加入新版植物,火焰豌豆,伤害为基础植物两倍并带有溅射伤害
素材寻找
贴吧找到的火焰豌豆素材和火焰弹素材,不过是gif图,裁剪到合适比例,通过工具转换成帧图片,并且将击中僵尸的音频素材导入到项目资源中。
设置预制体
创建预制体火焰弹和豌豆,加入动画
代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlazeBullet : MonoBehaviour
{
private Rigidbody2D rigidbody;
protected Animator animator;
private SpriteRenderer spriteRenderer;
// 攻击力
private int attackValue;
// 是否击中
private bool isHit;
public void Init(int attackValue,Vector2 pos)
{
transform.position = pos;
rigidbody = GetComponent<Rigidbody2D>();
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
rigidbody.AddForce(Vector2.right*300);
this.attackValue = attackValue;
rigidbody.gravityScale = 0;
isHit = false;
}
void Update()
{
if (isHit) return;
if (transform.position.x>7.7F)
{
// 销毁自身
Invoke("Destroy", 0.5f);
return;
}
}
private void OnTriggerEnter2D(Collider2D coll)
{
if (isHit) return;
if (coll.tag == "Zombie")
{
isHit = true;
// 播放僵尸被豌豆攻击的音效
AudioManager.Instance.PlayEFAudio(GameManager.Instance.GameConf.FirePea);
// 让范围内的僵尸受伤
List<ZombieBase> zombies = ZombieManager.Instance.GetZombies(transform.position, 2f);
if (zombies == null) return;
for (int i = 0; i < zombies.Count; i++)
{
zombies[i].Hurt(attackValue);
}
// 暂停自身的运动
rigidbody.velocity = Vector2.zero;
animator.Play("BlazeBulletHit");
// 销毁自身
Invoke("Destroy", 0.5f);
}
}
private void Destroy()
{
// 取消延迟调用
CancelInvoke();
// 把自己放进缓存池
PoolManager.Instance.PushObj(GameManager.Instance.GameConf.BlazeBullet, gameObject);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BlazePea : PlantBase
{
public override float MaxHp
{
get
{
return 300;
}
}
protected override float attackCD => 1.4f;
protected override int attackValue => 40;
// 是否可以攻击
private bool canAttack;
// 创建子弹的偏移量
private Vector3 creatBulletOffsetPos = new Vector2(0.562f, 0);
protected override void OnInitForPlace()
{
canAttack = true;
// 可能要攻击
InvokeRepeating("Attack", 0, 0.2f);
}
/// <summary>
/// 攻击方法-循环检测
/// </summary>
private void Attack()
{
if (canAttack == false) return;
// 从僵尸管理器 获取一个离我最近的僵尸
ZombieBase zombie = ZombieManager.Instance.GetZombieByLineMinDistance((int)currGrid.Point.y, transform.position);
// 没有僵尸 跳出
if (zombie == null) return;
// 僵尸必须在草坪上 否则跳出
if (zombie.CurrGrid.Point.x == 8 && Vector2.Distance(zombie.transform.position, zombie.CurrGrid.Position) > 1.5f) return;
// 如果僵尸不在我的左边,也跳出
if (zombie.transform.position.x < transform.position.x) return;
// 从这里开始,都是可以正常攻击的
// 在枪口实例化一个子弹
BlazeBullet bullet = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.BlazeBullet).GetComponent<BlazeBullet>();
bullet.transform.SetParent(transform);
bullet.Init(attackValue, transform.position + creatBulletOffsetPos);
CDEnter();
canAttack = false;
}
/// <summary>
/// 进入CD
/// </summary>
private void CDEnter()
{
StartCoroutine(CalCD());
}
/// <summary>
/// 计算冷却时间
/// </summary>
IEnumerator CalCD()
{
yield return new WaitForSeconds(attackCD);
canAttack = true;
}
}