项目实训2022-3-17

添加僵尸管理器,获取僵尸

在Zombie类添加代码

    void Start()
    {
        GetGirdByVerticalNum(0);
        animator = GetComponentInChildren<Animator>();
        ZombieManager.Instance.AddZombie(this);

   
    }

ZombieManager类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ZombieManager : MonoBehaviour
{
    public static ZombieManager Instance;
    private List<Zombie> zombies;


    private void Awake()
    {
        Instance = this;
    }
    public void AddZombie(Zombie zombie)
    {
        zombies.Add(zombie);
    }

    //获取距离最近的僵尸
    public Zombie GetZombieByLineMinDistance(int lineNum,Vector3 pos)
    {
        Zombie zombie = null;
        float dis = 10000;
        for(int i = 0; i < zombies.Count; i++)
        {
            if(zombies[i].CurrGrid.Point.y == lineNum
                &&Vector2.Distance(pos,zombies[i].transform.position)< dis)
            {
                dis = Vector2.Distance(pos, zombies[i].transform.position);
                zombie = zombies[i];
            }
        }
        return zombie;

    }
}

控制豌豆射手射出子弹

PeaShooter类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PeaShooter : plantBase
{
    public override float MaxHp
    {
        get
        {
            return 300;
        }
    }

    private bool canAttack = true;
    //攻击间隔
    private float attackCD = 1.4f;
    //子弹偏移
    private Vector3 creatBulletOffsetPos = new Vector2(0.61f, 0.42f);
    protected override void OnInitPlace()
    {
        InvokeRepeating("Attack", 0, 0.2f);
        //攻击

    }



    private void Attack()
    {

        if (canAttack == false) return;


        //获取距离最近的僵尸
        Zombie zombie = ZombieManager.Instance.GetZombieByLineMinDistance((int)curgird.Point.y, transform.position);

        //僵尸在草坪上或者没有 return
        if (zombie == null) return;

        if (zombie.CurrGrid.Point.x == 8 && Vector2.Distance(zombie.transform.position, zombie.CurrGrid.Position) > 1.5f) return;

         Bullet bullet = GameObject.Instantiate<GameObject>(GameManager.Instance.GameConf.Bullet1, transform.position + creatBulletOffsetPos, Quaternion.identity, transform).GetComponent<Bullet>();
        CDEnter();
        canAttack = false;

    }

    /// 进入CD
    private void CDEnter()
    {
        StartCoroutine(CalCD());
    }
    /// 计算冷却时间
    IEnumerator CalCD()
    {

        yield return new WaitForSeconds(attackCD);
        canAttack = true;

    }
}



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