Unity 回合制战斗系统(中级篇)

项目文件找出来了,老版本的脚本有报错,我在新版2019.4.21f1c1下解决了报错,战斗场景可以正常跑的。

需要的同学点下面地址下载(关注就行啦不用积分),祝大家都早日学成

项目包下载

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上一篇文章里实现了较为初级的回合制战斗系统,仅限与1v1的战斗,且目标固定,比较low,昨晚又研究了一种进阶的回合制战斗。

中级篇

回合制战斗系统实现效果简介

1. 多目标战斗,不管你放多少个战斗单位都OK(只要给参战单位设置相应的tag,PlayerUnit或EnemyUnit);

2. 加入了攻击速度排序,初始读取参战单位时会对列表进行一次出手排序;

3. 玩家手动选择技能及攻击目标:先在UI上选择技能(影响伤害系数),再通过射线选择攻击目标;

4.实时血条,单位头顶显示血条并实时更新;

5.战败界面及小动画,使用UGUI做了个结束动画(为方便,战败和战胜用了同一个)

准备工作:

1. 还是先准备模型资源

下载自AssetStore,资源名:Animated Knight and Slime Monster(免费)

下载自AssetStore,资源名:Toon RTS Units - Demo(免费)

2. 场景添加模型并为模型添加Animator

我从模型中选出了骑士作为玩家角色,小僵尸作为怪物,分别添加了待机、攻击、受击、死亡动画片段

(这几步和初级篇实现一致)

3. 为参战单位添加tag

玩家单位设置为PlayerUnit,怪物单位设置为EnemyUnit

顺便把场景中的位置和相机视角调整到比较合理的位置,可以参考截图角度

4. 创建空物体BattleManager和BattleUIManager

分别用于挂载回合控制脚本和血条UI脚本

5. 之前漏了关于血条预制体的说明

创建一个Image命名为“BloodBar”作为血条底图,下面包含2个子物体:

BloodFill,Image类型作为血条(红色会变化的图),这张图的锚点设置为(0,0.5),并设置Image Type为Filled(后面的脚本可以通过修改FillAmout直接改变长度)

OwnerName,Text类型,用于显示血条主人的名字

然后给血条上添加一个脚本BloodUpdate(),脚本内容如下:

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

public class BloodUpdate : MonoBehaviour {

    public GameObject owner;

    private Image ownerBloodFill;

    private BattleUIManager uiManager;

    private Vector3 playerBlood3DPosition;
    private Vector2 playerBlood2DPosition;

    void Start()
    {
        //显示血条主人的名字
        Text ownerText = gameObject.transform.Find("OwnerName").GetComponent<Text>();
        ownerText.text = owner.name;
        
        //获取UI控制脚本的引用
        uiManager = GameObject.Find("BattleUIManager").GetComponent<BattleUIManager>();
    }

    void Update()
    {
        if (owner.tag=="PlayerUnit" || owner.tag == "EnemyUnit")
        {
            //更新血条长度
            ownerBloodFill = gameObject.transform.Find("BloodFill").GetComponent<Image>();
            ownerBloodFill.fillAmount = owner.GetComponent<UnitStats>().bloodPercent;

            //更新血条位置
            playerBlood3DPosition = owner.transform.position + new Vector3(uiManager.bloodXOffeset, uiManager.bloodYOffeset, uiManager.bloodZOffeset);
            playerBlood2DPosition = Camera.main.WorldToScreenPoint(playerBlood3DPosition);
            gameObject.GetComponent<RectTransform>().position = playerBlood2DPosition;
        }
        if (owner.GetComponent<UnitStats>().IsDead())
        {
            gameObject.SetActive(false);
        }
    }

