CangJie/Assets/Scripts//角色/PlayerControl.cs
lspdC 66545e8d88 4.6
修改了切换场景BUG
补上了老虎死亡时uI动画
2022-04-06 12:54:54 +08:00

177 lines
5.0 KiB
C#
Raw Blame History

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using Sirenix.OdinInspector;
/// <summary>
/// 玩家的控制器部分,玩家主类必须继承这个类才能对控制做出反应
/// </summary>
public class PlayerControl : MonoBehaviour
{
private PlayerC playerC;
/// <summary>
/// 此帧输入方向,-1为左1为右0此帧不输入
/// </summary>
[SerializeField][ReadOnly][Header("此帧输入方向,-1为左1为右0表示此帧不输入")]
protected int inputDir;
protected PlayerInteract playerInteract;
protected Animator animator;
protected virtual void Start()
{
playerC = new PlayerC();
//playerC.Enable();
playerC.Normal.Enable();
//为事件订阅方法
//为移动操作订阅方法
playerC.Normal.Move.performed += ctx => OnMove(ctx);
playerC.Normal.Move.canceled += ctx => { inputDir = 0; };
//为攻击操作订阅方法
playerC.Normal.Atk.performed += ctx => OnAtk();
//为跳跃操作订阅方法
playerC.Normal.Jump.performed += ctx => OnJump();
//为交互操作订阅方法
playerC.Normal.Interact.performed += ctx => OnInteract();
//为左切换操作订阅方法
playerC.Normal.LeftChange.performed += ctx => OnLeftChange();
//为右切换操作订阅方法
playerC.Normal.RightChange.performed += ctx => OnRightChange();
//给玩家物体添加子物体:互动侦察器
GameObject checker = new GameObject("互动侦察器");//新建游戏物体:互动侦察器
checker.transform.SetParent(transform);//将其设置为玩家的子物体
playerInteract = checker.AddComponent<PlayerInteract>();//增加玩家互动侦察器组件
checker.AddComponent<BoxCollider2D>().isTrigger = true;//增加碰撞盒,并将其设置为触发器
checker.GetComponent<BoxCollider2D>().size = new Vector2(1f, 1f);//设置碰撞盒大小
checker.transform.localPosition = Vector3.zero;//设置碰撞盒位置
//找到动画机
animator = GetComponentInChildren<Animator>();
if (animator == null)
{
Debug.LogError("玩家动画机丢失!");
}
}
/// <summary>
/// 当有移动输入的时候触发,因为涉及读值重些的时候记得必须Base
/// </summary>
protected virtual void OnMove(InputAction.CallbackContext ctx){
//根据读值设置记录的输入方向
if(ctx.ReadValue<float>() > 0){
inputDir = 1;
}else if(ctx.ReadValue<float>() < 0){
inputDir = -1;
}
if(ctx.ReadValue<float>().Equals(0f)){
inputDir = 0;
}
}
/// <summary>
/// 按下攻击时触发
/// </summary>
protected virtual void OnAtk(){}
/// <summary>
/// 按下跳跃时触发
/// </summary>
protected virtual void OnJump(){}
/// <summary>
/// 按下交互时触发
/// </summary>
protected virtual void OnInteract(){
//如果有交互事件,则调用事件
playerInteract.OnCall();
}
/// <summary>
/// 按下十字键左或者Q触发
/// </summary>
protected virtual void OnLeftChange(){}
/// <summary>
/// 按下十字键右或者E触发
/// </summary>
protected virtual void OnRightChange(){}
/// <summary>
/// 改变玩家的操作地图至参数值
/// </summary>
/// <param name="mapName">要改到的操作地图的名称</param>
public void ToMap(string mapName)
{
//先关闭所有的
CloseAllMaps();
//再打开指定的
switch(mapName)
{
case "Normal":
playerC.Normal.Enable();
break;
case "Null" :
playerC.Null.Enable();
break;
default:
Debug.LogError("没有叫" + mapName + "的操作地图");
break;
}
}
protected void CloseAllMaps()
{
//关闭所有的操作地图
playerC.Normal.Disable();
playerC.Null.Disable();
}
/// <summary>
/// 触发玩家用触发器触发的动画
/// </summary>
/// <param name="behaviorName">触发器名</param>
public void Behavior(string behaviorName)
{
try{
//触发动画
animator.SetTrigger(behaviorName);
}
catch(System.Exception e)
{
e.ToString();
Debug.LogError("没有找到触发器" + behaviorName);
}
}
/// <summary>
/// 接下来的time后都无视输入事件
/// </summary>
public void StopInputTo(float time)
{
ToMap("Null");
StartCoroutine(RecoverInput(time));
}
private IEnumerator RecoverInput(float time)
{
yield return new WaitForSeconds(time);
ToMap("Normal");
}
public void DisPose() {
playerC.Dispose();
}
}