Unity类银河恶魔城学习记录14-5 p152 Lost currency save and enemy‘s currency drop

       Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

LostCurrencyController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LostCurrencyController : MonoBehaviour
{
    public int currency;
    private void OnTriggerEnter2D(Collider2D collision)
    {
        if(collision.GetComponent<Player>() != null)
        {
            PlayerManager.instance.currency += currency;
            Destroy(this.gameObject);
        }
    }
}
GameManager.cs
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;//关于场景的操作

public class GameManager : MonoBehaviour, ISaveManager
{
    public static GameManager instance;

    private Transform player;

    [SerializeField] private Checkpoint[] checkpoints;
    [SerializeField] private string closestCheckpointId;

    [Header("Lost currency")]
    [SerializeField] private GameObject lostCurrencyPerfab;
    public int lostCurrencyAmount;
    [SerializeField] private float lostCurrencyX;
    [SerializeField] private float lostCurrencyY;
    private void Awake()
    {
        if (instance != null)
        {
            Destroy(instance.gameObject);
        }
        else
            instance = this;

        checkpoints = FindObjectsOfType<Checkpoint>();
        player = PlayerManager.instance.player.transform;

    }

    private void Start()
    {
        checkpoints = FindObjectsOfType<Checkpoint>();

    }
    public void RestratScene()//场景重开函数
    {
        SaveManager.instance.SaveGame();
        Scene scene = SceneManager.GetActiveScene();//获得初始场景
        SceneManager.LoadScene(scene.name);//获取的场景必须通过字符串载入
    }

    public void LoadData(GameData _data)
    {
        


        foreach (KeyValuePair<string, bool> pair in _data.checkpoints)
        {

            foreach (Checkpoint checkpoint in checkpoints)
            {

                if (checkpoint.id == pair.Key && pair.Value == true)
                {
                    checkpoint.ActivateCheckpoint();

                }
            }
        }
        closestCheckpointId = _data.closestCheckpointId;

        PlacePlayerAtClosestCheckpoint();
        LoadLostCurrency(_data);
    }

    private void LoadLostCurrency(GameData _data)//产生可以捡到的钱尸体函数
    {

        lostCurrencyAmount = _data.lostCurrencyAmount;
        lostCurrencyX = _data.lostCurrencyX;
        lostCurrencyY = _data.lostCurrencyY;

        if(lostCurrencyAmount > 0)
        {

            GameObject newLostCurrency = Instantiate(lostCurrencyPerfab, new Vector3(lostCurrencyX, lostCurrencyY), Quaternion.identity);
            newLostCurrency.GetComponent<LostCurrencyController>().currency = lostCurrencyAmount;
        }

        lostCurrencyAmount = 0;
    }


    private void PlacePlayerAtClosestCheckpoint()//传送至最近检查点函数
    {

        foreach (Checkpoint checkpoint in checkpoints)
        {

            if (closestCheckpointId == checkpoint.id && checkpoint.activationStatus)
            {

                PlayerManager.instance.player.transform.position = checkpoint.transform.position;
            }
        }
    }

    public void SaveData(ref GameData _data)
    {
        _data.lostCurrencyAmount = lostCurrencyAmount;//此地方的钱是player死后stats赋值的
        _data.lostCurrencyX = player.position.x;
        _data.lostCurrencyY = player.position.y;

        if(FindClosestCheckpoint()!=null)
            _data.closestCheckpointId = FindClosestCheckpoint().id;//Save后调用
        _data.checkpoints.Clear();
        foreach (Checkpoint checkpoint in checkpoints)
        {
            _data.checkpoints.Add(checkpoint.id, checkpoint.activationStatus);
        }
        