}

添加完脚本后把血条拖到Prefabs文件夹中生成为预制体。

</

回合制自己写的 战斗DEMO 加动画状态 Q键移动并攻击。 代码很简单。不要抱有太大希望 。作为新手学习使用。 public enum HeroStatus { idle = 0, //空闲 attack, //攻击 other, //其他 hit, //受击 die, //死亡 defense, //防御 cast, //施法 miss, //闪避 seriousInjury, //重伤 move, //移动 exit, //获取下一个状态 MAX, } public class hero : MonoBehaviour { public UISpriteAnimation m_spriteAnimation = null; public HeroStatus m_staus = HeroStatus.exit; //身体碰撞盒 public BoxCollider m_bodyBC = null; public string m_name = ""; public AttackCrash m_attackCrash = null; public byte m_posIndex = 0; void Awake() { m_spriteAnimation = transform.GetComponent(); m_bodyBC = transform.GetComponent(); } // Use this for initialization void Start () { m_spriteAnimation.AddFrameCallBack("attack", 1, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 4, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 7, AttackCallBack); } public float m_speed = 1f; public float m_offset = 0.5f; public Vector3 m_destination = Vector3.zero; public List m_actionList = new List(); // Update is called once per frame void Update () { switch (m_staus) { case HeroStatus.idle: //空闲状态 if (m_actionList.Count > 0) m_staus = HeroStatus.exit; break; case HeroStatus.attack: if (!m_spriteAnimation.isPlaying) { //攻击动画播放完毕 m_staus = HeroStatus.exit; } break; case HeroStatus.defense: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.hit: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.die: break; case HeroStatus.cast: break; case HeroStatus.miss: break; case HeroStatus.seriousInjury: break; case HeroStatus.move: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.exit: //获取下一个状态 if (m_actionList.Count > 0) { string str = "idle"; switch(m_actionList[0].status) { case HeroStatus.move: str = "idle"; break; default: str = Enum.GetName(typeof(HeroStatus), m_actionList[0].status); break; } m_spriteAnimation.namePrefix = str; m_spriteAnimation.loop = m_actionList[0].loop; m_destination = m_actionList[0].destinationMove; m_speed = m_actionList[0].speed; m_spriteAnimation.ResetToBeginning(); m_staus = m_actionList[0].status; m_actionList.RemoveAt(0); } else { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } break; // case HeroStatus.moveback: // //transform.position = Vector3.SmoothDamp(transform.position, destinationMove, ref cameraVelocity, smoothTime); // transform.position = Vector3.MoveTowards(transform.position, destinationMove, m_speed * Time.deltaTime); // if (transform.position == destinationMove) // m_staus = HeroStatus.idle; // break; } } public void SetPosition(byte pos, float x, float y) { m_posIndex = pos; transform.localPosition = new Vector3(x, y); } public void AttackCallBack() { //创建攻击特效 A攻击B B掉血222 B反击A闪避 UnityEngine.Object sourceObj = Resources.Load("AttackCrash"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(-70, 0, 0); } private void OnCollisionEnter(Collision co) { //进入碰撞 Debug.Log("进入碰撞!"); UnityEngine.Object sourceObj = Resources.Load("Effect"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(0, 0, 0); //Defense(); Hit(); } public void Attack(GameObject aims) { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.move; tmpAD.loop = true; UISprite tmpS = transform.GetComponent(); tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(aims.transform.localPosition.x + (tmpS.width/2), aims.transform.localPosition.y)); tmpAD.speed = Vector3.Distance(transform.position, tmpAD.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.attack; tmpAD1.loop = false; tmpAD1.destinationMove = Vector3.zero; tmpAD1.speed = 0; m_actionList.Add(tmpAD1); ActionData tmpAD2 = new ActionData(); tmpAD2.status = HeroStatus.move; tmpAD2.loop = true; tmpAD2.destinationMove = transform.position; tmpAD2.speed = Vector3.Distance(tmpAD.destinationMove, tmpAD2.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD2); } public void Defense() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.defense; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.25f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Hit() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.hit; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.3f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Idle() { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } public void Move() { // //transform.GetComponent().depth = 99; // GameObject go = GameObject.Find("enemy").gameObject; // destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(go.transform.localPosition.x + 98,go.transform.localPosition.y,go.transform.localPosition.z)); // m_speed = Vector3.Distance(transform.position, destinationMove) * 4; //4/1秒到达目的地 // m_staus = HeroStatus.moveto; // m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); // m_spriteAnimation.loop = true; // m_spriteAnimation.ResetToBeginning(); }
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