Unity类银河恶魔城学习记录12-9,10 p131 Improve Item ToolTip,P132 Merge Skill Tree UI with Skill Manager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

UI_itemSlot.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using TMPro;
using UnityEngine.EventSystems;

public class UI_itemSlot : MonoBehaviour ,IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler
{
    [SerializeField] protected Image itemImage;
    [SerializeField] protected TextMeshProUGUI itemText;

    protected UI ui;

    public InventoryItem item;

    protected virtual void Start()
    {
        ui = GetComponentInParent<UI>();
    }

    public void UpdateSlots(InventoryItem _newItem)
    {
        item = _newItem;

        itemImage.color = Color.white;

        if (item != null)
        {
            itemImage.sprite = item.data.icon;

            if (item.stackSize > 1)
            {
                itemText.text = item.stackSize.ToString();

            }
            else
            {
                itemText.text = "";
            }
        }
    }

    public void CleanUpSlot()//解决出现UI没有跟着Inventory变化的bug
    {
        item = null;

        itemImage.sprite = null;
        itemImage.color = Color.clear;

        itemText.text = "";
    }

    public virtual void OnPointerDown(PointerEventData eventData)
    {
        if(item == null)//修复点击空白处会报错的bug
        {
            return;
        }

        if(Input.GetKey(KeyCode.LeftControl))
        {
            Inventory.instance.RemoveItem(item.data);
            ui.itemToolTip.HideToolTip();
            return;
        }

        if (item.data.itemType == ItemType.Equipment)
            Inventory.instance.EquipItem(item.data);

        ui.itemToolTip.HideToolTip();//修复已经装备了装备还会出现详细信息栏的bug
    }

    public void OnPointerEnter(PointerEventData eventData)
    {
        if (item == null || item.data == null)
            return;

        //给装备描述窗口以跟着鼠标移动的功能
        Vector2 mousePosition = Input.mousePosition;

        float xOffset = 0;
        float yOffset = 0;

        if (mousePosition.x > 600)
        {
            xOffset = -75;
        }
        else
        {
            xOffset = 75;
        }
        if (mousePosition.y > 320)
        {
            yOffset = -75;
        }
        else
        {
            yOffset = 75;
        }

        
        ui.itemToolTip.ShowToolTip(item.data as ItemData_Equipment);
        ui.itemToolTip.transform.position = new Vector2(mousePosition.x + xOffset, mousePosition.y + yOffset);
    }

    public void OnPointerExit(PointerEventData eventData)
    {
        if (item == null || item.data == null)
            return;

        ui.itemToolTip.HideToolTip();
    }
}
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;

    [Header("Unique effect")]
    public float itemCooldown;
    public ItemEffect[] itemEffects;

    [TextArea]
    public string itemEffectDescription;//给装备加上独特的描述





    [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 health;
    public int armor;
    public int evasion;//闪避值
    public int magicResistance;

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

    [Header("Craft requirements")]
    public List<InventoryItem> craftingMaterials;
    public int descriptionLength;

    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.Health.AddModifier(health);
        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.Health.RemoveModifier(health);
        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);
        }
    }
    public override string GetDescription()//让外界能够拿到拼出字符串的函数
    {
        sb.Length = 0;
        descriptionLength = 0;


        AddItemDescription(strength, "strength");
        AddItemDescription(agility, "agility");
        AddItemDescription(intelligence, "intelligence");
        AddItemDescription(vitality, "vitality");

        AddItemDescription(damage, "damage");
        AddItemDescription(critChance, "critChance");
        AddItemDescription(critPower, "critPower");

        AddItemDescription(health, "health");
        AddItemDescription(evasion, "evasion");
        AddItemDescription(armor, "armor");
        AddItemDescription(magicResistance, "magicResistance");

        AddItemDescription(fireDamage, "fireDamage");
        AddItemDescription(iceDamage, "iceDamage");
        AddItemDescription(lightingDamage, "lightingDamage");


        if(descriptionLength < 5)//使窗口拥有最小尺寸
        {
            for(int i = 0;i < 5- descriptionLength;i++)
            {
                sb.AppendLine();
                sb.Append("");
            }
        }

        if(itemEffectDescription.Length > 0)//给装备加上独特的描述
        {
            sb.AppendLine();
            sb.Append(itemEffectDescription);
        }

        return sb.ToString();
        
