【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
教程源地址:https://www.udemy.com/course/2d-rpg-alexdev/
本章节把多重影分身技能和黑洞技能加入了技能树中
神罗天征!!!
多重影分身之术!!!yi so ku ,Naruto
Clone_Skill.cs
添加了技能树上面的按钮
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
public class Clone_Skill : Skill
{
[Header("分身")]
[SerializeField] private float attackMutiplier;//攻击乘数
[SerializeField] private GameObject clonePrefab;//克隆原型
[SerializeField] private float cloneDuration;//克隆持续时间
[Space]
[Header("分身攻击")]
[SerializeField] private UI_SkillTreeSlot cloneAttackUnlockButton;
[SerializeField] private float cloneAttackMultiplier;
[SerializeField] private bool canAttack;// 判断是否可以攻击
[Header("侵略性分身")]
[SerializeField] private UI_SkillTreeSlot aggressiveCloneUnlockButton;
[SerializeField] private float aggresiveCloneAttackMultiplier;
public bool canApplyOnHitEffect { get; private set; }//侵略性分身
[Header("多重分身")]
[SerializeField] private UI_SkillTreeSlot multipleUnlockButton;//多重分身
[SerializeField] private float multiCloneAttackMultiplier;
[SerializeField] private bool canDuplicateClone;//可以重复clone
[SerializeField] private float chanceToDuplicate;//重复clone的几率
[Header("水晶替换分身")]
[SerializeField] private UI_SkillTreeSlot crystalInsteadUnlockButton;//是否使用水晶代替克隆
public bool crystalInsteadOfClone;//是否使用水晶代替克隆
protected override void Start()
{
base.Start();
cloneAttackUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockCloneAttack);
aggressiveCloneUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockAggressiveClone);
multipleUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockMultipleClone);
crystalInsteadUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockCryStalInstead);
}
#region Unlock region
private void UnlockCloneAttack()
{
if (cloneAttackUnlockButton.unlocked)
{
canAttack = true;
attackMutiplier = cloneAttackMultiplier;
}
}
private void UnlockAggressiveClone()
{
if (aggressiveCloneUnlockButton.unlocked)
{
canApplyOnHitEffect = true;
attackMutiplier = aggresiveCloneAttackMultiplier;
}
}
private void UnlockMultipleClone()
{
if (multipleUnlockButton.unlocked)
{
canDuplicateClone = true;
attackMutiplier = multiCloneAttackMultiplier;
}
}
private void UnlockCryStalInstead()
{
if (crystalInsteadUnlockButton.unlocked)
{
crystalInsteadOfClone = true;
}
}
#endregion
public void CreateClone(Transform _clonePosition, Vector3 _offset)//传入克隆位置
{
if (crystalInsteadOfClone)//克隆转换成水晶
{
SkillManager.instance.crystal.CreateCrystal();
SkillManager.instance.crystal.CurrentCrystalChooseRandomTarget();
return;
}
GameObject newClone = Instantiate(clonePrefab);//创建新的克隆//克隆 original 对象并返回克隆对象。
newClone.GetComponent<Clone_Skill_Controller>().
SetupClone(_clonePosition, cloneDuration, canAttack, _offset, FindClosesetEnemy(newClone.transform), canDuplicateClone, chanceToDuplicate, player,attackMutiplier);
}
public void CreateCloneWithDelay(Transform _enemyTransform)//反击成功成克隆
{
StartCoroutine(CloneDelayCorotine(_enemyTransform, new Vector3(2 * player.facingDir, -.1f,0)));
}
private IEnumerator CloneDelayCorotine(Transform _transform, Vector3 _offset)//产生克隆之后的延迟
{
yield return new WaitForSeconds(.4f);
CreateClone(_transform, _offset);
}
}
Clone_Skill_Controller.cs
using UnityEngine;
//P65克隆控制
//2024年11月20日加入到技能树中
public class Clone_Skill_Controller : MonoBehaviour
{
private Player player;
private SpriteRenderer sr;
private Animator anim;
[SerializeField] private float cloneLosingSpeed;//加速消失时间
private float cloneTimer;
private float attackMulitiplier;
[SerializeField] private Transform attackCheck;
[SerializeField] private float attackCheckRadius = .8f;
private Transform closestEnemy;
private int facingDir=1;
private bool canDuplicateClone;
private float chanceToDuplicate;
private void Awake()
{
sr = GetComponent<SpriteRenderer>();
anim = GetComponent<Animator>();
}
private void Update()
{
cloneTimer -= Time.deltaTime;
if (cloneTimer < 0)
{
sr.color = new Color(1, 1, 1, sr.color.a - (Time.deltaTime * cloneLosingSpeed));//逐渐消失
