Transform _respawnPosition)
    {
        PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();

        int healAmount =Mathf.RoundToInt( playerStats.GetMaxHealthValue() * healPercent);

        playerStats.IncreaseHealthBy(healAmount);//调用回血函数

    }
}
Inventory.cs
using Newtonsoft.Json.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Inventory : MonoBehaviour
{
    public static Inventory instance;

    public List<ItemData> startingItem;

    public List<InventoryItem> equipment;//inventoryItems类型的列表
    public Dictionary<ItemData_Equipment, InventoryItem> equipmentDictionary;//以ItemData为Key寻找InventoryItem的字典

    public List<InventoryItem> inventory;//inventoryItems类型的列表
    public Dictionary<ItemData, InventoryItem> inventoryDictionary;//以ItemData为Key寻找InventoryItem的字典

    public List<InventoryItem> stash;
    public Dictionary<ItemData, InventoryItem> stashDictionary;

    [Header("Inventory UI")]

    [SerializeField] private Transform inventorySlotParent;
    [SerializeField] private Transform stashSlotParent;
    [SerializeField] private Transform equipmentSlotParent;


    private UI_itemSlot[] inventoryItemSlot;//UI Slot的数组
    private UI_itemSlot[] stashItemSlot;
    private UI_equipementSlots[] equipmentSlot;

    [Header("Items cooldown")]
    private float lastTimeUsedFlask;

    private void Awake()
    {
        if (instance == null)
            instance = this;
        else
            Destroy(gameObject);
        //防止多次创建Inventory
    }

    public void Start()
    {
        inventory = new List<InventoryItem>();
        inventoryDictionary = new Dictionary<ItemData, InventoryItem>();


        stash = new List<InventoryItem>();
        stashDictionary = new Dictionary<ItemData, InventoryItem>();

        equipment = new List<InventoryItem>();
        equipmentDictionary = new Dictionary<ItemData_Equipment, InventoryItem>();


        inventoryItemSlot = inventorySlotParent.GetComponentsInChildren<UI_itemSlot>();//拿到的方式有点绕,显示拿到Canvas 里的 Inventory 然后通过GetComponentsInChildren拿到其下的使用UISlot
        stashItemSlot = stashSlotParent.GetComponentsInChildren<UI_itemSlot>();
        equipmentSlot = equipmentSlotParent.GetComponentsInChildren<UI_equipementSlots>();
        AddStartingItems();
    }

    private void AddStartingItems()
    {
        for (int i = 0; i < startingItem.Count; i++)
        {
            AddItem(startingItem[i]);
        }
    }//设置初始物品

    public void EquipItem(ItemData _item)
    {
        //解决在itemdata里拿不到子类equipment里的enum的问题
        ItemData_Equipment newEquipment = _item as ItemData_Equipment;//https://www.bilibili.com/read/cv15551811/
        //将父类转换为子类
        InventoryItem newItem = new InventoryItem(newEquipment);

        ItemData_Equipment oldEquipment = null;

        foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面
        {
            if (item.Key.equipmentType == newEquipment.equipmentType)//将拿到的key与转换成itemdata_equipment类型的_item的type对比拿到存在的key
            {
                oldEquipment = item.Key;//此key需保存在外部的data类型里
                //equipment.Remove(item.Value);
                //equipmentDictionary.Remove(item.Key);
            }
        }//好像用foreach里的value和key无法对外部的list和字典进行操作

        if (oldEquipment != null)
        {
            AddItem(oldEquipment);
            Unequipment(oldEquipment);
        }
            

        equipment.Add(newItem);
        equipmentDictionary.Add(newEquipment, newItem);
        RemoveItem(_item);
        newEquipment.AddModifiers();
        
    }//装备装备的函数

    public void Unequipment(ItemData_Equipment itemToRemove)//装备其他同类型的装备时。去除已装备的装备
    {
        if (equipmentDictionary.TryGetValue(itemToRemove, out InventoryItem value))
        {
            
            equipment.Remove(value);
            equipmentDictionary.Remove(itemToRemove);
            
            itemToRemove.RemoveModifiers();
            UpdateSlotUI();
        }
    }

    private void UpdateSlotUI()
    {

        for (int i = 0; i < equipmentSlot.Length; i++)
        {
            //此步骤用于将对应类型的武器插入对应的槽内
            foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)//这种方法可以同时拿到key和value保存到item里面
            {
                if (item.Key.equipmentType == equipmentSlot[i].slotType)
                {
                    equipmentSlot[i].UpdateSlots(item.Value);
                }
            }

