Unity类银河战士恶魔城学习总结(P162 Improve skeleton提升敌人的效果)

【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/

本章节增强了敌人skeleton的攻击范围,并且给skeleton添加了快慢刀

白色圆框是增大后的敌人攻击范围,缩小了弹反的关键帧

SkeletonBattleState.cs

    private bool CanAttack()
    {
        if (Time.time >= enemy.lastTimeAttack + enemy.attackCoolDown)
        {
            enemy.attackCoolDown = Random.Range(enemy.minAttackCoolDown, enemy.maxAttackCoolDown);
            enemy.lastTimeAttack = Time.time;
            return true;
        }
        else
            return false;
    }

修改玩家死亡后会一直攻击的bug

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

public class SkeletonBattleState : EnemyState
{
    private Transform player;   
    private Enemy_Skelteon enemy;
    private int moveDir;
    public SkeletonBattleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName, Enemy_Skelteon _enemy) : base(_enemy, _stateMachine, _animBoolName)
    {
        this.enemy = _enemy;
    }

    public override void Enter()
    {
        base.Enter();

        //player = GameObject.Find("Player").transform;
        player=PlayerManager.instance.player.transform;

        if(player.GetComponent<PlayerStats>().isDead)
            stateMachine.ChangeState(enemy.moveState);

    }


    public override void Update()
    {
        base.Update();

        

        if (enemy.IsPlayerDetected())
        {
            stateTimer = enemy.battleTime;

            if (enemy.IsPlayerDetected().distance < enemy.attackDistance)
            {
                if(CanAttack())
                    stateMachine.ChangeState(enemy.attackState);
            }
        }
        else
        {
            if(stateTimer < 0 || Vector2.Distance ( player.transform.position,enemy.transform.position ) > 10 )//超过距离或者时间到了
                stateMachine.ChangeState(enemy.idleState);
        }



        if (player.position.x > enemy.transform.position.x)
            moveDir = 1;
        else if (player.position.x < enemy.transform.position.x)
            moveDir = -1;


        if (Vector2.Distance(player.transform.position, enemy.transform.position) > 1)
            enemy.SetVelocity(enemy.moveSpeed * moveDir, rb.velocity.y);
        else
            enemy.SetZeroVelocity();
        
    }


    public override void Exit()
    {
        base.Exit();
    }

    private bool CanAttack()
    {
        if (Time.time >= enemy.lastTimeAttack + enemy.attackCoolDown)
        {
            enemy.attackCoolDown = Random.Range(enemy.minAttackCoolDown, enemy.maxAttackCoolDown);
            enemy.lastTimeAttack = Time.time;
            return true;
        }
        else
            return false;
    }

}

Enemy.cs

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

public class Enemy : Entity
{
    [SerializeField]protected LayerMask whatIsPlayer;//	LayerMask: 这是字段的类型,LayerMask 是一个用于指定物理层的结构体  ;   [SerializeField] 属性使得 whatIsPlayer 字段在 Unity 编辑器中可见
    [Header("眩晕信息")]//Stunned info
    public float stunDuration;
    public Vector2 stunDirection;
    public bool canBeStunned;
    [SerializeField] protected GameObject counterImage;


    [Header("移动信息")]//Move info
    public float moveSpeed ;
    public float idleTime;
    public float battleTime;
    private float defaultMoveSpeed;

    [Header("攻击信息")]//Attack info
    public float attackDistance;
    public float attackCoolDown;
    public float minAttackCoolDown;//最小攻击冷却时间
    public float maxAttackCoolDown;
    [HideInInspector] public float lastTimeAttack;


    public EnemyStateMachine stateMachine { get; private set; }
    public string lastAnimBoolName { get; protected set; }// 存储上一个动画布尔值的名称


    protected override void Awake()
    {
        base.Awake();   
        stateMachine = new EnemyStateMachine();

        defaultMoveSpeed = moveSpeed;
    }

    protected override void Update()
    {
        base.Update();

        stateMachine.currentState.Update();

        //Debug.Log(IsPlayerDetected().collider.gameObject.name+"i see it");
    }


    public virtual void AssignLastBoolName(string _animBoolName) => lastAnimBoolName = _animBoolName;


    public override void SlowEntityBy(float _slowPercentage, float _slowDuration)
    {
        moveSpeed = moveSpeed * (1 - _slowPercentage);
        anim.speed = anim.speed * (1 - _slowPercentage);

        Invoke("ReturnDefaultSpeed", _slowDuration);
    }

    protected override void ReturnDefaultSpeed()
    {
        base.ReturnDefaultSpeed();

        moveSpeed = defaultMoveSpeed;
    }



    public virtual void FreezeTime(bool _timeFrozen)
    {
        if (_timeFrozen)
        {
            moveSpeed = 0;
            anim.speed = 0;
        }
        else
        {
            moveSpeed = defaultMoveSpeed;
            anim.speed = 1;
        }
    }


    public virtual void FreezeTimeFor(float _duration) => StartCoroutine(FreezeTimerCoroutine(_duration));
    
    protected virtual IEnumerator FreezeTimerCoroutine(float _seconds)//IEnumerator 是一个接口,用于支持迭代器的实现。迭代器允许你在集合上进行迭代操作。Unity 中的协程(Coroutine)也使用 IEnumerator 来实现异步操作。
    {
        FreezeTime(true);

        yield return new WaitForSeconds(_seconds);//等待 _seconds 秒

        FreezeTime(false);
    }


    #region Counter Attack Window

    public virtual void OpenCounterAttackWindow()// virtual 方法可以在派生类中使用 override 关键字进行重写,以提供不同的实现。
    {
        canBeStunned = true;
        counterImage.SetActive(true);//这行代码将 counterImage 游戏对象设置为激活状态,使其在游戏中可见。
    }

    public virtual void CloseCounterAttackWindow()
    {
        canBeStunned = false;
        counterImage.SetActive(false);
    }
    #endregion


    public virtual bool CanBeStunned()
    {
        if (canBeStunned)
        {
            CloseCounterAttackWindow();
            return true;
        }
        return false;
    }


    public virtual void AnimationFinishTrigger() => stateMachine.currentState.AnimationFinishTrigger();

    public virtual RaycastHit2D IsPlayerDetected() => Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, wallCheckDistance, whatIsPlayer);

    protected override void OnDrawGizmos()
    {
        base.OnDrawGizmos();
        Gizmos.color = Color.yellow;
        Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + attackDistance * facingDir, transform.position.y));
    }
}

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