Unity战斗框架 动画驱动的角色连击系统

Unity战斗框架 动画驱动的角色连击系统


在这里插入图片描述

功能

  1. 利用动态添加动画事件,驱动技能相关的释放
  2. 点击J进行攻击释放
  3. 每次点击需要在下一段攻击时才会生效

实现

技能信息类

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

public class SkillItemInfo
{
    public int SkillListId;

    public string SkillActionName;

    public string ActionParamsName;

    public int Index;

    public SkillItemInfo(int skillListId, string skillActionName,string actionParamsName,int index)
    {
        SkillListId = skillListId;
        SkillActionName = skillActionName;
        ActionParamsName = actionParamsName;
        Index = index;
    }
}

角色控制类

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

public class CharacterCtrl : MonoBehaviour {
    public Animator anim;
    /// <summary>技能间隔已过去的时间</summary>
    public float time;
    /// <summary>技能之间的间隔</summary>
    public float WaitTime = 0.15f;
    /// <summary>敲击数</summary>
    public int HitCount;

    Dictionary<float, List<SkillItemInfo>> SkillList = new Dictionary<float, List<SkillItemInfo>>() { { 1,new List<SkillItemInfo>() {
                                                                                                            new SkillItemInfo(1,"G_LP","Attack 1",0) ,
                                                                                                            new SkillItemInfo(1,"G_RP","Attack 2",1) ,
                                                                                                            new SkillItemInfo(1,"G_SpinJRK","Attack 3",2) ,
                                                                                                       } } };
    AnimationEvent curEventData;
    void Start () {
        AnimationClip[] infos = anim.runtimeAnimatorController.animationClips;
        WaitTime = infos[0].length;
        for (int i = 0; i < infos.Length; i++)
        {
            Debug.Log(infos[i].name);
            int index=-1;
            for (int j   = 0; j < SkillList[1].Count; j++)
            {
                if(SkillList[1][j].SkillActionName== infos[i].name)
                {
                    index = j;
                }
            }
            AnimationEvent animationEndEvent= new AnimationEvent();
            animationEndEvent.functionName = "OnAnimationEnd";
            animationEndEvent.time = infos[i].length;
            animationEndEvent.floatParameter = 1;
            animationEndEvent.stringParameter = infos[i].name;
            animationEndEvent.intParameter = index;
            infos[i].AddEvent(animationEndEvent);

            AnimationEvent animationStartEvent = new AnimationEvent();
            animationStartEvent.functionName = "OnAnimationStart";
            animationStartEvent.time = 0;
            animationStartEvent.floatParameter = 1;
            animationStartEvent.stringParameter = infos[i].name;
            animationStartEvent.intParameter = index;
            infos[i].AddEvent(animationStartEvent);
        }
        
    }
	
	void Update () {
        time += Time.deltaTime;
        if (time>= WaitTime)
        {
            time = 0;
        }
        else
        {
            if (Input.GetKeyDown(KeyCode.J))
            {
                HitCount++;
            }
        }

        if (HitCount > 0)
        {
            foreach (var item in SkillList)
            {
                anim.SetBool(item.Value[0].ActionParamsName, true);
            }
        }
    }

    public void OnAnimatorMove()
    {
        float SkillId = curEventData.floatParameter;
        int skillIndex = curEventData.intParameter;
        if (SkillList.ContainsKey(SkillId) && skillIndex != -1)
        {
            List<SkillItemInfo> skillItems = SkillList[SkillId];
            if (skillIndex == skillItems.Count - 1)
            {
                HitCount = 0;
            }
            if (HitCount != 0)
            {
                if (!string.IsNullOrEmpty(skillItems[skillIndex + 1].ActionParamsName))
                {
                    anim.SetBool(skillItems[skillIndex + 1].ActionParamsName, true);
                }
            }
            else
            {
                for (int i = 0; i <= skillIndex; i++)
                {
                    if (!string.IsNullOrEmpty(skillItems[i].ActionParamsName))
                    {
                        anim.SetBool(skillItems[i].ActionParamsName, false);
                    }
                }
            }
        }
    }
    public void OnAnimationStart(AnimationEvent data)
    {
        HitCount = 0;
        WaitTime = data.animatorClipInfo.clip.length;
        curEventData = data;
    }

    public void OnAnimationEnd(AnimationEvent data)
    {
        
    }
}


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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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