Unity制作类宝可梦回合制战斗简易版

1.BattleHUD

using UnityEngine;
using UnityEngine.UI;

public class BattleHUD : MonoBehaviour
{
    public Text nameText;
    public Text levelText;
    public Slider hpSlider;

    public void SetHUD(Unit unit)
    {
        nameText.text = unit.unitName;
        levelText.text = "Lvl " + unit.unitLevel;
        hpSlider.maxValue = unit.maxHP;
        hpSlider.value = unit.currentHP;
    }

    public void SetHP(int hp)
    {
        hpSlider.value = hp;
    }
}

2.BattleSystem

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

public enum BattleState
{
    START,
    PLAYERTURN,
    ENEMYTURN,
    WON,
    LOST
}

public class BattleSystem : MonoBehaviour
{
    public GameObject playerPrefab;
    public GameObject enemyPrefab;

    public Transform playerBattleStation;
    public Transform enemyBattleStation;

    Unit playerUnit;
    Unit enemyUnit;

    public Text dialogueText;

    public BattleHUD playerHUD;
    public BattleHUD enemyHUD;

    public BattleState state;

    // Start is called before the first frame update
    void Start()
    {
        state = BattleState.START;
        StartCoroutine(SetupBattle());
    }

    IEnumerator SetupBattle()
    {
        GameObject playerGO = Instantiate(playerPrefab, playerBattleStation);
        playerUnit = playerGO.GetComponent<Unit>();

        GameObject enemyGO = Instantiate(enemyPrefab, enemyBattleStation);
        enemyUnit = enemyGO.GetComponent<Unit>();

        dialogueText.text = "A wild " + enemyUnit.unitName + " approaches...";

        playerHUD.SetHUD(playerUnit);
        enemyHUD.SetHUD(enemyUnit);

        yield return new WaitForSeconds(2f);

        state = BattleState.PLAYERTURN;
        PlayerTurn();
    }

    IEnumerator PlayerAttack()
    {
        bool isDead = enemyUnit.TakeDamage(playerUnit.damage);

        enemyHUD.SetHP(enemyUnit.currentHP);
        dialogueText.text = "The attack is successful!";

        yield return new WaitForSeconds(2f);

        if (isDead)
        {
            state = BattleState.WON;
            EndBattle();
        }
        else
        {
            state = BattleState.ENEMYTURN;
            StartCoroutine(EnemyTurn());
        }
    }

    IEnumerator EnemyTurn()
    {
        dialogueText.text = enemyUnit.unitName + " attacks!";

        yield return new WaitForSeconds(1f);

        bool isDead = playerUnit.TakeDamage(enemyUnit.damage);

        playerHUD.SetHP(playerUnit.currentHP);

        yield return new WaitForSeconds(1f);

        if (isDead)
        {
            state = BattleState.LOST;
            EndBattle();
        }
        else
        {
            state = BattleState.PLAYERTURN;
            PlayerTurn();
        }
    }

    void EndBattle()
    {
        if (state == BattleState.WON)
        {
            dialogueText.text = "You won the battle!";
        }
        else if (state == BattleState.LOST)
        {
            dialogueText.text = "You were defeated.";
        }
    }

    void PlayerTurn()
    {
        dialogueText.text = "Choose an action:";
    }

    IEnumerator PlayerHeal()
    {
        playerUnit.Heal(5);

        playerHUD.SetHP(playerUnit.currentHP);
        dialogueText.text = "You feel renewed strength!";

        yield return new WaitForSeconds(2f);

        state = BattleState.ENEMYTURN;
        StartCoroutine(EnemyTurn());
    }

    public void OnAttackButton()
    {
        if (state != BattleState.PLAYERTURN)
            return;

        StartCoroutine(PlayerAttack());
    }

    public void OnHealButton()
    {
        if (state != BattleState.PLAYERTURN)
            return;

        StartCoroutine(PlayerHeal());
    }
}

3.Unit

using UnityEngine;

public class Unit : MonoBehaviour
{
    public string unitName;
    public int unitLevel;

    public int damage;

    public int maxHP;
    public int currentHP;

    public bool TakeDamage(int dmg)
    {
        currentHP -= dmg;

        if (currentHP <= 0)
            return true;
        else
            return false;
    }

    public void Heal(int amount)
    {
        currentHP += amount;
        if (currentHP > maxHP)
            currentHP = maxHP;
    }
}
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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(); }
Unity是一款流行的游戏开发引擎,可以用于创建各种型的游戏,包括回合制战斗系统。回合制战斗系统是一种常见的游戏战斗机制,玩家和敌人轮流进行行动。 在Unity中创建回合制战斗系统可以遵循以下步骤: 首先,需要创建表示玩家和敌人的角色。可以使用Unity的角色生成工具或自定义角色模型进行创建。每个角色都应该有相关的属性,如血量、攻击力和防御力等。 接下来,需要设计战斗场景。可以创建一个2D或3D的地图,并设置战斗场景的背景、障碍物和其他元素。这样可以让玩家和敌人在合适的环境中进行战斗。 然后,需要编写回合制战斗系统的逻辑。可以使用Unity提供的脚本编写工具,创建角色行动和战斗规则的逻辑。例如,当轮到玩家行动时,可以让玩家选择技能或道具进行攻击或治疗。而当轮到敌人时,可以设置敌人的行为模式,如随机攻击或使用特定技能。 在战斗过程中,可以显示角色的状态和动作。可以创建UI界面,显示每个角色的血量、能量和效果状态。还可以使用动画和特效来展示角色的攻击和受伤过程,增强游戏的沉浸感。 最后,需要对战斗系统进行测试和优化。可以通过与游戏好友或使用Unity的测试工具进行测试,确保战斗系统的平衡性和流畅性。如果发现问题,可以调整角色属性、战斗规则或优化代码,以获得更好的游戏体验。 总的来说,Unity提供了强大的工具和功能,可以方便地实现回合制战斗系统。通过合理的设计和编码,可以创建出令人满意的游戏战斗体验。

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