任务:搭建基本的系统
1.编写基督小怪逻辑 (1.继承自爱欲品类(巡逻、发现、追踪、击飞、被击飞、死亡、转身等功能) (2.重写Seek函数,因为爱欲品是一直Seek到玩家位置,而基督需要保留一定距离 ((1.Seek时判断基督小怪与玩家的距离,同时指定一个public变量代表攻击范围。若此距离小于攻击范围,触发攻击事件,否则移动位置靠近player (3.重写OnTouchThePlayer事件,使其与NormalEnemy一致 (4.新增攻击事件 ((1.修改状态为atk ((2.创建一个基督闪电攻击器,作为预制体保存在JiDu中 ((3.初始化攻击器 ((4.等待攻击器触发攻击完毕信号,触发恢复事件(无语句) (5.新增恢复事件 ((1.修改状态为Seek *:效果:依次降下指定数量的雷(触发器判定区),前一个结束后下一个才开始 2.编写攻击器逻辑,可以指定闪电道数、闪电位置间隔、两道闪电之间的间隔时间、每道闪电的持续时间、闪电的判定范围、攻击后硬直 *:整理脚本,添加注释、摘要、分层和属性特性 至此,基督小怪的逻辑开发完毕 至此,所有小怪的逻辑均开发完毕 通过导出测试 下班
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@ -74,11 +74,10 @@ public class AiYuPin : NormalEnemy
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/// 控制爱欲品追踪传入的Transform,每帧调用一次
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/// </summary>
|
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/// <param name="target">要追踪的目标的transform组件</param>
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//!!!注意,需要修改。此时会给予爱欲品向上的速度,但Seek只需要左右的速度
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Euler
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127
Assets/Scripts/JiDu.cs
Normal file
127
Assets/Scripts/JiDu.cs
Normal file
@ -0,0 +1,127 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
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|
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/// <summary>
|
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/// 基督小怪类,继承自爱欲品
|
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/// </summary>
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public class JiDu : AiYuPin
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{
|
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// _____ _ _ _
|
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// | __ \ | | | (_)
|
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// | |__) | _| |__ | |_ ___
|
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// | ___/ | | | '_ \| | |/ __|
|
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// | | | |_| | |_) | | | (__
|
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// |_| \__,_|_.__/|_|_|\___|
|
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|
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/// <summary>
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/// 攻击相对于自身的位置偏移量
|
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/// </summary>
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[FoldoutGroup("基督")][Header("攻击相对于自身的位置偏移量")]
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public float atkPositionOffset;
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/// <summary>
|
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/// 攻击范围
|
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/// </summary>
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[FoldoutGroup("基督")][Header("攻击范围")]
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public float atkRange;
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/// <summary>
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/// 攻击时实例化的攻击器
|
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/// </summary>
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[FoldoutGroup("基督")][Header("闪电攻击器")]
|
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public GameObject lightningAttack;
|
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|
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// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
// | ___/ '__| \ \ / / _` | __/ _ \
|
||||
// | | | | | |\ V / (_| | || __/
|
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// |_| |_| |_| \_/ \__,_|\__\___|
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/// <summary>
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/// 自身到玩家的位置
|
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/// </summary>
|
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[SerializeField][ReadOnly][FoldoutGroup("状态")][Header("自身到玩家的位置")]
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private float distanceToPlayer;
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// _____ _ _ ____ _
|
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// / ____| | | | _ \ | |
|
||||
// | | __ _| | | |_) | __ _ ___| | __
|
||||
// | | / _` | | | _ < / _` |/ __| |/ /
|
||||
// | |___| (_| | | | |_) | (_| | (__| <
|
||||