        }
        //解决出现UI没有跟着Inventory变化的bug
        for (int i = 0; i < inventoryItemSlot.Length;i++)
        {
            inventoryItemSlot[i].CleanUpSlot();
        }
        for (int i = 0; i < stashItemSlot.Length; i++)
        {
            stashItemSlot[i].CleanUpSlot();
        }

        for (int i = 0; i < inventory.Count; i++)
        {
            inventoryItemSlot[i].UpdateSlots(inventory[i]);
        }

        for (int i = 0; i < stash.Count; i++)
        {
            stashItemSlot[i].UpdateSlots(stash[i]);
        }
    }//更新UI函数

    public void AddItem(ItemData _item)
    {
        if (_item.itemType == ItemType.Equipment)
        {
            AddToInventory(_item);
        }
        else if (_item.itemType == ItemType.Material)
        {
            AddToStash(_item);
        }


        UpdateSlotUI();
    }//添加物体的函数

    private void AddToStash(ItemData _item)//向stash加物体的函数
    {
        if (stashDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value
        {
            value.AddStack();
        }//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
        else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
        {
            InventoryItem newItem = new InventoryItem(_item);
            stash.Add(newItem);//填进列表里只有一次
            stashDictionary.Add(_item, newItem);//同上
        }
    }

    private void AddToInventory(ItemData _item)
    {
        if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))//只有这种方法才能在查找到是否存在key对应value是否存在的同时,能够同时拿到value,其他方法的拿不到value
        {
            value.AddStack();
        }//字典的使用,通过ItemData类型的数据找到InventoryItem里的与之对应的同样类型的数据
        else//初始时由于没有相同类型的物体,故调用else是为了初始化库存,使其中含有一个基本的值
        {
            InventoryItem newItem = new InventoryItem(_item);
            inventory.Add(newItem);//填进列表里只有一次
            inventoryDictionary.Add(_item, newItem);//同上
        }
    }//将物体存入Inventory的函数

    public void RemoveItem(ItemData _item)//将物体剔除Inventory的函数
    {
        if (inventoryDictionary.TryGetValue(_item, out InventoryItem value))
        {
            if (value.stackSize <= 1)
            {
                inventory.Remove(value);
                inventoryDictionary.Remove(_item);

            }
            else
                value.RemoveStack();
        }

        if (stashDictionary.TryGetValue(_item, out InventoryItem stashValue))
        {
            if (stashValue.stackSize <= 1)
            {
                stash.Remove(stashValue);
                stashDictionary.Remove(_item);
            }
            else
                stashValue.RemoveStack();
        }

        UpdateSlotUI();
    }
    public List<InventoryItem> GetEquipmentList() => equipment;
    public List<InventoryItem> GetStashList() => stash;

    public ItemData_Equipment GetEquipment(EquipmentType _Type)//通过Type找到对应的已装备装备的函数
    {
        ItemData_Equipment equipedItem = null;

        foreach (KeyValuePair<ItemData_Equipment, InventoryItem> item in equipmentDictionary)
            if (item.Key.equipmentType == _Type)
            {
                equipedItem = item.Key;
            }

        return equipedItem;
    }
    public void UseFlask()
    {
        ItemData_Equipment currentFlask = GetEquipment(EquipmentType.Flask);

        if (currentFlask == null)
            return;
        //使用药瓶设置冷却时间
        bool canUseFlask = Time.time > lastTimeUsedFlask + currentFlask.itemCooldown;

        if(canUseFlask)
        {
            currentFlask.Effect(null);
            lastTimeUsedFlask = Time.time;
        }
        else
        {
            Debug.Log("Flask is Cooldown");
        }
    }//使用药瓶函数
}

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

public enum EquipmentType
{
    Weapon,
    Armor,
    Amulet,
    Flask

}

[CreateAssetMenu(fileName = "New Item Data", menuName = "Data/Equipment")]
public class ItemData_Equipment : ItemData
{
    public EquipmentType equipmentType;

    public float itemCooldown;

    public ItemEffect[] itemEffects;



    [Header("Major stats")]
    public int strength; // 力量 增伤1点 爆伤增加 1% 物抗
    public int agility;// 敏捷 闪避 1% 闪避几率增加 1%
    public int intelligence;// 1 点 魔法伤害 1点魔抗 
    public int vitality;//加血的

    [Header("Offensive stats")]
    public int damage;
    public int critChance;      // 暴击率
    public int critPower;       //150% 爆伤

    [Header("Defensive stats")]
    public int maxHealth;
    public int armor;
    public int evasion;//闪避值
    public int magicResistance;