    }

    private Checkpoint FindClosestCheckpoint()//寻找最近检查点的函数
    {
        float closetDistance = Mathf.Infinity;
        Checkpoint closestCheckpoint = null;

        foreach (var checkpoint in checkpoints)//遍历检查点比较距离寻找最近的检查点
        {
            float distanceToCheckpoint = Vector2.Distance(PlayerManager.instance.player.transform.position, checkpoint.transform.position);
            if (distanceToCheckpoint < closetDistance && checkpoint.activationStatus == true)
            {
                closetDistance = distanceToCheckpoint;
                closestCheckpoint = checkpoint;
            }
        }

        return closestCheckpoint;

    }
}
GameData.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class GameData
{
    public int currency;
    public SerializableDictionary<string, bool> skillTree;
    public SerializableDictionary<string, int> inventory;
    public List<string> equipmentId;

    public SerializableDictionary<string, bool> checkpoints;
    public string closestCheckpointId;

    public float lostCurrencyX;
    public float lostCurrencyY;
    public int lostCurrencyAmount;

    public GameData()
    {
        this.lostCurrencyX = 0;
        this.lostCurrencyY = 0;
        this.lostCurrencyAmount = 0;

        this.currency = 0;
        skillTree = new SerializableDictionary<string, bool>();
        inventory = new SerializableDictionary<string, int>();
        equipmentId = new List<string>();

        closestCheckpointId = string.Empty;
        checkpoints = new SerializableDictionary<string, bool>();
    }
}
UI.cs
using System.Collections;
using UnityEngine;

public class UI : MonoBehaviour
{
    [Header("End screen")]
    [SerializeField] private UI_FadeScreen fadeScreen;
    [SerializeField] private GameObject endText;
    [SerializeField] private GameObject restartButton;
    [Space]

    [SerializeField] private GameObject characterUI;
    [SerializeField] private GameObject skillTreeUI;
    [SerializeField] private GameObject craftUI;
    [SerializeField] private GameObject optionsUI;
    [SerializeField] private GameObject inGameUI;

    public UI_itemTooltip itemToolTip;
    public UI_statToolTip statToopTip;
    public Ui_SkillToolTip skillToolTip;

    public UI_CraftWindow craftWindow;
    public void Awake()
    {
        SwitchTo(skillTreeUI);//修复可能出现skill没法加载成功的bug

    }
    public void Start()
    {
        SwitchTo(inGameUI);
        itemToolTip.gameObject.SetActive(false);
        statToopTip.gameObject.SetActive(false);
    }

    private void Update()
    {
        if (Input.GetKeyDown(KeyCode.C))
        {
            SwitchWithKeyTo(characterUI);
        }

        if (Input.GetKeyDown(KeyCode.B))
        {
            SwitchWithKeyTo(craftUI);
        }

        if (Input.GetKeyDown(KeyCode.K))
        {
            SwitchWithKeyTo(skillTreeUI);
        }

        if (Input.GetKeyDown(KeyCode.O))
        {
            SwitchWithKeyTo(optionsUI);
        }
    }

    public void SwitchTo(GameObject _menu)//切换窗口函数
    {

        for (int i = 0; i < transform.childCount; i++)
        {
            bool fadeScreen = transform.GetChild(i).GetComponent<UI_FadeScreen>() != null;//保证存在淡入淡出效果的函数时才会为真,才会使darkScreen保持存在

            if (!fadeScreen)
                transform.GetChild(i).gameObject.SetActive(false);
        }

        if (_menu != null)
        {
            _menu.SetActive(true);
        }
    }

    public void SwitchWithKeyTo(GameObject _menu)//键盘切换窗口函数
    {
        if (_menu != null && _menu.activeSelf)//通过判断是否传入mune和mune是否激活来决定使设置为可视或不可使
        {
            _menu.SetActive(false);
            CheckForInGameUI();
            return;
        }
        SwitchTo(_menu);
    }

    private void CheckForInGameUI()//当其他UI不在时自动切换值InGameUI函数
    {
        for (int i = 0; i < transform.childCount; i++)
        {
            if (transform.GetChild(i).gameObject.activeSelf && transform.GetChild(i).GetComponent<UI_FadeScreen>() == null) //修复InGameUI在fadeScreen打开后,没法存在的问题
                return;
        }