if (sr.color.a < 0)
Destroy(gameObject);//当透明度小于等于0时销毁克隆体
}
}
public void SetupClone(Transform _newTransform, float _cloneDuration, bool _canAttack, Vector3 _offset, Transform _closetEnemy,bool _canDuplicate,float _chanceToDuplicate,Player _player,float _attackMulitiplier)
{
if (_canAttack)
{
anim.SetInteger("AttackNumber", Random.Range(1, 3));//随机clone攻击的动画
}
attackMulitiplier = _attackMulitiplier;
player = _player;
transform.position = _newTransform.position + _offset;//将克隆体的位置设置为传入的位置
cloneTimer = _cloneDuration;//设置克隆体的持续时间
closestEnemy = _closetEnemy;
canDuplicateClone = _canDuplicate;
chanceToDuplicate = _chanceToDuplicate;
FaceClosestTarget();
}
private void AnimationTrigger()
{
cloneTimer = -.1f;
}
private void AttackTrigger()//攻击碰撞触发函数
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(attackCheck.position, attackCheckRadius);//这行代码在 Unity 中用于检测一个圆形区域内的所有碰撞体,并返回它们的数组。
foreach (var hit in colliders)//for循环遍历碰撞体数组
{
if (hit.GetComponent<Enemy>() != null)
{
//player.stats.DoDamage(hit.GetComponent<CharacterStats>());
PlayerStats playerStats = player.GetComponent<PlayerStats>();//获取玩家的stats
EnemyStats enemyStats = hit.GetComponent<EnemyStats>(); //获取敌人的stats
playerStats.CloneDoDamage(enemyStats, attackMulitiplier);//对敌人造成伤害
if(player.skill.clone.canApplyOnHitEffect)//如果可以应用击中效果
{
ItemData_Equipment weaponData = Inventory.instance.GetEquipment(EquipmentType.Weapon);
if (weaponData != null)//应用武器特殊效果
weaponData.Effect(hit.transform);
}
if (canDuplicateClone)//如果可以多重影分身
{
if (Random.Range(0, 100) <= chanceToDuplicate)
{
SkillManager.instance.clone.CreateClone(hit.transform,new Vector3(.5f*facingDir,0));//在敌人身上创建克隆
}
}
}
}
}
private void FaceClosestTarget()//面对最近的目标函数
{
if (closestEnemy != null)
{
if (transform.position.x > closestEnemy.position.x)
{
facingDir = -1;
transform.Rotate(0, 180, 0);
}
}
}
}
BlackHole_Skill_Controller.cs
using System.Collections.Generic;
using UnityEngine;
//2024年10月22日
public class BlackHole_Skill_Controller : MonoBehaviour
{
[SerializeField] private GameObject hotkeyPrefab;
[SerializeField] private List<KeyCode> keyCodeList;
private float maxSize;
private float growSpeed;
private float shrinkSpeed;
private float blackholeTimer;
private bool canGrow = true;//换成private进行传递
private bool canShrink;//= false保险起见我自己添加的
private bool canCreateHotkeys = true;
private bool cloneAttackReleased;
private bool playerCanDisapear = true;//产生黑洞玩家默认消失
private int amountOfAttacks = 4;
private float cloneAttackCooldown = .3f;
private float cloneAttackTimer;
private List<Transform> targets = new List<Transform>();
private List<GameObject> createdHotKey = new List<GameObject>();
public bool playerCanExitState { get; private set; }
public void SetupBlackhole(float _maxSize, float _growSpeed, float _shrinkSpeed, int _amountOfAttacks, float _cloneAttackCooldown, float _blackholeDuration)
{
maxSize = _maxSize;
growSpeed = _growSpeed;
shrinkSpeed = _shrinkSpeed;
amountOfAttacks = _amountOfAttacks;
cloneAttackCooldown = _cloneAttackCooldown;
blackholeTimer = _blackholeDuration;
if (SkillManager.instance.clone.crystalInsteadOfClone)
playerCanDisapear = false;
}
private void Update()
{
cloneAttackTimer -= Time.deltaTime;// 修正了这里的时间减少方式
blackholeTimer -= Time.deltaTime;
if (blackholeTimer < 0)
{
blackholeTimer = Mathf.Infinity;
if (targets.Count > 0)
RealseCloneAttack();
else
FinishBlackHoleAbility();
}
if (Input.GetKeyDown(KeyCode.R))
{
RealseCloneAttack();
}
CloneAttackLogic();
if (canGrow && !canShrink)//变大函数
{
transform.localScale = Vector2.Lerp(transform.localScale, new Vector2(maxSize, maxSize), growSpeed * Time.deltaTime);//Vector2.Lerp 是 Unity 中的一个插值函数,用于在两个 Vector2 之间进行线性插值。
}
if (canShrink)
{
transform.localScale = Vector2.Lerp(transform.localScale, new Vector2(-1, 1), shrinkSpeed * Time.deltaTime);
if (transform.localScale.x < 0)
Destroy(gameObject);
}
}
private void RealseCloneAttack()
{
if (targets.Count <= 0)
return;
DestroyHotKeys();
cloneAttackReleased = true;
