Unity类银河恶魔城学习记录12-15,16 p137 Merge Skill Tree with Clone skill-p138 Skill Tree Hot Fix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.cs
using UnityEngine;

public class UI : MonoBehaviour
{
    [SerializeField] private GameObject characterUI;
    [SerializeField] private GameObject skillTreeUI;
    [SerializeField] private GameObject craftUI;
    [SerializeField] private GameObject optionsUI;

    public UI_itemTooltip itemToolTip;
    public UI_statToolTip statToopTip;
    public Ui_SkillToolTip skillToolTip;

    public UI_CraftWindow craftWindow;
    public void Awake()
    {
        SwitchTo(skillTreeUI);//修复可能出现skill没法加载成功的bug
        
    }
    public void Start()
    {
        SwitchTo(null);
        itemToolTip.gameObject.SetActive(false);
        statToopTip.gameObject.SetActive(false);
    }

    private void Update()
    {
        if(Input.GetKeyDown(KeyCode.C))
        {
            SwitchWithKeyTo(characterUI);
        }

        if(Input.GetKeyDown(KeyCode.B))
        {
            SwitchWithKeyTo(craftUI);
        }

        if(Input.GetKeyDown(KeyCode.K))
        {
            SwitchWithKeyTo(skillTreeUI);
        }

        if(Input.GetKeyDown(KeyCode.O))
        {
            SwitchWithKeyTo(optionsUI);
        }    
    }

    public void SwitchTo(GameObject _menu)//切换窗口函数
    {
        for (int i = 0; i < transform.childCount; i++)
        {
            transform.GetChild(i).gameObject.SetActive(false);
        }

        if (_menu != null)
        {
            _menu.SetActive(true);
        }
    }

    public void SwitchWithKeyTo(GameObject _menu)//键盘切换窗口函数
    {
        if (_menu != null && _menu.activeSelf)//通过判断是否传入mune和mune是否激活来决定使设置为可视或不可使
        {
            _menu.SetActive(false);
            return;
        }

        SwitchTo(_menu);
    }
}

CharacterStats.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting.Antlr3.Runtime.Misc;
using UnityEngine;
public enum StatType
{

    strength,
    agility,
    intelligence,
    vitality,
    damage,
    critChance,
    critPower,
    Health,
    armor,
    evasion,
    magicResistance,
    fireDamage,
    iceDamage,
    lightingDamage
}
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 Health;
    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; }
    private bool isVulnerable;//脆弱效果

    [SerializeField] public int currentHealth;


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

        fx = GetComponent<EntityFX>();
    }

    public void MakeVulnerableFor(float _duration) => StartCoroutine(VulnerableCorutine(_duration));//脆弱效果函数
    private IEnumerator VulnerableCorutine(float _duration)
    {
        isVulnerable = true;
        yield return new WaitForSeconds(_duration);
        isVulnerable = false;
    }
    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 IncreaseStatBy(int _modifier, float _duration,Stat _statToModify)
    {
        StartCoroutine(StatModCoroutine(_modifier, _duration, _statToModify));
    }
    private IEnumerator StatModCoroutine(int _modifier, float _duration, Stat _statToModify)
    {
        _statToModify.AddModifier(_modifier);
        yield return new WaitForSeconds(_duration);
        _statToModify.RemoveModifier(_modifier);
    }
    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); // 可以去了也可以不去

    }
    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
    {
        if (isVulnerable)
            _damage = Mathf.RoundToInt(_damage * 1.1f);

        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;
    }
    protected 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;
    }
    public virtual void OnEvasion()
    {

    }//可继承成功闪避触发的函数
    protected 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)
        {
            _targetStats.OnEvasion();
            return true;
        }
        return false;
    }
    protected bool CanCrit()//判断是否暴击
    {
        int totleCriticalChance = critChance.GetValue() + agility.GetValue();

        if (Random.Range(0, 100) <= totleCriticalChance)
        {
            return true;
        }

        return false;
    }
    protected 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 Health.GetValue() + vitality.GetValue() * 10;

