
场景【测试】 1.使投掷物落地后会发出声音(逻辑上)并且停止滚动 2.使敌人听到投掷物落地的声音后,奔向落点 老泪纵横,出现了很多Bug,终于修完了,对不起,我明天一定做完所有游戏系统,做不完请买开发加速卡。 加油吧,加油了吗?
163 lines
5.8 KiB
C#
163 lines
5.8 KiB
C#
using System.Collections;
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using UnityEditor;
|
||
|
||
public class Patrolman : MonoBehaviour
|
||
{
|
||
//控制巡逻敌人
|
||
|
||
[Tooltip("拖入巡逻点1")]
|
||
public Transform point1;
|
||
[Tooltip("拖入巡逻点2,他将于此两点间往返")]
|
||
public Transform point2;
|
||
[Tooltip("普通移动时的速度")]
|
||
public float walkSpeed;
|
||
[Tooltip("听见响动,冲锋时的速度")]
|
||
public float rushSpeed;
|
||
[SerializeField][ReadOnly]
|
||
private float speed;//记录此刻瞬间的速度,不包含方向
|
||
private float velocity;//速度,正值代表向右,用来判断面部朝向
|
||
private Transform target;//当前目标位置
|
||
private bool isInterrupt = false;//记录目前是否被石头落地的声音所吸引
|
||
private float PVelocity = -1f;//记录上一帧的速度,默认上一帧往右走
|
||
private Transform auditoryRange;//听觉范围子物体
|
||
[SerializeField][ReadOnly]
|
||
private List<Missile> missiles;//投掷物列表,巡逻者会自动往搜索听觉范围内的投掷物
|
||
|
||
// Start is called before the first frame update
|
||
void Start()
|
||
{
|
||
target = point1;//初始化起始目标为巡逻点1
|
||
speed = walkSpeed;//初始化瞬间速度为走路速度
|
||
auditoryRange = transform.Find("听觉范围");//找到子物体听觉范围
|
||
auditoryRange.gameObject.AddComponent<AuditoryRange>();//给子物体听觉范围填上碰撞监测代码
|
||
missiles = new List<Missile>();//初始化投掷物列表
|
||
}
|
||
|
||
// Update is called once per frame
|
||
void Update()
|
||
{
|
||
Move();//每帧朝目标移动
|
||
CheckMissiles();//检查是否有投掷物落地
|
||
}
|
||
|
||
private void CheckMissiles()
|
||
{
|
||
foreach(Missile missile in missiles)
|
||
{
|
||
if(missile.AMINoisy() && !missile.AmIBeenChecked())//如果投掷物在发声、且没有被检查过
|
||
{
|
||
//将目标位置设定为落点
|
||
target = missile.transform;
|
||
//更改速度为跑步速度
|
||
speed = rushSpeed;
|
||
//标记该投掷物已被检查
|
||
missile.YouAreChecked();
|
||
isInterrupt = true;
|
||
PVelocity = 0;
|
||
}
|
||
}
|
||
}
|
||
|
||
//朝目标移动函数
|
||
private void Move()
|
||
{
|
||
//构造速度向量
|
||
velocity = (target.position - transform.position).x;
|
||
velocity = Mathf.Abs(velocity)/velocity;//把速度标准化为1或者-1,只保留方向
|
||
velocity *= speed;//给速度赋以大小
|
||
|
||
//判断是否到达巡逻点或者落点
|
||
if(velocity*PVelocity < 0)//速度相乘得负数,说明方向发生改变
|
||
{
|
||
//如果计算速度发生改变,且不是因为被石头打断,说明经过了巡逻点,此时更换目标点为另一个
|
||
if(target.Equals(point1) && !isInterrupt) target = point2;
|
||
else if(target.Equals(point2) && !isInterrupt) target = point1;//不是被投掷物吸引的时候,才这样
|
||
|
||
//如果目标是投掷物的落点,恢复速度和目标点
|
||
if(target.gameObject.tag == "投掷物")
|
||
{
|
||
speed = walkSpeed;
|
||
//target = point2;
|
||
if(velocity > 0) target = point2;
|
||
else target = point1;
|
||
Debug.Log("投掷物触发转向");
|
||
isInterrupt = false;
|
||
}
|
||
}
|
||
|
||
//控制面部朝向
|
||
if(velocity > 0) transform.rotation = Quaternion.Euler(0,0,0);
|
||
else transform.rotation = Quaternion.Euler(0,180f,0);
|
||
|
||
//移动
|
||
transform.position = new Vector3(
|
||
//x
|
||
transform.position.x +//自身此刻位置 加上
|
||
velocity * //构造好的速度乘以
|
||
Time.deltaTime,//使其与时间无关
|
||
|
||
//y和z不变
|
||
transform.position.y,
|
||
transform.position.z
|
||
);
|
||
|
||
//更新PVelocity
|
||
PVelocity = velocity;
|
||
|
||
}
|
||
|
||
void OnTriggerEnter2D(Collider2D other)
|
||
{
|
||
if(other.gameObject.tag == "Player") Debug.Log("玩家进入了监测区");
|
||
}
|
||
|
||
//在听觉范围中调用,加入一个监听中的投掷物
|
||
public void AddAMissile(Missile missile){missiles.Add(missile);}
|
||
//在听觉范围中调用,移除一个监听中的投掷物
|
||
public void RemoveAMissile(Missile missile){missiles.Remove(missile);}
|
||
|
||
|
||
|
||
private class AuditoryRange : MonoBehaviour
|
||
{
|
||
void OnTriggerEnter2D(Collider2D other)
|
||
{
|
||
if(other.tag == "投掷物")
|
||
{
|
||
//当有投掷物进入听觉范围,把他加入监控内的投掷物列表
|
||
GetComponentInParent<Patrolman>().AddAMissile(other.GetComponent<Missile>());
|
||
}
|
||
}
|
||
|
||
void OnTriggerExit2D(Collider2D other)
|
||
{
|
||
if(other.tag == "投掷物")
|
||
{
|
||
//当有投掷物离开听觉范围,把他移出监控内的投掷物列表
|
||
GetComponentInParent<Patrolman>().RemoveAMissile(other.GetComponent<Missile>());
|
||
}
|
||
}
|
||
}
|
||
|
||
//制造一个只读的变量,不要动这些
|
||
public class ReadOnlyAttribute : PropertyAttribute{}
|
||
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
|
||
public class ReadOnlyDrawer : PropertyDrawer
|
||
{
|
||
public override float GetPropertyHeight(SerializedProperty property, GUIContent label)
|
||
{
|
||
return EditorGUI.GetPropertyHeight(property, label, true);
|
||
}
|
||
|
||
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
|
||
{
|
||
GUI.enabled = false;
|
||
EditorGUI.PropertyField(position, property, label, true);
|
||
GUI.enabled = true;
|
||
}
|
||
}
|
||
//
|
||
}
|