项目实训-杨桃

本次完成植物 杨桃的制作

该植物和射手类似,不同点是一次能射出五发子弹,而且方向各不相同

代码
杨桃

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


public class Star : PlantBase
{
    public override float MaxHp
    {
        get
        {
            return 580;
        }
    }

    protected override float attackCD => 1.4f;

    protected override int attackValue => 20;

    // 是否可以攻击
    private bool canAttack;

    // 创建子弹的偏移量
    private Vector3 creatBulletOffsetPos = new Vector2(0.562f, 0.386F);


    private Vector3 creatBulletOffsetPos1= new Vector2(-0.562f, 0.386F);


    private Vector3 creatBulletOffsetPos2 = new Vector2(0, 0.686F);

    private Vector3 creatBulletOffsetPos3 = new Vector2(0.562f, -0.386F);

    private Vector3 creatBulletOffsetPos4 = new Vector2(-0.462f, -0.686F);
    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,寻找逻辑为左右和正上方的线以及左下和右下
        ZombieBase zombie = ZombieManager.Instance.GetZombieByLineMinDistance((int)currGrid.Point.y, transform.position, (int)currGrid.Point.x);
        // 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;


        // 从这里开始,都是可以正常攻击的
        // 同时创建5颗子弹 并赋予不同的方向和速度
        StarBullet bullet = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.StarBullet).GetComponent<StarBullet>();
        StarBullet bullet1 = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.StarBullet).GetComponent<StarBullet>();
        StarBullet bullet2 = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.StarBullet).GetComponent<StarBullet>();
        StarBullet bullet3 = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.StarBullet).GetComponent<StarBullet>();
        StarBullet bullet4 = PoolManager.Instance.GetObj(GameManager.Instance.GameConf.StarBullet).GetComponent<StarBullet>();


        bullet.Init(attackValue, transform.position + creatBulletOffsetPos,0,1); //正右的
        bullet1.Init(attackValue, transform.position + creatBulletOffsetPos1,0,-1);  //正左的
        bullet2.Init(attackValue, transform.position + creatBulletOffsetPos2,-1,0);   //正上方的
        bullet3.Init(attackValue, transform.position + creatBulletOffsetPos3,1,1);    //右下
        bullet4.Init(attackValue, transform.position + creatBulletOffsetPos4,1,-1);   //左下
        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;

    }
}


杨桃的子弹

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

public class StarBullet : MonoBehaviour
{
    private Rigidbody2D rigidbody;
    private SpriteRenderer spriteRenderer;
    // 攻击力
    private int attackValue;
    // 是否击中
    private bool isHit;
    public void Init(int attackValue,Vector2 pos,float gravity,float direction) //direction 0表示不动,1向右,-1向左
    {
        transform.position = pos;
        rigidbody = GetComponent<Rigidbody2D>();
        spriteRenderer = GetComponent<SpriteRenderer>();
        if(direction==1)
        rigidbody.AddForce(Vector2.right*300);
        else if(direction==-1)
            rigidbody.AddForce(Vector2.left * 300);
        this.attackValue = attackValue;
        if(gravity==1)     
        {
            rigidbody.AddForce(Vector2.down * 300);

        }
        else if (gravity == -1)
        {
            rigidbody.AddForce(Vector2.up * 300);

        }
        
        rigidbody.gravityScale = 0;
        isHit = false;
    }

    void Update()
    {
        if (isHit) return;
        if (transform.position.x>7.7F || transform.position.x < -11.77F || transform.position.y > 5.17F || transform.position.y < -5.6F)
        {
            Destroy();
            return;
        }
        transform.Rotate(new Vector3(0,0,-15f));
    }

    private void OnTriggerEnter2D(Collider2D coll)
    {
        if (coll.GetComponentInParent<ZombieBase>() == null) return;
        if (isHit) return;
        if (coll.tag == "Zombie")
        {
            isHit = true;
            // 播放僵尸被攻击的音效
            if (coll.GetComponentInParent<ZombieBase>().name == "BucketheadZombie(Clone)" || coll.GetComponentInParent<ZombieBase>().name == "IceZombie(Clone)"
                || coll.GetComponentInParent<ZombieBase>().name == "ScreenDoorZombie(Clone)")
                AudioManager.Instance.PlayEFAudio(GameManager.Instance.GameConf.SteelHurtByPea);
            // 播放僵尸被攻击的音效
            else
                AudioManager.Instance.PlayEFAudio(GameManager.Instance.GameConf.ZombieHurtForPea);

            // 让僵尸受伤
            coll.GetComponentInParent<ZombieBase>().Hurt(attackValue);

            // 暂停自身的运动
             rigidbody.velocity = Vector2.zero;

            // 销毁自身
             Destroy();

        }
    }

    private void Destroy()
    {
        PoolManager.Instance.PushObj(GameManager.Instance.GameConf.Bullet1,gameObject);
    }
}

寻敌逻辑

    /// <summary>
    /// //获取同一横线和正上方以及左下方右下方最近的僵尸
    /// </summary>
    /// <returns></returns>
    public ZombieBase GetZombieByLineMinDistance(int lineNum, Vector3 pos,int lineNumx)
    {
        ZombieBase zombie = null;
        float dis = 10000;
        for (int i = 0; i < zombies.Count; i++)
        {
            if (   (    zombies[i].CurrGrid.Point.y == lineNum    ||    (zombies[i].CurrGrid.Point.x==lineNumx && zombies[i].CurrGrid.Point.y > lineNum)   
                || ((zombies[i].CurrGrid.Point.x-lineNumx== zombies[i].CurrGrid.Point.y-lineNum)&&(zombies[i].CurrGrid.Point.y<lineNum))   //y=x
                ||(((zombies[i].CurrGrid.Point.x - lineNumx == lineNum-zombies[i].CurrGrid.Point.y) && (zombies[i].CurrGrid.Point.y < lineNum)))  //y=-x
                
                 
                    )   
                && Vector2.Distance(pos, zombies[i].transform.position) < dis
               )
            {
                dis = Vector2.Distance(pos, zombies[i].transform.position);
                zombie = zombies[i];
            }
        }
        return zombie;
    }
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值