    }//统计生命值函数
    public  Stat GetStats(StatType _statType)
    {
        if (_statType == StatType.strength) return strength;
        else if (_statType == StatType.agility) return agility;
        else if (_statType == StatType.intelligence) return intelligence;
        else if (_statType == StatType.vitality) return vitality;
        else if (_statType == StatType.damage) return damage;
        else if (_statType == StatType.critChance) return critChance;
        else if (_statType == StatType.critPower) return critPower;
        else if (_statType == StatType.Health) return Health;
        else if (_statType == StatType.armor) return armor;
        else if (_statType == StatType.evasion) return evasion;
        else if (_statType == StatType.magicResistance) return magicResistance;
        else if (_statType == StatType.fireDamage) return fireDamage;
        else if (_statType == StatType.iceDamage) return iceDamage;
        else if (_statType == StatType.lightingDamage) return lightingDamage;

        return null;
    }
    #endregion
}


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

public class PlayerStats : CharacterStats
{
    private Player player;
    

    

    protected override void Start()
    {
        player = GetComponent<Player>();
        base.Start();
    }
    public override void DoDamage(CharacterStats _targetStats)
    {
        base.DoDamage(_targetStats);

    }
    public override void TakeDamage(int _damage)
    {
        base.TakeDamage(_damage);
    }
    protected override void Die()
    {
        base.Die();
        player.Die();
        GetComponent<PlayerItemDrop>()?.GenerateDrop();
    }
    protected override void DecreaseHealthBy(int _damage)
    {
        base.DecreaseHealthBy(_damage);
        ItemData_Equipment currentArmor = Inventory.instance.GetEquipment(EquipmentType.Armor);
        
            if(currentArmor != null)
            {
                currentArmor.Effect(player.transform);
            }
    }

    public override void OnEvasion()
    {
        player.skill.dogge.CreateMirageOnDoDogge();
    }

    public void CloneDoDamage(CharacterStats _targetStats,float _multiplier)
    {
        if (TargetCanAvoidAttack(_targetStats))设置闪避
        {
            return;
        }

        int totleDamage = damage.GetValue() + strength.GetValue();

        if(_multiplier > 0)
        {
            totleDamage = Mathf.RoundToInt(totleDamage * _multiplier);
        }

        //爆伤设置
        if (CanCrit())
        {
            totleDamage = CalculateCriticalDamage(totleDamage);
        }

        totleDamage = CheckTargetArmor(_targetStats, totleDamage);//设置防御

        _targetStats.TakeDamage(totleDamage);

        DoMagicaDamage(_targetStats); // 可以去了也可以不去
    }
}
Blackhole_Skill.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class Blackhole_Skill : Skill
{
    
    [SerializeField] private UI_SkillTreeSlot balckholeUnlockButton;
    public bool blackholeUnlocked { get; private set; }

    [SerializeField]private float maxSize;//最大尺寸
    [SerializeField] private float growSpeed;//变大速度
    [SerializeField] private float shrinkSpeed;//缩小速度

    [SerializeField] private GameObject blackholePrefab;
    [Space]

    [SerializeField] private float blackholeDuration;
    [SerializeField] int amountOfAttacks = 4;
    [SerializeField] float cloneAttackCooldown = .3f;

    Blackhole_Skill_Controller currentBlackhole;
    private void UnlockBlackhole()
    {
        if(balckholeUnlockButton.unlocked)
        {
            blackholeUnlocked = true;
        }
    }
    public override bool CanUseSkill()
    {
        return base.CanUseSkill();
    }

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

        GameObject newBlackhole = Instantiate(blackholePrefab,player.transform.position,Quaternion.identity);

        currentBlackhole = newBlackhole.GetComponent<Blackhole_Skill_Controller>();

        currentBlackhole.SetupBlackhole(maxSize,growSpeed,shrinkSpeed,amountOfAttacks,cloneAttackCooldown,blackholeDuration);
    }
    
    protected override void Start()
    {
        base.Start();
        balckholeUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockBlackhole);
    }

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

    public bool SkillCompleted()
    {
        if(currentBlackhole == null)
         return false;
        if (currentBlackhole.playerCanExitState)
        {
            return true;
        }
        else
        {
            return false;
        }
    }

