Unity回合攻击

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

public class Move : MonoBehaviour
{
    public GameObject particle;
    public GameObject stoneHit;

    public Transform tf; 

    public Transform e2;
    public Material newMaterial; // 新材质
    private Material oldMaterial; // 旧材质
    private Renderer rd; // 渲染器组件

    public Vector3 oldPosition; // 初始位置

    void Start()
    {
        tf = this.transform;
        oldPosition = tf.position;
        particle = tf.Find("Stone slash").gameObject;
        stoneHit = tf.Find("Stones hit").gameObject;
         // 获取游戏对象的 Renderer 组件
        rd = e2.GetComponent<Renderer>();
        // 保存旧材质
        oldMaterial = rd.material;
        
    }


    public float coolTime;
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.W)) {
            tf.position += Vector3.forward;
        }

        if (Input.GetKeyDown(KeyCode.S)) {
            tf.position -= Vector3.forward;
        }

        if (Input.GetKeyDown(KeyCode.A)) {
            tf.position += Vector3.left;
        }

        if (Input.GetKeyDown(KeyCode.D)) {
            tf.position -= Vector3.left;
        }

        if (Input.GetKeyDown(KeyCode.P)) {
            doIt = 1;
        }

        if (Input.GetKeyDown(KeyCode.K)) {
            particle.SetActive(false);
        }
    }

    int doIt = 0; // 执行操作中
    void FixedUpdate() {
        Debug.DrawLine(tf.position, e2.position);//画出射线

        if (coolTime > 0) {
            coolTime -= Time.deltaTime;
        }
        
        if (coolTime < 0.1){ // 预估播放时间为:0.5s
            particle.SetActive(false);
            stoneHit.SetActive(false);
            rd.material = oldMaterial;
        }

        AutoMoveAndHit();
    }


    // 射线碰撞的目标对象
    RaycastHit hitInfo;
    // 射线的最大长度
    float maxDistance = 100;
    void hit() {
        coolTime = 0.5f;
        // 创建射线,返回是否检测到碰撞对象
        bool raycast = Physics.Raycast(tf.position, e2.position, out hitInfo, maxDistance);
        Debug.Log("是否碰撞" + raycast);
        stoneHit.transform.position = e2.position;
        particle.SetActive(true);
        stoneHit.SetActive(true);
        rd.material = newMaterial;


        // 如果发生碰撞,碰撞信息就被存储到 hitInfo 中
        if (raycast)
        {
            // 获取碰撞点坐标
            Vector3 point = hitInfo.point;
            Debug.Log("碰撞点坐标:" + point);
            // 获取碰撞目标的名称
            string name = hitInfo.collider.name;
            Debug.Log("碰撞对象名称:" + name);

            // 获取目标的碰撞体组件
            Collider coll = hitInfo.collider;
            //获取目标的Transgorm组件
            Transform trans = hitInfo.transform;

        }
    }



    public float speed = 5;
    void AutoMoveAndHit() {
        if (doIt == 0) {
            return;
        }

        // 计算距离, 逐帧移动
        if (doIt == 1) {
            // 注视旋转
            tf.rotation = Quaternion.LookRotation(e2.position - tf.position);

            float distance = Vector3.Distance(tf.position, e2.position);
            if (distance > 2) {
                tf.position = Vector3.MoveTowards(tf.position, e2.position, speed*Time.deltaTime);
                return;
            }
            doIt = 2;
        }
        
        
        // 移动已到位,执行攻击
        if (doIt == 2) {
            doIt =3;
            hit();
        }

        // 攻击结束,退回原位置
        if (doIt == 3) {
            if (coolTime > 0.1) { // 等待攻击动画完成
                return;
            }
            // 注视旋转
            tf.rotation = Quaternion.LookRotation(oldPosition -tf.position);

            float distance = Vector3.Distance(tf.position, oldPosition);
            Debug.Log("当前位置distance:" + distance);
            if (distance > 0) {
                tf.position = Vector3.MoveTowards(tf.position, oldPosition, speed*Time.deltaTime);
            } else {
                doIt = 0;
            }
        }
        
    }
}

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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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