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
|
||||
|
||||
void Update(){
|
||||
//如果处于追踪状态,则每帧执行Seek
|
||||
if(state == State.seek) Seek(target);
|
||||
}
|
||||
|
||||
// _ _ _
|
||||
// | \ | | | |
|
||||
// | \| | ___ _ __ _ __ ___ __ _| |
|
||||
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
|
||||
// | |\ | (_) | | | | | | | | (_| | |
|
||||
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
|
||||
|
||||
/// <summary>
|
||||
/// 如果处于Seek状态,则每帧执行一次
|
||||
/// </summary>
|
||||
/// <param name="target">追踪目标</param>
|
||||
protected override void Seek(Transform target){
|
||||
//计算自己与玩家的距离
|
||||
distanceToPlayer = Mathf.Abs(target.position.x - transform.position.x);
|
||||
//如果距离小于攻击范围,则发动攻击
|
||||
if(distanceToPlayer < atkRange)Atk();
|
||||
//否则执行爱欲品的Seek,移动追向目标
|
||||
else base.Seek(target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 攻击的时候触发
|
||||
/// </summary>
|
||||
private void Atk(){
|
||||
//修改自身状态至攻击
|
||||
state = State.atk;
|
||||
//判定一下自身和玩家的位置,确定攻击方向
|
||||
int atkDir = ((target.position.x - transform.position.x > 0) ? 1:-1);
|
||||
//生成一个攻击器预制体,并根据攻击方向给予X轴偏移
|
||||
LightningAttackAdministrator l = Instantiate(
|
||||
lightningAttack,
|
||||
new Vector3(
|
||||
transform.position.x + atkPositionOffset * atkDir,
|
||||
transform.position.y,
|
||||
transform.position.z
|
||||
),
|
||||
Quaternion.identity
|
||||
).GetComponent<LightningAttackAdministrator>();
|
||||
//初始化一下攻击器,给予攻击器主人和方向😍
|
||||
l.owner = this;
|
||||
l.dir = atkDir;
|
||||
}
|
||||
|
||||
// ______ _
|
||||
// | ____| | |
|
||||
// | |____ _____ _ __ | |_
|
||||
// | __\ \ / / _ \ '_ \| __|
|
||||
// | |___\ V / __/ | | | |_
|
||||
// |______\_/ \___|_| |_|\__|
|
||||
|
||||
/// <summary>
|
||||
/// 碰到玩家的时候触发。对于基督小怪来说,玩家碰到它会收到伤害,与继承到的爱欲品不同,但与爱欲品继承的相同,所以返回到父类的父类执行
|
||||
/// 我超,不能,base.base,老老实实抄一遍代码吧
|
||||
/// </summary>
|
||||
/// <param name="player">玩家</param>
|
||||
protected override void OnTouchThePlayer(MyPlayer player){
|
||||
//告诉玩家,你被攻击了
|
||||
player.OnBeHit(ATK,
|
||||
((transform.position.x -
|
||||
player.transform.position.x)
|
||||
> 0) ? 1 : -1);//通过自身位置和玩家位置的比较来返回玩家本次的受击方向
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当攻击器攻击结束,Call这个,把状态恢复至Seek
|
||||
/// </summary>
|
||||
public void OnAtkEnd(){state = State.seek;}
|
||||
|
||||
}
|
11
Assets/Scripts/JiDu.cs.meta
Normal file
11
Assets/Scripts/JiDu.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab73d92b04780f04790d5a4ea79f3649
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
155
Assets/Scripts/LightningAttackAdministrator.cs
Normal file
155
Assets/Scripts/LightningAttackAdministrator.cs
Normal file
@ -0,0 +1,155 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
/// <summary>
|
||||
/// 管理基督小怪召出来的闪电攻击
|
||||
/// </summary>
|
||||
public class LightningAttackAdministrator : MonoBehaviour
|
||||
{
|
||||
// _____ _ _ _
|
||||
// | __ \ | | | (_)
|
||||
// | |__) | _| |__ | |_ ___
|
||||
// | ___/ | | | '_ \| | |/ __|
|
||||
// | | | |_| | |_) | | | (__
|
||||
// |_| \__,_|_.__/|_|_|\___|
|
||||
|
||||
/// <summary>
|
||||
/// 单道闪电的持续时间
|
||||
/// </summary>
|
||||
[Header("单道闪电的持续时间")]
|
||||
public float lightingTime;
|
||||
/// <summary>
|
||||
/// 两道闪电之间间隔的时间
|
||||
/// </summary>
|
||||
[Header("两道闪电之间间隔的时间")]
|
||||
public float lightingIntervalTime;
|
||||
/// <summary>
|
||||
/// 攻击方向,产生这个闪电的怪物攻击时指定
|
||||
/// </summary>
|
||||
[Header("攻击方向,产生这个闪电的怪物攻击时指定")][ReadOnly]
|
||||
public int dir;
|
||||
/// <summary>
|
||||
/// 这个攻击器的主人。请在发动攻击的时候指定。用来通知主人,本次攻击结束
|
||||
/// </summary>
|
||||
public JiDu owner;
|
||||
/// <summary>
|
||||
/// 基督小怪攻击硬直
|
||||
/// </summary>
|
||||
public float Stiff;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
// | ___/ '__| \ \ / / _` | __/ _ \
|
||||
// | | | | | |\ V / (_| | || __/
|
||||
// |_| |_| |_| \_/ \__,_|\__\___|
|
||||
[SerializeField][ListDrawerSettings][ReadOnly]
|
||||
private List<Lighting> lightings;
|
||||
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
// | | __ _| | | |_) | __ _ ___| | __
|
||||
// | | / _` | | | _ < / _` |/ __| |/ /
|
||||
// | |___| (_| | | | |_) | (_| | (__| <
|
||||
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
|
||||
void Start(){
|
||||
Init();
|
||||
StartCoroutine("ATK");
|
||||
}
|
||||
|
||||
// _ _ _
|
||||
// | \ | | | |
|
||||
// | \| | ___ _ __ _ __ ___ __ _| |
|
||||