canCreateHotkeys = false;
if (playerCanDisapear)
{
playerCanDisapear = false;
PlayerManager.instance.player.fx.MakeTransprent(true);
}
}
private void CloneAttackLogic()
{
if (cloneAttackTimer < 0 && cloneAttackReleased && amountOfAttacks > 0)//如果时间小于0并且克隆攻击释放并且攻击次数大于0
{
cloneAttackTimer = cloneAttackCooldown;
int randomIndex = Random.Range(0, targets.Count);//随机选择一个敌人
float xOffset;//随机选择一个偏移量
if (Random.Range(0, 100) > 50)
xOffset = 2;
else
xOffset = -2;
if (SkillManager.instance.clone.crystalInsteadOfClone)//如果选择了水晶代替克隆
{
SkillManager.instance.crystal.CreateCrystal();
SkillManager.instance.crystal.CurrentCrystalChooseRandomTarget();//随机选择敌人
}
else
{
SkillManager.instance.clone.CreateClone(targets[randomIndex], new Vector3(xOffset, 0, 0));
}
amountOfAttacks--;
if (amountOfAttacks <= 0)
{
Invoke("FinishBlackHoleAbility", .5f);//延时调用
}
}
}
private void FinishBlackHoleAbility()
{
DestroyHotKeys();
playerCanExitState = true;
canShrink = true;
cloneAttackReleased = false;
}
private void OnTriggerEnter2D(Collider2D collision)//碰到敌人把他们加入到targets中
{
if (collision.GetComponent<Enemy>() != null)
{
collision.GetComponent<Enemy>().FreezeTime(true);
CreatHotKey(collision);
}
}
private void OnTriggerExit2D(Collider2D collision)//private void ontriggerexit2d(collider2d collision) => collision.getcomponent<enemy>()?.freezetime(false);
{
if (collision.GetComponent<Enemy>() != null)
collision.GetComponent<Enemy>().FreezeTime(false);
}
private void CreatHotKey(Collider2D collision)
{
if (keyCodeList.Count <= 0)
{
Debug.LogWarning("Not enough hot keys");
return;
}
if (!canCreateHotkeys)
return;
GameObject newHotKey = Instantiate(hotkeyPrefab, collision.transform.position + new Vector3(0, 2), Quaternion.identity);
createdHotKey.Add(newHotKey);
//随机KeyCode传给HotKey,并且传过去一个毁掉一个
KeyCode choosenKey = keyCodeList[Random.Range(0, keyCodeList.Count)];
keyCodeList.Remove(choosenKey);
Blackhole_HotKey_Controller newHotKeyScript = newHotKey.GetComponent<Blackhole_HotKey_Controller>();
newHotKeyScript.SetupHotKey(choosenKey, collision.transform, this);
}
public void AddEnemyToList(Transform _enemyTransform) => targets.Add(_enemyTransform);
private void DestroyHotKeys()
{
if (createdHotKey.Count <= 0)
return;
for (int i = 0; i < createdHotKey.Count; i++)
{
Destroy(createdHotKey[i]);
}
}
}
Blackhole_Skill.cs
using UnityEngine;
using UnityEngine.UI;
public class Blackhole_Skill : Skill
{
[SerializeField] private UI_SkillTreeSlot blackHoleUnlockButton;
public bool blackHoleUnlocked { get; private set; }
[SerializeField] private int amountOfAttacks;
[SerializeField] private float cloneCooldown;
[SerializeField] private float blackholeDuration;
[Space]
[SerializeField] private GameObject blackHolePrefab;
[SerializeField] private float maxSize;
[SerializeField] private float growSpeed;
[SerializeField] private float shrinkSpeed;
BlackHole_Skill_Controller currentBlackhole;//当前的黑洞
private void UnlockBlackHole()
{
if (blackHoleUnlockButton.unlocked)
blackHoleUnlocked =true;
}
public override bool CanUseSkill()
{
return base.CanUseSkill();
}
public override void UseSkill()
{
base.UseSkill();//调用了基类 Skill中的 UseSkill 方法
GameObject newBlackHole = Instantiate(blackHolePrefab, player.transform.position, Quaternion.identity); //这行代码使用 Instantiate 方法在玩家当前位置生成一个新的黑洞对象
currentBlackhole = newBlackHole.GetComponent<BlackHole_Skill_Controller>();
currentBlackhole.SetupBlackhole(maxSize, growSpeed, shrinkSpeed, amountOfAttacks, cloneCooldown,blackholeDuration);//调用SetupBlackhole,传递一系列参数来配置黑洞的行为,包括最大尺寸、增长速度、缩小速度、攻击次数和克隆冷却时间
}
protected override void Start()
{
base.Start();
blackHoleUnlockButton.GetComponent<Button>().onClick.AddListener(UnlockBlackHole);
}
protected override void Update()
{
base.Update();
}
public bool SkillCompeleted()
{
if(!currentBlackhole)
{
return false;
}
if (currentBlackhole.playerCanExitState)
{
currentBlackhole = null;
return true;
}
return false;
}
public float GetBlackholeRadius()//解决水晶黑洞的攻击范围问题
{
return maxSize / 2;
}
}