        SwitchTo(inGameUI);
    }
     
    public void SwitchOnEndScreen()//死亡综合效果函数
    {
        SwitchTo(null);
        fadeScreen.FadeOut();
        StartCoroutine(EndScreenCorutine());
    }

    IEnumerator EndScreenCorutine()//死亡显示文本函数
    {
        yield return new WaitForSeconds(1);
        endText.SetActive(true);
        yield return new WaitForSeconds(1.5f);
        restartButton.SetActive(true);
    }

    public void RestartGameButton()//场景重开函数
    {
        GameManager.instance.RestratScene();//调用GameManager的重开函数
    }
}


UI_InGame.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;

public class UI_InGame : MonoBehaviour
{
    [SerializeField] private PlayerStats playerStats;
    [SerializeField] Slider slider;

    [SerializeField] private Image dashImage;
    [SerializeField] private Image parryImage;
    [SerializeField] private Image crystalImage;
    [SerializeField] private Image swordImage;
    [SerializeField] private Image blackholeImage;
    [SerializeField] private Image flaskholeImage;

    [Header("Souls info")]
    [SerializeField] private TextMeshProUGUI currentSouls;
    [SerializeField] private float soulsAmount;//灵魂数量
    [SerializeField] private float increaseRate = 100;//增长速率


    private SkillManager skills;
    void Start() 
    {
        if(playerStats != null)
        {
            playerStats.onHealthChanged += UpdateHealthUI;
        }

        skills = SkillManager.instance;

        
    }

    // Update is called once per frame
    void Update()
    {
        UpdateSoulsUI();//货币随着时间变化的特效函数

        if (Input.GetKeyDown(KeyCode.LeftShift) && skills.dash.dashUnlocked)//使用技能后图标变黑
        {
            SetCoolDownOf(dashImage);
        }
        if (Input.GetKeyDown(KeyCode.Q) && skills.parry.parryUnlocked)
        {
            SetCoolDownOf(parryImage);
        }
        if (Input.GetKeyDown(KeyCode.F) && skills.crystal.crystalUnlocked)
        {
            SetCoolDownOf(crystalImage);
        }
        if (Input.GetKeyDown(KeyCode.Mouse1) && skills.sword.swordUnlocked)
        {
            SetCoolDownOf(swordImage);
        }
        if (Input.GetKeyDown(KeyCode.R) && skills.blackhole.blackholeUnlocked)
        {
            SetCoolDownOf(blackholeImage);
        }
        if (Input.GetKeyDown(KeyCode.Alpha1) && Inventory.instance.GetEquipment(EquipmentType.Flask) != null)
        {
            SetCoolDownOf(flaskholeImage);
        }

        CheckCooldown(dashImage, skills.dash.cooldown);
        CheckCooldown(parryImage, skills.parry.cooldown);
        CheckCooldown(crystalImage, skills.crystal.cooldown);
        CheckCooldown(swordImage, skills.sword.cooldown);
        CheckCooldown(blackholeImage, skills.blackhole.cooldown);
        CheckCooldown(flaskholeImage, Inventory.instance.flaskCooldown);
    }

    private void UpdateSoulsUI()//货币随着时间变化的特效函数
    {
        //逻辑是判断目前的钱少于实际的钱,则以速率*时间的方式增加直到相同或者大于后等于实际的钱
        if (soulsAmount < PlayerManager.instance.GetCurrency())
        {
            soulsAmount += Time.deltaTime * increaseRate;
        }
        else
            soulsAmount = PlayerManager.instance.GetCurrency();

        currentSouls.text = ((int)soulsAmount).ToString();
    }

    private void UpdateHealthUI()//更新血量条函数,此函数由Event触发
    {
        slider.maxValue = playerStats.GetMaxHealthValue();
        slider.value = playerStats.currentHealth;
    }

    private void SetCoolDownOf(Image _image)//使用技能后使图标变黑的函数
    {
        if (_image.fillAmount <= 0)
            _image.fillAmount = 1;
    }

    private void CheckCooldown(Image _image,float _cooldown)//使图标根据cd逐渐变白的函数
    {
        if(_image.fillAmount > 0)
        {
            _image.fillAmount -= 1 / _cooldown * Time.deltaTime;
        }
    }
}
PlayerStat.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStats : CharacterStats
{
    private Player player;
    