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
|
||||
// | |\ | (_) | | | | | | | | (_| | |
|
||||
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
|
||||
|
||||
/// <summary>
|
||||
/// 初始化函数
|
||||
/// </summary>
|
||||
private void Init(){
|
||||
//处理一下攻击器朝向问题
|
||||
if(dir == -1) transform.localScale = new Vector3(
|
||||
transform.localScale.x * -1,
|
||||
transform.localScale.y,
|
||||
transform.localScale.z
|
||||
);
|
||||
//初始化闪电列表,用来控制每一个小闪电
|
||||
lightings = new List<Lighting>(transform.childCount);
|
||||
for (int i = 0; i < transform.childCount; i++){
|
||||
Transform temp = transform.GetChild(i);
|
||||
lightings.Add(
|
||||
temp.gameObject.AddComponent<Lighting>()
|
||||
);
|
||||
//初始化小闪电的主人和状态
|
||||
lightings[i].state = Lighting.State.wait;
|
||||
lightings[i].owner = this;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 攻击函数协程
|
||||
/// </summary>
|
||||
private IEnumerator ATK(){
|
||||
//按顺序遍历每一个小闪电
|
||||
foreach(Lighting l in lightings){
|
||||
//如果处于等待状态
|
||||
if(l.state == Lighting.State.wait){
|
||||
//如果不是第一个闪电,则需要等待每个闪电的间隔的时间
|
||||
if(l != lightings[0])yield return new WaitForSeconds(lightingIntervalTime);
|
||||
//等待结束后令闪电攻击
|
||||
l.gameObject.SetActive(true);
|
||||
l.state = Lighting.State.atk;
|
||||
//然后攻击持续每个小闪电的持续时间
|
||||
yield return new WaitForSeconds(lightingTime);
|
||||
//等待结束后关闭这个小闪电
|
||||
l.gameObject.SetActive(false);
|
||||
l.state = Lighting.State.over;
|
||||
//循环至下一个小闪电
|
||||
}
|
||||
}
|
||||
//遍历结束后进入攻击硬直等待
|
||||
yield return new WaitForSeconds(Stiff);
|
||||
//等待结束后通知主人攻击结束,并销毁攻击器
|
||||
owner.OnAtkEnd();
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
|
||||
// _______ _ _____ _
|
||||
// |__ __| | |/ ____| |
|
||||
// | | ___ ___ | | | | | __ _ ___ ___
|
||||
// | |/ _ \ / _ \| | | | |/ _` / __/ __|
|
||||
// | | (_) | (_) | | |____| | (_| \__ \__ \
|
||||
// |_|\___/ \___/|_|\_____|_|\__,_|___/___/
|
||||
|
||||
/// <summary>
|
||||
/// 单道小闪电类,主要控制一下碰撞体
|
||||
/// </summary>
|
||||
private class Lighting : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 闪电的状态种类
|
||||
/// </summary>
|
||||
public enum State{wait,atk,over};
|
||||
/// <summary>
|
||||
/// 闪电的当前状态
|
||||
/// </summary>
|
||||
public State state;
|
||||
/// <summary>
|
||||
/// 这道闪电的主人,一个攻击器
|
||||
/// </summary>
|
||||
public LightningAttackAdministrator owner;
|
||||
|
||||
void OnTriggerEnter2D(Collider2D other){
|
||||
if (other.TryGetComponent<MyPlayer>(out MyPlayer player)){
|
||||
player.OnBeHit(owner.owner.ATK,
|
||||
((owner.transform.position.x - player.transform.position.x > 0) ? 1 : -1)
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/LightningAttackAdministrator.cs.meta
Normal file
11
Assets/Scripts/LightningAttackAdministrator.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9b9747c571ad1fb47a3246703168172c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
@ -46,7 +46,7 @@ TextureImporter:
|
||||
spriteMeshType: 1
|
||||
alignment: 0
|
||||
spritePivot: {x: 0.5, y: 0.5}
|
||||
spritePixelsToUnits: 100
|
||||
spritePixelsToUnits: 200
|
||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||
spriteGenerateFallbackPhysicsShape: 1
|
||||
alphaUsage: 1
|
||||
@ -75,6 +75,42 @@ TextureImporter:
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Standalone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
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- serializedVersion: 3
|
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buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
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allowsAlphaSplitting: 0
|
||||
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|
||||
androidETC2FallbackOverride: 0
|
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forceMaximumCompressionQuality_BC6H_BC7: 0
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- serializedVersion: 3
|
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buildTarget: Android
|
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maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
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|
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|
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spriteSheet:
|
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|
||||
sprites: []
|
||||
|
Loading…
x
Reference in New Issue
Block a user