学习目标:
上一篇文章:CSDNhttps://mp.csdn.net/mp_blog/creation/editor/122721946
学习内容:
玩过空洞骑士都知道,在遗忘十字路上会有一只白色的爬虫绕着墙体旋转移动,今天来实现一下他的功能。
学习时间:
需要创建好一个Sprite,用Editor切割好图,这里我画了五张图作为白色爬虫
我用的是32*32的画布,上面还有一大片空白区域,就裁剪掉。
代码部分①:
瞬时的旋转,通过游戏对象的Transform组件,我们可以得知绕着欧拉角Z轴旋转 -90°可以达到旋转的效果,只要将在墙壁的边缘设置好每个点位,在即将到达这个点位时改变它的欧拉角Z轴即可
创建四个空对象取名叫TurnPos
移动到对应的点位来,并且将他们的Rotation的Z轴改为-90,
接着创建一个EnemyWhiteBug的脚本并且要继承我的Enemy脚本
Enemy脚本的全部如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class Enemy : MonoBehaviour
{
public int health;
public int damage;
public float changeTime;
public GameObject bloodEffect;
private PlayerHealth playerHealth;
private HpManagment hpManagment;
private SpriteRenderer sr;
private Color originColor;
public void Start()
{
playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerHealth>();
sr = GetComponent<SpriteRenderer>();
originColor = sr.color;
GameController.hpManagment = GameObject.FindGameObjectWithTag("Hp").GetComponent<HpManagment>();
}
public void Update()
{
if(health <= 0)
{
Destroy(gameObject);
}
}
public void TakeDamage(int damage)
{
health -= damage;
FlashColor(changeTime);
Instantiate(bloodEffect,
new Vector3(transform.position.x , transform.position.y + 0.5f, transform.position.z),
Quaternion.identity);
GameController.cameraShake.Shake();
}
void FlashColor(float time)
{
//分别对应着R,G,B,透明度
sr.color = new Color(255, 255, 0, 255);
Invoke("ResetColor", time);
}
void ResetColor()
{
sr.color = originColor;
}
private void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.CompareTag("Player") &&
other.GetType().ToString() == "UnityEngine.CapsuleCollider2D")
{
if(playerHealth != null)
{
playerHealth.DamagePlayer(damage);
}
}
}
}
EnemyWhiteBug:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyWhiteBug : Enemy
{
[SerializeField] private float moveSpeed;
[SerializeField] private float rotateSpeed;
public int index;
private bool isRotate;
[SerializeField]private Transform[] TurnPosition;
public void Start()
{
base.Start();
}
// Update is called once per frame
public void Update()
{
transform.position = Vector2.MoveTowards(transform.position, TurnPosition[index].position,moveSpeed* Time.deltaTime);
if(Vector2.Distance(transform.position,TurnPosition[index].position) <= 0.05f)
{
index++;
isRotate = true;
if(index >TurnPosition.Length - 1)
{
index = 0;
}
TurnRotation();
}
base.Update();
}
private void TurnRotation()
{
Vector3 rot = transform.eulerAngles;
rot.z += TurnPosition[index].transform.eulerAngles.z;
transform.eulerAngles = rot;
}
}
但是因为旋转是瞬时发生的,难免和真实游戏有过多偏差,但用四元数即可解决这个问题。
现在就不能一直都是-90°,因为之前用的是累加求值的方法。
而现在不是固定分量顺时针旋转90度了,而是需要旋转的目标角度。
这个是改进后的EnemyWhiteBug脚本:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyWhiteBug : Enemy
{
[SerializeField] private float moveSpeed;
[SerializeField] private float rotateSpeed;
public int index;
private bool isRotate;
[SerializeField]private Transform[] TurnPosition;
public void Start()
{
base.Start();
}
// Update is called once per frame
public void Update()
{
transform.position = Vector2.MoveTowards(transform.position, TurnPosition[index].position,moveSpeed* Time.deltaTime);
if (isRotate)
TurnRotation();
if (Vector2.Distance(transform.position,TurnPosition[index].position) <= 0.05f)
{
index++;
isRotate = true;
if(index >TurnPosition.Length - 1)
{
index = 0;
}
}
base.Update();
}
private void TurnRotation()
{
//Vector3 rot = transform.eulerAngles;
//rot.z += TurnPosition[index].transform.eulerAngles.z;
//transform.eulerAngles = rot;
transform.rotation = Quaternion.RotateTowards(transform.rotation, TurnPosition[index].rotation, rotateSpeed * Time.deltaTime);
}
}
为什么不是瞬时的呢,因为我们通过Quaternion.RotateTowards()这个方法,第三个参数是旋转速度,因此是可以看到有个动画在里面的。
最后别忘记设置参数