    [Header("Magic stats")]
    public int fireDamage;
    public int iceDamage;
    public int lightingDamage;

    public void AddModifiers()
    {
        PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();
        playerStats.strength.AddModifier(strength);
        playerStats.agility.AddModifier(agility);
        playerStats.intelligence.AddModifier(intelligence);
        playerStats.vitality.AddModifier(vitality);

        playerStats.damage.AddModifier(damage);
        playerStats.critChance.AddModifier(critChance);
        playerStats.critPower.AddModifier(critPower);

        playerStats.maxHealth.AddModifier(maxHealth);
        playerStats.armor.AddModifier(armor);
        playerStats.evasion.AddModifier(evasion);
        playerStats.magicResistance.AddModifier(magicResistance);

        playerStats.fireDamage.AddModifier(fireDamage);
        playerStats.iceDamage.AddModifier(iceDamage);
        playerStats.lightingDamage.AddModifier(lightingDamage);
    }

    public void RemoveModifiers()
    {
        PlayerStats playerStats = PlayerManager.instance.player.GetComponent<PlayerStats>();
        playerStats.strength.RemoveModifier(strength);
        playerStats.agility.RemoveModifier(agility);
        playerStats.intelligence.RemoveModifier(intelligence);
        playerStats.vitality.RemoveModifier(vitality);

        playerStats.damage.RemoveModifier(damage);
        playerStats.critChance.RemoveModifier(critChance);
        playerStats.critPower.RemoveModifier(critPower);

        playerStats.maxHealth.RemoveModifier(maxHealth);
        playerStats.armor.RemoveModifier(armor);
        playerStats.evasion.RemoveModifier(evasion);
        playerStats.magicResistance.RemoveModifier(magicResistance);

        playerStats.fireDamage.RemoveModifier(fireDamage);
        playerStats.iceDamage.RemoveModifier(iceDamage);
        playerStats.lightingDamage.RemoveModifier(lightingDamage);

    }

    public void Effect(Transform _enemyPosition)//循环调用Effect类里的Effect的函数
    {
        foreach(var item in itemEffects)
        {
            item.ExecuteEffect(_enemyPosition);
        }
    }
}
CharacterStats.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

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 maxHealth;
    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; }

    [SerializeField] public int currentHealth;


    protected virtual void Start()
    {
        critPower.SetDefaultValue(150);//设置默认爆伤
        currentHealth = GetMaxHealthValue();

        fx = GetComponent<EntityFX>();
    }

    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 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);
    }
    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
    {
        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;
    }

    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)
        {
            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 maxHealth.GetValue() + vitality.GetValue() * 10;

    }//统计生命值函数

    #endregion
}

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

public class Player : Entity
{
    [Header("Attack Details")]
    public Vector2[] attackMovement;//每个攻击时获得的速度组
    public float counterAttackDuration = .2f;
    


    public bool isBusy{ get; private set; }//防止在攻击间隔中进入move
    //
    [Header("Move Info")]
    public float moveSpeed;//定义速度,与xInput相乘控制速度的大小
    public float jumpForce;
    public float swordReturnImpact;//在player里设置swordReturnImpact作为击退的参数
    private float defaultMoveSpeed;
    private float defaultJumpForce;

    [Header("Dash Info")]
    [SerializeField] private float dashCooldown;
    private float dashUsageTimer;//为dash设置冷却时间,在一定时间内不能连续使用
    public float dashSpeed;//冲刺速度
    public float dashDuration;//持续时间
    private float defaultDashSpeed;

    public float dashDir { get; private set; }


    
    
    #region 定义States
    public PlayerStateMachine stateMachine { get; private set; }
    public PlayerIdleState idleState { get; private set; }
    public PlayerMoveState moveState { get; private set; }
    public PlayerJumpState jumpState { get; private set; }
    public PlayerAirState airState { get; private set; }
    public PlayerDashState dashState { get; private set; }
    public PlayerWallSlideState wallSlide { get; private set; }
    public PlayerWallJumpState wallJump { get; private set; }
    public PlayerDeadState deadState { get; private set; }
    


    public PlayerPrimaryAttackState primaryAttack { get; private set; }
    public PlayerCounterAttackState counterAttack { get; private set; }

    public PlayerAimSwordState aimSword { get; private set; }
    public PlayerCatchSwordState catchSword { get; private set; }
    public PlayerBlackholeState blackhole { get; private set; }


    public SkillManager skill { get; private set; }
    public GameObject sword{ get; private set; }//声明sword


