Part11:Primary Attack State(P38)
1:效果和操作
效果:按下鼠标右键完成单次攻击
操作:设置Attack字段用于攻击动画播放切换,同时用triggerCalled标记动画是否完成播放,默认为false表示未播放,当发生右键点击事件后,进入attack状态,若想要结束动画,则需要在playerattack动画的最后一帧绑定帧事件AnimationTrigger,改变triggerCalled的值来切换状态。
2:代码改变
//Player代码改变
//目的:注册PlayerPrimaryAttack与player关联起来
public PlayerPrimaryAttack primaryAttack { get; private set; }
private void Awake()
{
primaryAttack = new PlayerPrimaryAttack(this, stateMachine, "Attack");
}
public void AnimationTrigger() => stateMachine.currentState.AnimationFinishTrigger();
//PlayerState代码改变
protected bool triggerCalled;//检测attack动画是否播放完成
public virtual void Enter()
{
triggerCalled = false;
}
public virtual void AnimationFinishTrigger()
{
triggerCalled = true;
}
//PlayerGroundState代码改变
if(Input.GetKeyDown(KeyCode.Mouse0))//attack是地面动作所以入口放在playerGroundState
{
stateMachine.ChangeState(player.primaryAttack);
//PlayerPrimaryAttack代码改变
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerPrimaryAttack : PlayerState
{
public PlayerPrimaryAttack(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
{
}
public override void Enter()
{
base.Enter();
}
public override void Exit()
{
base.Exit();
}
public override void Update()
{
base.Update();
if(triggerCalled)//triggerCalled为true表示攻击完成 切换回idle模式
{
stateMachine.ChangeState(player.idleState);
}
}
}
//新增PlayerAnimationTrigger
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerAnimationTriggers : MonoBehaviour
{
private Player player => GetComponentInParent<Player>();
private void AnimationTrigger()//用于帧事件绑定
{
player.AnimationTrigger();
}
}
3:效果图(图片:attack1为14-21 attack2为22-25 attack3为77-83)