    //把随机敌人半径改成黑洞半径的一半就行
    public float GetBlackholeRadius()
    {
        return maxSize / 2;
    }
}
Clone_Skill_Controller.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//Clone_Skill_Controller是绑在Clone体上的也就是Prefah上的
public class Clone_Skill_Controller : MonoBehaviour
{
    private Player player;
    private Animator anim;//声明animator
    private SpriteRenderer sr;//定义Sr
    [SerializeField] private float colorLoosingSpeed;//加速消失时间 

    private float cloneTimer;//定时器
    private float attackMultiplier;
    [SerializeField]private Transform attackCheck;
    [SerializeField] private float attackCheckRadius = .8f;
    private Transform closestEnemy;
    
    private int facingDir = 1;//这个是控制位置的,产生的克隆体的位置能在敌人外侧

    private bool canDuplicateClone;
    private float chanceToDuplicate;

    private void Awake()
    {
        sr = GetComponent<SpriteRenderer>();//拿到Sr
        anim = GetComponent<Animator>();//拿到anim
    }
    private void Update()
    {
        cloneTimer -= Time.deltaTime;

        if(cloneTimer < 0)
        {
            sr.color = new Color(1, 1, 1,sr.color.a-(Time.deltaTime * colorLoosingSpeed));//设置sr消失
        }
        if(sr.color.a<0)
        {
            Destroy(gameObject);
        }
    }
    public void SetupClone(Transform _newTransform,float _cloneDuration,bool _canAttack,Vector3 _offset,Transform _closestEnemy,bool _canDuplicateClone,float _chanceToDuplicate,Player _player,float _attackMultiplier)
    {

        if(_canAttack)
        {                                     
            anim.SetInteger("AttackNumber", Random.Range(1, 3));//返回[minInclusive..maxInclusive](范围包括在内)内的随机浮点值。如果minInclusive大于maxInclusive,则数字会自动交换。
        }

        player = _player;
        //Random.Range()//https://docs.unity3d.com/cn/current/ScriptReference/Random.Range.html
        transform.position = _newTransform.position+_offset;//这个函数实现了将克隆出来的对象的位置与Dash之前的位置重合的效果
        attackMultiplier = _attackMultiplier;
        cloneTimer = _cloneDuration;
        closestEnemy = _closestEnemy;
        canDuplicateClone = _canDuplicateClone;
        chanceToDuplicate = _chanceToDuplicate;


        FaceCloseTarget();
    }

    private void AnimationTrigger()
    {
        cloneTimer = -.1f;
    }
    private void AttackTrigger()
    {
        Collider2D[] colliders = Physics2D.OverlapCircleAll(attackCheck.position, 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)
            {
                PlayerStats playerStats = player.GetComponent<PlayerStats>();
                EnemyStats enemyStats = hit.GetComponent<EnemyStats>();

                playerStats.CloneDoDamage(enemyStats, attackMultiplier);

                if(player.skill.clone.canApplyOnHitEffect)
                {
                    if(Inventory.instance.GetEquipment(EquipmentType.Weapon) != null)//攻击带装备特效
                       Inventory.instance.GetEquipment(EquipmentType.Weapon).Effect(hit.transform);
                }

                //使角色克隆体的攻击有概率产生新的克隆体
                if (canDuplicateClone)
                {
                    if(Random.Range(1,100)<chanceToDuplicate)
                    {
                        SkillManager.instance.clone.CreateClone(hit.transform, new Vector3(1.5f*facingDir, 0));
                    }
                }

            }
        }
    }

    private void FaceCloseTarget()
    {
        if(closestEnemy != null)
        {
            if(transform.position.x>closestEnemy.position.x)//敌人在左面,转一圈
            {
                facingDir = -1;//这个是控制位置的
                transform.Rotate(0,180,0);
              
            }
        }

    }
}

Clone_Skill.cs
using System.Collections;
using UnityEngine;
using UnityEngine.UI;

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
    [Space]

    [Header("Clone attack")]//使克隆可以攻击
    [SerializeField] private UI_SkillTreeSlot cloneAttackUnlockButton;
    [SerializeField] private float cloneAttackMultiplier;//攻击倍率
    [SerializeField] private bool canAttack;// 判断是否可以攻击


    [Header("Aggresive clone")]//攻击带特效
    [SerializeField] private UI_SkillTreeSlot aggresiveCloneUnlockButton;
    [SerializeField] private float aggresiveCloneMultiplier;//没有用,不知道干什么的
    public bool canApplyOnHitEffect { get; private set; }

    [Header("Multiple clone")]//攻击产生克隆体
    [SerializeField] private UI_SkillTreeSlot multipleCloneUnlockButton;
    [SerializeField] private float multipleCloneMultiplier;//没有用,不知道干什么的
    [SerializeField] private bool canDuplicateClone;
    [SerializeField] private float chanceToDuplicate;