    }

    private void AddItemDescription(int _value,string _name)//通过判断拼出想要的字符串的函数
    {
        if(_value != 0)
        {
          
            if(sb.Length >= 0)
                sb.AppendLine();//这是控制行数的
            if(_value > 0)
                sb.Append(" + "+_value + " " + _name);//这是实打实添加字符串的

            descriptionLength++;
            
        }
    }
}

UI_SkillTreeSlot.cs
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;

public class UI_SkillTreeSlot : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{

    [SerializeField] private int skillPrice;
    [SerializeField] private string skillName;
    [TextArea]
    [SerializeField] private string skillDescription;
    [SerializeField] private Color lockedSkillColor;

    private UI ui;

    public bool unlocked;//一个表示是否解锁的bool值

    private Image skillImage;
    [SerializeField] private UI_SkillTreeSlot[] shouldBeUnlocked;
    [SerializeField] private UI_SkillTreeSlot[] shouldBeLocked;//应该解锁和不该解锁的Slot组和Image


    private void OnValidate()
    {
        gameObject.name = "SkillTreeSlot_UI - " + skillName;
    }
    private void Awake()
    {
        GetComponent<Button>().onClick.AddListener(() => UnlockSkillSlot());
    }
    private void Start()
    {
        skillImage = GetComponent<Image>();

        skillImage.color = lockedSkillColor;

        ui = GetComponentInParent<UI>();


    }

    public void UnlockSkillSlot()//一个判断此Skill是否可以解锁的函数
    {
        if (PlayerManager.instance.HaveEnoughMoney(skillPrice) == false)
            return;

        Debug.Log("Slot unlocked");
        for (int i = 0; i < shouldBeUnlocked.Length; i++)
        {
            if (shouldBeUnlocked[i].unlocked == false)
            {
                Debug.Log("Cannot unlock skill");
                return;
            }
        }

        for (int i = 0; i < shouldBeLocked.Length; i++)
        {
            if (shouldBeLocked[i].unlocked == true)
            {
                Debug.Log("Cannot unlock skill");
                return;
            }
        }

        unlocked = true;
        skillImage.color = Color.white;
    }

    public void OnPointerEnter(PointerEventData eventData)
    {
        ui.skillToolTip.ShowToolTip(skillDescription, skillName);

        Vector2 mousePosition = Input.mousePosition;

        float xOffset = 0;
        float yOffset = 0;

        if (mousePosition.x > 600)
        {
            xOffset = -150;
        }
        else
        {
            xOffset = 150;
        }
        if (mousePosition.y > 200)
        {
            yOffset = -100;
        }
        else
        {
            yOffset = 100;
        }

        ui.skillToolTip.transform.position = new Vector2(mousePosition.x + xOffset, mousePosition.y + yOffset);
    }

    public void OnPointerExit(PointerEventData eventData)
    {
        ui.skillToolTip.HideToolTip();
    }
}
PlayerManager.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class PlayerManager : MonoBehaviour
{
    public static PlayerManager instance;
    public Player player;//这是通过在外部设置了一个组件,让这个组件能够直接把Player找到,从而减少FInd的方式所带来的高负载

    public int currency;
    private void Awake()
    {
        if(instance != null)
        {
            Destroy(instance.gameObject);
        }
        else
        instance = this;
    }

    public bool HaveEnoughMoney(int _price)
    {
        if(_price > currency)
        {
            Debug.Log("Not enough money");
            return false;
        }

        currency -= _price;
        return true;
    }
}
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 (skill.dash.dashUnlocked == false)
            return;

        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);
    }
}
PlayerDashState.cs
public class PlayerDashState : PlayerState
{   //由Ground进入
    public PlayerDashState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

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

        player.skill.dash.CloneOnDash();//调用克隆函数,并传入当前位置已调试clone的位置

        stateTimer = player.dashDuration;设置Dash可以保持的值

    }

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

        player.skill.dash.CloneOnArrival();
        player.SetVelocity(0, rb.velocity.y);//当退出时使速度为0防止动作结束后速度不变导致的持续移动

