
1.添加场景1查看绳结仓颉动画
(*:为玩家基类添加功能,public void StopInputUntil(float time);表示接下来多长时间内,无视输入事件。
2.适配了播片系统
3.编写演出:凤凰
好像不能摸鱼了,明天不知道写什么,下班了喵😿
170 lines
4.9 KiB
C#
170 lines
4.9 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 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
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/// </summary>
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public class PlayerControl : MonoBehaviour
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{
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private PlayerC playerC;
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/// <summary>
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/// 此帧输入方向,-1为左,1为右,0此帧不输入
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/// </summary>
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[SerializeField][ReadOnly][Header("此帧输入方向,-1为左,1为右,0表示此帧不输入")]
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protected int inputDir;
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protected PlayerInteract playerInteract;
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protected Animator animator;
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protected virtual void Start()
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{
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playerC = new PlayerC();
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//playerC.Enable();
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playerC.Normal.Enable();
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//为事件订阅方法
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//为移动操作订阅方法
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playerC.Normal.Move.performed += ctx => OnMove(ctx);
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playerC.Normal.Move.canceled += ctx => { inputDir = 0; };
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//为攻击操作订阅方法
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playerC.Normal.Atk.performed += ctx => OnAtk();
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//为跳跃操作订阅方法
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playerC.Normal.Jump.performed += ctx => OnJump();
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//为交互操作订阅方法
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playerC.Normal.Interact.performed += ctx => OnInteract();
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//为左切换操作订阅方法
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playerC.Normal.LeftChange.performed += ctx => OnLeftChange();
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//为右切换操作订阅方法
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playerC.Normal.RightChange.performed += ctx => OnRightChange();
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//给玩家物体添加子物体:互动侦察器
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GameObject checker = new GameObject("互动侦察器");//新建游戏物体:互动侦察器
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checker.transform.SetParent(transform);//将其设置为玩家的子物体
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playerInteract = checker.AddComponent<PlayerInteract>();//增加玩家互动侦察器组件
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checker.AddComponent<BoxCollider2D>().isTrigger = true;//增加碰撞盒,并将其设置为触发器
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checker.GetComponent<BoxCollider2D>().size = new Vector2(1f, 1f);//设置碰撞盒大小
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checker.transform.localPosition = Vector3.zero;//设置碰撞盒位置
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//找到动画机
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animator = GetComponentInChildren<Animator>();
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if (animator == null)
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{
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Debug.LogError("玩家动画机丢失!");
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}
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}
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/// <summary>
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/// 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
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/// </summary>
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protected virtual void OnMove(InputAction.CallbackContext ctx){
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//根据读值设置记录的输入方向
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if(ctx.ReadValue<float>() > 0){
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inputDir = 1;
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}else if(ctx.ReadValue<float>() < 0){
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inputDir = -1;
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}
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if(ctx.ReadValue<float>().Equals(0f)){
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inputDir = 0;
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}
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}
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/// <summary>
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/// 按下攻击时触发
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/// </summary>
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protected virtual void OnAtk(){}
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/// <summary>
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/// 按下跳跃时触发
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/// </summary>
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protected virtual void OnJump(){}
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/// <summary>
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/// 按下交互时触发
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/// </summary>
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protected virtual void OnInteract(){
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//如果有交互事件,则调用事件
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playerInteract.OnCall();
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}
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/// <summary>
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/// 按下十字键左或者Q触发
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/// </summary>
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protected virtual void OnLeftChange(){}
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/// <summary>
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/// 按下十字键右或者E触发
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/// </summary>
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protected virtual void OnRightChange(){}
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/// <summary>
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/// 改变玩家的操作地图至参数值
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/// </summary>
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/// <param name="mapName">要改到的操作地图的名称</param>
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public void ToMap(string mapName)
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{
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//先关闭所有的
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CloseAllMaps();
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//再打开指定的
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switch(mapName)
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{
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case "Normal":
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playerC.Normal.Enable();
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break;
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case "Null" :
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playerC.Null.Enable();
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break;
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default:
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Debug.LogError("没有叫" + mapName + "的操作地图");
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break;
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}
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}
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protected void CloseAllMaps()
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{
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//关闭所有的操作地图
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playerC.Normal.Disable();
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playerC.Null.Disable();
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}
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/// <summary>
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/// 触发玩家用触发器触发的动画
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/// </summary>
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/// <param name="behaviorName">触发器名</param>
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public void Behavior(string behaviorName)
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{
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try{
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//触发动画
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animator.SetTrigger(behaviorName);
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}
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catch(System.Exception e)
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{
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e.ToString();
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Debug.LogError("没有找到触发器" + behaviorName);
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}
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}
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/// <summary>
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/// 接下来的time后,都无视输入事件
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/// </summary>
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public void StopInputTo(float time)
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{
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ToMap("Null");
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StartCoroutine(RecoverInput(time));
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}
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private IEnumerator RecoverInput(float time)
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{
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yield return new WaitForSeconds(time);
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ToMap("Normal");
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}
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}
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