    [Header("Crystal instead of clone")]
    [SerializeField] private UI_SkillTreeSlot crystalInsteadOfCloneButton;
    public bool crystalInsteadOfClone;

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

        cloneAttackUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockCloneAttack);
        aggresiveCloneUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockAggresiveClone);
        multipleCloneUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockMultipleClone);
        crystalInsteadOfCloneButton.GetComponent<Button>().onClick.AddListener(UnlockCrystalInsteadOfClone);
    }

    #region Unlock region
    private void UnlockCloneAttack()
    {
        if(cloneAttackUnlockButton.unlocked)
        {
            canAttack = true;
        }
    }
    private void UnlockAggresiveClone()
    {
        if (aggresiveCloneUnlockButton.unlocked)
        {
            canApplyOnHitEffect = true;
        }
    }
    private void UnlockMultipleClone()
    {
        if (multipleCloneUnlockButton.unlocked)
        {
            canDuplicateClone = true;
        }
    }
    private void UnlockCrystalInsteadOfClone()
    {
        if (crystalInsteadOfCloneButton.unlocked)
        {
            crystalInsteadOfClone = true;
        }
    }
    #endregion
    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,cloneAttackMultiplier);//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背刺敌人
    public void CanCreateCloneWithDelay(Transform _enemyTransform)
    {

        StartCoroutine(CreateDelayCoroutine(_enemyTransform, new Vector3(1 * player.facingDir, 0, 0)));
    }
    //整个延迟生成
    private IEnumerator CreateDelayCoroutine(Transform _enemyTransform, Vector3 _offset)
    {
        yield return new WaitForSeconds(.4f);
        CreateClone(_enemyTransform, _offset);

    }
}
PlayerGroundState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//GroundState用于保证只有在Idle和Move这两个地面状态下才能调用某些函数,并且稍微减少一点代码量
public class PlayerGroundState : PlayerState
{
    public PlayerGroundState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

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

    public override void Exit()
    {
        base.Exit();
    }
    public override void Update()
    {
        base.Update();
        if(Input.GetKeyDown(KeyCode.R)&& player.skill.blackhole.blackholeUnlocked)
        {
            stateMachine.ChangeState(player.blackhole);
        }
        if(Input.GetKeyDown(KeyCode.Mouse1)&&HasNoSword() && player.skill.sword.swordUnlocked)//点击右键进入瞄准状态,当sword存在时,不能进入aim状态
        {
            stateMachine.ChangeState(player.aimSword);
        }
        if(Input.GetKeyDown(KeyCode.Q) && player.skill.parry.parryUnlocked)//摁Q进入反击状态
        {
            stateMachine.ChangeState(player.counterAttack);
        }
        if(Input.GetKeyDown(KeyCode.Mouse0))//p38 2.从ground进入攻击状态
        {
            stateMachine.ChangeState(player.primaryAttack);
        }
        if(player.IsGroundDetected()==false)
        {
            stateMachine.ChangeState(player.airState);
        }// 写这个是为了防止在空中直接切换为moveState了。

        if (Input.GetKeyDown(KeyCode.Space) && player.IsGroundDetected())
        {
            stateMachine.ChangeState(player.jumpState);
        }//空格切换为跳跃状态


    }
    private bool HasNoSword()//用这个函数同时控制了是否能进入aimSword和如果sword存在便使他回归player的功能
    {
        if(!player.sword)
        {
            return true;
        }
        player.sword.GetComponent<Sword_Skill_Controller>().ReturnSword();
        return false;
    }
}
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)
            {
                EnemyStats _target = hit.GetComponent<EnemyStats>();

                if(_target != null)//修复无敌人时触发DoDamge出错的bug
                    player.stats.DoDamage(_target);//提供一个可以从player调用敌人受伤函数的入口,通过传入受伤敌人的组件

                if(Inventory.instance.GetEquipment(EquipmentType.Weapon) != null)//攻击带装备特效
                Inventory.instance.GetEquipment(EquipmentType.Weapon).Effect(_target.transform);

                // hit.GetComponent<Enemy>().DamageImpact();

            }
        }
    }

    private void ThrowSword()
    {
        SkillManager.instance.sword.CreateSword();
    }
}

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