任务:搭建基本的系统
1.绑定cinemaMachine相机 2.修复锤子攻击后玩家反而被击飞的Bug (1.为了避免锤子碰撞体抵到地面、锤子将怪物按在地上等问题,现需要将锤子改为触发器,锤子的判定代码移至锤子类 2.替换锤子攻击动画为攻击范围加长一版
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.vscode/launch.json
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.vscode/launch.json
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{
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// 使用 IntelliSense 了解相关属性。
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||||||
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// 悬停以查看现有属性的描述。
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||||||
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// 欲了解更多信息,请访问: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"name": ".NET Core Launch (console)",
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"type": "coreclr",
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"request": "launch",
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"WARNING01": "*********************************************************************************",
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"WARNING02": "The C# extension was unable to automatically decode projects in the current",
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"WARNING03": "workspace to create a runnable launch.json file. A template launch.json file has",
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"WARNING04": "been created as a placeholder.",
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"WARNING05": "",
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"WARNING06": "If OmniSharp is currently unable to load your project, you can attempt to resolve",
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"WARNING07": "this by restoring any missing project dependencies (example: run 'dotnet restore')",
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"WARNING08": "and by fixing any reported errors from building the projects in your workspace.",
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"WARNING09": "If this allows OmniSharp to now load your project then --",
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"WARNING10": " * Delete this file",
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"WARNING11": " * Open the Visual Studio Code command palette (View->Command Palette)",
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"WARNING12": " * run the command: '.NET: Generate Assets for Build and Debug'.",
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"WARNING13": "",
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"WARNING14": "If your project requires a more complex launch configuration, you may wish to delete",
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"WARNING15": "this configuration and pick a different template using the 'Add Configuration...'",
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"WARNING16": "button at the bottom of this file.",
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"WARNING17": "*********************************************************************************",
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"preLaunchTask": "build",
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"program": "${workspaceFolder}/bin/Debug/<insert-target-framework-here>/<insert-project-name-here>.dll",
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},
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{
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"type": "coreclr",
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@ -1528,7 +1697,7 @@ BoxCollider2D:
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m_Size: {x: 1, y: 1}
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@ -85,7 +85,7 @@ public class Enemy : MonoBehaviour
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="hitMethod">攻击方式,枚举类型,具体看MyPlayer</param>
|
/// <param name="hitMethod">攻击方式,枚举类型,具体看MyPlayer</param>
|
||||||
/// <param name="hitDir">受击方向,-1左,1右</param>
|
/// <param name="hitDir">受击方向,-1左,1右</param>
|
||||||
protected virtual void OnBeHit(MyPlayer.AtkMethod hitMethod,int hitDir){}
|
public virtual void OnBeHit(MyPlayer.AtkMethod hitMethod,int hitDir){}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 当怪物发现玩家的时候Call这个
|
/// 当怪物发现玩家的时候Call这个
|
||||||
@ -117,19 +117,19 @@ public class Enemy : MonoBehaviour
|
|||||||
// \_____\___/|_|_|_|___/_|\___/|_| |_|
|
// \_____\___/|_|_|_|___/_|\___/|_| |_|
|
||||||
protected void OnCollisionEnter2D(Collision2D other)//当有物体碰上
|
protected void OnCollisionEnter2D(Collision2D other)//当有物体碰上
|
||||||
{
|
{
|
||||||
if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
|
if(other.collider.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
|
||||||
{OnTouchThePlayer(player);}//如果创到的是玩家,则Call事件
|
{OnTouchThePlayer(player);}//如果创到的是玩家,则Call事件
|
||||||
//如果被镰刀创到,Call一下OnBeHit事件,传入攻击方式和攻击来袭方向
|
//如果被镰刀创到,Call一下OnBeHit事件,传入攻击方式和攻击来袭方向
|
||||||
else if(other.gameObject.TryGetComponent<Sickle>(out Sickle sickle))
|
else if(other.collider.gameObject.TryGetComponent<Sickle>(out Sickle sickle))
|
||||||
{OnBeHit(MyPlayer.AtkMethod.镰刀,
|
{OnBeHit(MyPlayer.AtkMethod.镰刀,
|
||||||
(transform.position.x -
|
(transform.position.x -
|
||||||
sickle.transform.position.x > 0) ? -1 : 1);
|
sickle.transform.position.x > 0) ? -1 : 1);
|
||||||
Destroy(sickle.gameObject);}
|
Destroy(sickle.gameObject);}
|
||||||
//如果被锤子锤到,和上面一样
|
// //如果被锤子锤到,和上面一样(由于用碰撞体会存在很多问题,锤子的判定写在锤子类中,用触发器来实现)
|
||||||
else if(other.gameObject.TryGetComponent<Hammer>(out Hammer hammer))
|
// else if(other.collider.gameObject.TryGetComponent<Hammer>(out Hammer hammer))
|
||||||
{OnBeHit(MyPlayer.AtkMethod.锤子,
|
// {OnBeHit(MyPlayer.AtkMethod.锤子,
|
||||||
(transform.position.x -
|
// (transform.position.x -
|
||||||
hammer.transform.position.x > 0) ? -1 : 1);}
|
// hammer.transform.position.x > 0) ? -1 : 1);}
|
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else if(other.gameObject.tag == "地面")
|
else if(other.gameObject.tag == "地面")
|
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{OnRetouchedTheGround();}
|
{OnRetouchedTheGround();}
|
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}
|
}
|
||||||
|
@ -2,7 +2,19 @@ using System.Collections;
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 锤子类,主要判定下攻击
|
||||||
|
/// </summary>
|
||||||
public class Hammer : MonoBehaviour
|
public class Hammer : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
//当有东西进入触发器
|
||||||
|
public void OnTriggerEnter2D(Collider2D other){
|
||||||
|
//看看是不是敌人
|
||||||
|
if(other.TryGetComponent<Enemy>(out Enemy enemy)){
|
||||||
|
enemy.OnBeHit(MyPlayer.AtkMethod.锤子,
|
||||||
|
(enemy.transform.position.x -
|
||||||
|
transform.position.x > 0) ? -1 : 1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -103,7 +103,7 @@ public class NormalEnemy : Enemy
|
|||||||
> 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
|
> 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
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
|
public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
|
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//结束当前动画
|
//结束当前动画
|
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tweenNow.Pause();
|
tweenNow.Pause();
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||||||
//让自己被击飞
|
//让自己被击飞
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@ -20,13 +20,13 @@ AnimationClip:
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Loading…
x
Reference in New Issue
Block a user