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
This commit is contained in:
Roman 2021-12-07 21:39:49 +08:00
parent 7d2c965521
commit 1619bedd77
9 changed files with 1098 additions and 6 deletions

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@ -74,11 +74,10 @@ public class AiYuPin : NormalEnemy
/// 控制爱欲品追踪传入的Transform每帧调用一次
/// </summary>
/// <param name="target">要追踪的目标的transform组件</param>
protected void Seek(Transform target){
//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
protected virtual void Seek(Transform target){
Vector3 moveDir = (target.transform.position - transform.position).normalized;
//给刚体添加位移
m_rigidbody.position += (Vector2)moveDir * speed * Time.deltaTime;
m_rigidbody.position += (Vector2)moveDir * speed * Time.deltaTime * Vector2.right;
//将面部朝向与速度同步
transform.rotation = Quaternion.
Euler

127
Assets/Scripts/JiDu.cs Normal file
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@ -0,0 +1,127 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
/// <summary>
/// 基督小怪类,继承自爱欲品
/// </summary>
public class JiDu : AiYuPin
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
/// <summary>
/// 攻击相对于自身的位置偏移量
/// </summary>
[FoldoutGroup("基督")][Header("攻击相对于自身的位置偏移量")]
public float atkPositionOffset;
/// <summary>
/// 攻击范围
/// </summary>
[FoldoutGroup("基督")][Header("攻击范围")]
public float atkRange;
/// <summary>
/// 攻击时实例化的攻击器
/// </summary>
[FoldoutGroup("基督")][Header("闪电攻击器")]
public GameObject lightningAttack;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
/// <summary>
/// 自身到玩家的位置
/// </summary>
[SerializeField][ReadOnly][FoldoutGroup("状态")][Header("自身到玩家的位置")]
private float distanceToPlayer;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
// | | __ _| | | |_) | __ _ ___| | __
// | | / _` | | | _ < / _` |/ __| |/ /
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
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;}
}

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@ -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)
);
}
}
}
}

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