    

    protected override void Start()
    {
        player = GetComponent<Player>();
        base.Start();
    }
    public override void DoDamage(CharacterStats _targetStats)
    {
        base.DoDamage(_targetStats);

    }
    public override void TakeDamage(int _damage)
    {
        base.TakeDamage(_damage);
    }
    protected override void Die()
    {
        base.Die();
        player.Die();
        GameManager.instance.lostCurrencyAmount = PlayerManager.instance.currency;
        PlayerManager.instance.currency = 0;

        GetComponent<PlayerItemDrop>()?.GenerateDrop();
    }
    protected override void DecreaseHealthBy(int _damage)
    {
        base.DecreaseHealthBy(_damage);
        ItemData_Equipment currentArmor = Inventory.instance.GetEquipment(EquipmentType.Armor);
        
            if(currentArmor != null)
            {
                currentArmor.Effect(player.transform);
            }
    }

    public override void OnEvasion()
    {
        player.skill.dogge.CreateMirageOnDoDogge();
    }

    public void CloneDoDamage(CharacterStats _targetStats,float _multiplier)
    {
        if (TargetCanAvoidAttack(_targetStats))设置闪避
        {
            return;
        }

        int totleDamage = damage.GetValue() + strength.GetValue();

        if(_multiplier > 0)
        {
            totleDamage = Mathf.RoundToInt(totleDamage * _multiplier);
        }

        //爆伤设置
        if (CanCrit())
        {
            totleDamage = CalculateCriticalDamage(totleDamage);
        }

        totleDamage = CheckTargetArmor(_targetStats, totleDamage);//设置防御

        _targetStats.TakeDamage(totleDamage);

        DoMagicaDamage(_targetStats); // 可以去了也可以不去
    }
}

EnemyStat.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.WSA;

public class EnemyStats : CharacterStats
{
    private Enemy enemy;
    private ItemDrop myDropSystem;
    public Stat soulsDropAmount;//金币掉落

    [Header("Level details")]
    [SerializeField] private int leval = 1;

    [Range(0f, 1f)]//一个使数值设置成为一定范围的设置
    [SerializeField] private float percantageModifier = .4f;//设置等级和成长比例

    public override void DoDamage(CharacterStats _targetStats)
    {
        base.DoDamage(_targetStats);
    }

    protected override void Die()
    {
        base.Die();
        enemy.Die();

        PlayerManager.instance.currency += soulsDropAmount.GetValue();
        myDropSystem.GenerateDrop();
    }

    protected override void Start()
    {
        soulsDropAmount.SetDefaultValue(100);
        //改变伤害和生命值
        //解决初始血量在升级后不满
        ApplyLevelModifier();

        enemy = GetComponent<Enemy>();
        base.Start();


        myDropSystem = GetComponent<ItemDrop>();

    }

    private void ApplyLevelModifier()
    {
        Modify(strength);
        Modify(agility);
        Modify(intelligence);
        Modify(vitality);

        Modify(damage);
        Modify(critChance);
        Modify(critPower);

        Modify(Health);
        Modify(armor);
        Modify(evasion);
        Modify(magicResistance);

        Modify(fireDamage);
        Modify(iceDamage);
        Modify(lightingDamage);

        Modify(soulsDropAmount);
    }

    //专门对某个数值进行提升的函数
    private void Modify(Stat _stat)
    {
        for(int i =1;i<leval;i++)
        {
            float modifier = _stat.GetValue() * percantageModifier;

            _stat.AddModifier(Mathf.RoundToInt(modifier));
        }
    }

    public override void TakeDamage(int _damage)
    {
        base.TakeDamage(_damage);

    }
}

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