Unity类银河恶魔城学习记录16-1,2 p160 Improving knockback direction p161 Improving player

   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

 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)
            {
                hit.GetComponent<Entity>().SetupKnockbackDir(transform);

                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);
              
            }
        }

    }
}
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)
            {
                hit.GetComponent<Entity>().SetupKnockbackDir(transform);

                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);
}
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;
        }

        _targetStats.GetComponent<Entity>().SetupKnockbackDir(transform);

        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 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();
        GameManager.instance.lostCurrencyAmount = PlayerManager.instance.currency;
        PlayerManager.instance.currency = 0;

        GetComponent<PlayerItemDrop>()?.GenerateDrop();
    }
    protected override void DecreaseHealthBy(int _damage)
    {
        base.DecreaseHealthBy(_damage);
        
        if(_damage > GetMaxHealthValue() *.3f)
        {
            player.SetupKnockbackPower(new Vector2(10,7));

            int randomSound = Random.Range(34, 35);

            AudioManager.instance.PlaySFX(randomSound,null);
        }
        
        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
    }
}
Entity.cs
 using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;

public class Entity : MonoBehaviour
{
    [Header("Knockback info")]
    [SerializeField] protected Vector2 knockbackPower;//被击打后的速度信息
    [SerializeField] protected float knockbackDuration;//被击打的时间
    protected bool isKnocked;//此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况

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

    public int konckbackDir { get; private set; }

    #region 定义Unity组件
    public SpriteRenderer sr { get; private set; }
    public Animator anim { get; private set; }//这样才能配合着拿到自己身上的animator的控制权
    public Rigidbody2D rb { get; private set; }//配合拿到身上的Rigidbody2D组件控制权
    public EntityFX fx { get; private set; }//拿到EntityFX
    public CharacterStats stats { get; private set; }
    public CapsuleCollider2D cd { get; private set; }
    #endregion
    public int facingDir { get; private set; } = 1;
    protected bool facingRight = true;//判断是否朝右


    public System.Action onFlipped;//一个自身不用写函数,只是接受其他函数并调用他们的函数
    //https://blog.csdn.net/weixin_44299531/article/details/131343583

    protected virtual void Awake()
    {
        
    }
    protected virtual void Start()
    {
        anim = GetComponentInChildren<Animator>();//拿到自己子组件身上的animator的控制权
        sr = GetComponentInChildren<SpriteRenderer>();
        fx = GetComponent<EntityFX>();拿到的组件上的EntityFX控制权
        rb = GetComponent<Rigidbody2D>();
        stats = GetComponent<CharacterStats>();
        cd = GetComponent<CapsuleCollider2D>();
    }
    protected virtual void Update()
    {

    }

    protected virtual void Exit()
    {

    }
    public virtual void DamageImpact()
    {

        
        StartCoroutine("HitKnockback");//调用被击打后产生后退效果的函数
        //Debug.Log(gameObject.name+"was damaged");
    }


    
    public virtual void SlowEntityBy(float _slowPercentage,float flowDuration)//减缓一切速度函数
    {
        
    }

    protected virtual void ReturnDefaultSpeed()//动画速度恢复正常函数
    {
        anim.speed = 1;
    }

    public virtual void SetupKnockbackDir(Transform _damageDirection)
    {
        if(_damageDirection.position.x > transform.position.x)//如果我的位置大于敌人的位置,及我在右边,使其朝左边
        {
            konckbackDir = -1;
        }
        else
        {
            konckbackDir = 1;
        }
    }
    public void SetupKnockbackPower(Vector2 _knockbackPower)//被造成大量伤害被击退函数
    {
        knockbackPower = _knockbackPower;
    }
    protected virtual IEnumerator HitKnockback()
    {
        isKnocked = true;//此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况
        rb.velocity = new Vector2(knockbackPower.x * konckbackDir, knockbackPower.y);
        yield return new WaitForSeconds(knockbackDuration);
        isKnocked = false;
        SetupZeroKnockbackPower();
    }
    
    //被击打后产生后退效果的函数
    #region 速度函数Velocity
    public virtual void SetZeroVelocity()
    {
        if(isKnocked)
        {
            return;
        }
        rb.velocity = new Vector2(0, 0);
    }//设置速度为0函数

    public virtual void SetVelocity(float _xVelocity, float _yVelocity)
    {
        if(isKnocked)
            return;此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况

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

        if(onFlipped != null)
          onFlipped();

    }//翻转函数

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

    public virtual void Die()
    {

    }
    protected virtual void SetupZeroKnockbackPower()
    {

    }
}
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.crystalUnlocked)
        {
            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);
    }
    protected override void SetupZeroKnockbackPower()//重置被攻击后的被击退的距离函数
    {
        knockbackPower = new Vector2(0, 0);
    }
}
PlayerWallSlideState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerWallSlideState : PlayerState
{
    //在空中碰墙时切换为滑墙状态
    public PlayerWallSlideState(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(player.IsWallDetected() == false)//修复当墙不存在也没有落地时,依旧做滑墙动作的bug
        {
            stateMachine.ChangeState(player.airState);
        }

        if(Input.GetKeyDown(KeyCode.Space))
        {
            stateMachine.ChangeState(player.wallJump);
            return; //由于都是从wallSlide进入,光摁Space会进入其他State,故由return控制
        }

        if(xInput!= 0&&player.facingDir!=xInput)//这样做是为了保证在没有接触地面的时候也可以切换回idleState,使控制更加灵活
        {
            stateMachine.ChangeState(player.idleState);
        }
        if(player.IsGroundDetected())//接触地面切回idleState
        {
            stateMachine.ChangeState(player.idleState);
        }
       
        if (yInput < 0)
            rb.velocity = new Vector2(0,rb.velocity.y);//玩家可以控制是否加速滑墙
        else
            rb.velocity = new Vector2(0, rb.velocity.y * .7f);//玩家没控制时在墙上滑行时速度减慢一点
    }
}

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