   
    #endregion
    protected override void Awake()
    {

        base.Awake();
        stateMachine = new PlayerStateMachine();
        //通过构造函数,在构造时传递信息
        idleState = new PlayerIdleState(this, stateMachine, "Idle");
        moveState = new PlayerMoveState(this, stateMachine, "Move");
        jumpState = new PlayerJumpState(this, stateMachine, "Jump");
        airState = new PlayerAirState(this, stateMachine, "Jump");
        dashState = new PlayerDashState(this, stateMachine, "Dash");
        wallSlide = new PlayerWallSlideState(this, stateMachine, "WallSlide");
        wallJump = new PlayerWallJumpState(this, stateMachine, "Jump");//wallJump也是Jump动画
        deadState = new PlayerDeadState(this, stateMachine, "Die");


        primaryAttack = new PlayerPrimaryAttackState(this, stateMachine, "Attack");
        counterAttack = new PlayerCounterAttackState(this, stateMachine, "CounterAttack");

        aimSword = new PlayerAimSwordState(this,stateMachine, "AimSword");
        catchSword = new PlayerCatchSwordState(this, stateMachine, "CatchSword");
        blackhole = new PlayerBlackholeState(this, stateMachine, "Jump");

        //this 就是 Player这个类本身
    }//Awake初始化所以State,为所有State传入各自独有的参数,及animBool,以判断是否调用此动画(与animatoin配合完成)
    protected override void Start()
    {
        base.Start();
        stateMachine.Initialize(idleState);
        skill = SkillManager.instance;

        defaultMoveSpeed = moveSpeed;
        defaultJumpForce = jumpForce;
        defaultDashSpeed = dashSpeed;
        

    }

    protected override void Update()//在mano中update会自动刷新但其他没有mano的不会故,需要在这个updata中调用其他脚本中的函数stateMachine.currentState.update以实现 //stateMachine中的update

    {
        base.Update();
        stateMachine.currentState.Update();//反复调用CurrentState的Update函数
        CheckForDashInput();

        if(Input.GetKeyDown(KeyCode.F))
        {
            skill.crystal.CanUseSkill();
        }

        if(Input.GetKeyDown(KeyCode.Alpha1))//血瓶回血
        {
            Inventory.instance.UseFlask();
        }
        
    }
    public override void SlowEntityBy(float _slowPercentage, float flowDuration)//减缓一切速度函数
    {
        base.SlowEntityBy(_slowPercentage, flowDuration);
        moveSpeed = moveSpeed * (1 - _slowPercentage);
        jumpForce = jumpForce * (1 - _slowPercentage);
        dashSpeed = dashSpeed * (1 - _slowPercentage);
        anim.speed = anim.speed * (1 - _slowPercentage);

        Invoke("ReturnDefaultSpeed", flowDuration);

    }
    protected override void ReturnDefaultSpeed()//全部速度恢复正常函数
    {
        base.ReturnDefaultSpeed();

        moveSpeed = defaultMoveSpeed;
        jumpForce = defaultJumpForce;
        dashSpeed = defaultDashSpeed;
    }
    public void AssignNewSword(GameObject _newSword)//保持创造的sword实例的函数
    {
        sword = _newSword;
    }

    public void CatchTheSword()//通过player的CatchTheSword进入,及当剑消失的瞬间进入
    {
        stateMachine.ChangeState(catchSword);
        Destroy(sword);
    }
    
    public IEnumerator BusyFor(float _seconds)//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001
    {
        isBusy = true;
        yield return new WaitForSeconds(_seconds);
        isBusy = false;
    
    }//p39 4.防止在攻击间隔中进入move,通过设置busy值,在使用某些状态时,使其为busy为true,抑制其进入其他state
     //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
    public void AnimationTrigger() => stateMachine.currentState.AnimationFinishTrigger();
    //从当前状态拿到AnimationTrigger进行调用的函数

    public void CheckForDashInput()
    {

        
        if (IsWallDetected())
        {
            return;
        }//修复在wallslide可以dash的BUG
        if (Input.GetKeyDown(KeyCode.LeftShift) && skill.dash.CanUseSkill())//将DashTimer<0 的判断 改成DashSkill里的判断
        {

            
            dashDir = Input.GetAxisRaw("Horizontal");//设置一个值,可以将dash的方向改为你想要的方向而不是你的朝向
            if (dashDir == 0)
            {
                dashDir = facingDir;//只有当玩家没有控制方向时才使用默认朝向
            }
            stateMachine.ChangeState(dashState);
        }

    }//将Dash切换设置成一个函数,使其在所以情况下都能使用


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

        stateMachine.ChangeState(deadState);
    }
}

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