    }

    public override void Update()
    {
        base.Update();
        if (!player.IsGroundDetected() && player.IsWallDetected())//修复无法在空中dash直接进入wallSlide,修复在wallslide可以dash
                                                                  //因为一旦在wallSlide里dash,就会直接进wallSlide,当然还有更简单的方法
        {
            stateMachine.ChangeState(player.wallSlide);
        }
        player.SetVelocity(player.dashSpeed * player.dashDir, 0);//这个写在Update里,防止在x轴方向减速了,同时Y轴写成0,以防止dash还没有完成就从空中掉下去了
        if (stateTimer < 0)//当timer小于0,切换
        {
            stateMachine.ChangeState(player.idleState);
        }
    }
}
Dash_Skill.cs
using UnityEngine;
using UnityEngine.UI;

public class Dash_Skill : Skill
{
    [Header("Dash")]
    public bool dashUnlocked;
    [SerializeField] private UI_SkillTreeSlot dashUnlockButton;

    [Header("Dash")]
    public bool cloneOnDashUnlocked;
    [SerializeField] private UI_SkillTreeSlot cloneOnDashUnlockedButton;

    [Header("Dash")]
    public bool cloneOnArrivalUnlocked;
    [SerializeField] private UI_SkillTreeSlot cloneOnArrivalUnlockedButton;

    public override void UseSkill()
    {
        base.UseSkill();
    }
    protected override void Start()
    {
        dashUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockDash);
        cloneOnDashUnlockedButton.GetComponent<Button>().onClick.AddListener(UnlockCloneOnDash);
        cloneOnArrivalUnlockedButton.GetComponent<Button>().onClick.AddListener(UnlockCloneOnArrival);
    }
    private void UnlockDash()
    {
        if (dashUnlockButton.unlocked)
            dashUnlocked = true;
    }

    private void UnlockCloneOnDash()
    {
        if (cloneOnDashUnlockedButton.unlocked)
            cloneOnDashUnlocked = true;
    }

    private void UnlockCloneOnArrival()
    {
        if(cloneOnArrivalUnlockedButton.unlocked)
            cloneOnArrivalUnlocked = true;
    }

    //让冲刺留下来的克隆在开始和结束各有一个
    public void CloneOnDash()
    {
        if (cloneOnDashUnlocked)
        {
            SkillManager.instance.clone.CreateClone(PlayerManager.instance.player.transform, Vector3.zero);
            Debug.Log("Create Clone");
        }

    }

    public void CloneOnArrival()
    {
        if (cloneOnArrivalUnlocked)
            SkillManager.instance.clone.CreateClone(PlayerManager.instance.player.transform, Vector3.zero);
    }
}
Clone_Skill.cs
using System.Collections;
using UnityEngine;

public class Clone_Skill : Skill
{
    [Header("Clone Info")]
    [SerializeField] private GameObject clonePrefab;//克隆原型
    [SerializeField] private float cloneDuration;//克隆持续时间

    [SerializeField] private bool canAttack;// 判断是否可以攻击

    [SerializeField] private bool canCreateCloneOnCounterAttack;

    [Header("Clone can duplicate")]
    [SerializeField] private bool canDuplicateClone;
    [SerializeField] private float chanceToDuplicate;

    [Header("Crystal instead of clone")]
    public bool crystalInsteadOfClone;


    public void CreateClone(Transform _clonePosition, Vector3 _offset)//传入克隆位置
    {
        if (crystalInsteadOfClone)
        {
            SkillManager.instance.crystal.CreateCrystal();

            return;
        }//让所有的生成克隆的技能都变成生成水晶


        GameObject newClone = Instantiate(clonePrefab);//创建新的克隆//克隆 original 对象并返回克隆对象。
        //https://docs.unity3d.com/cn/current/ScriptReference/Object.Instantiate.html

        newClone.GetComponent<Clone_Skill_Controller>().SetupClone(_clonePosition, cloneDuration, canAttack, _offset, FindClosestEnemy(newClone.transform), canDuplicateClone, chanceToDuplicate, player);//调试clone的位置,同时调试克隆持续时间                                                                                            //Controller绑在克隆原型上的,所以用GetComponent                                                                                        
    }



    //反击后产生一个克隆被刺敌人
    public void CanCreateCloneOnCounterAttack(Transform _enemyTransform)
    {
        if (canCreateCloneOnCounterAttack)
            StartCoroutine(CreateCloneWithDelay(_enemyTransform, new Vector3(1 * player.facingDir, 0, 0)));
    }
    //整个延迟生成
    private IEnumerator CreateCloneWithDelay(Transform _enemyTransform, Vector3 _offset)
    {
        yield return new WaitForSeconds(.4f);
        CreateClone(_enemyTransform, _offset);

    }
}

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