任务:搭建基本的系统

1.替换动画源图片为攻击加长版
(*:新建动画“被击飞”并完成状态机逻辑
(*:删除旧动画源图片素材减小项目体积
*:修复攻击动画卡手问题
*:修复被击飞后朝向影响击飞结果的Bug

2.编写佛教小怪逻辑
(1.继承自NormalEnemy(*:与原备注不同,因为后期我发现用NormalEnemy更加合适更加简单)
(2.与普通小怪一样,默认状态会巡逻
(3.当玩家进入感知范围,触发Seek
(4.当玩家创到怪物,触发Atk
(*:改变自身状态为ATK
(*:关闭自身碰撞体,因为要贴在玩家身上
(*:将自身位置和玩家位置同步,但是需要一个附身offset二维向量,因为玩家的图片不在游戏物体的中心
(*:通知玩家,你被爱欲品附身了
(5.当怪物收到伤害,触发Seek
(*:我决定后期根据具体地形完善爱欲品的Seek函数
(6.编写完全挣脱事件
(*:触发死亡事件
(*:死亡后给予随机方向的击飞和旋转
(*:添加public变量breakFreeCount,代表挣脱需要触发多少次方向变换
(*:添加public变量breakFreeCountLeft,代表现在还需要方向变换多少次才能挣脱
(7.添加挣脱行为事件,从player传来,减一点Left并且判断是否完全挣脱,若是则执行完全挣脱事件
3.整理脚本分层,添加摘要和注释

下班,明天写玩家挣脱逻辑和被抓逻辑
🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱🥱
This commit is contained in:
Roman 2021-12-03 01:23:07 +08:00
parent 5105e892f9
commit 5b2e3633ab
95 changed files with 1197 additions and 121 deletions

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169
Assets/Scripts/AiYuPin.cs Normal file
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@ -0,0 +1,169 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
/// <summary>
/// 爱欲品类,继承自三关都有的那个小怪类
/// </summary>
public class AiYuPin : NormalEnemy
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
/// <summary>
/// 爱欲品抓住玩家后贴在玩家身上时的位置偏移量
/// </summary>
[FoldoutGroup("爱欲品")][Header("爬到玩家身上的时候的位置偏移量")]
public Vector3 catchOffset;
/// <summary>
/// 玩家挣脱爱欲品需要多少次方向转换操作
/// </summary>
[Header("玩家挣脱爱欲品需要多少次方向转换操作")][FoldoutGroup("爱欲品")]
public int breakFreeCount;
/// <summary>
/// 玩家挣脱爱欲品还需要多少次方向转换操作
/// </summary>
[Header("玩家挣脱爱欲品还需要多少次方向转换操作")][FoldoutGroup("爱欲品")][ReadOnly]
public int breakFreeCountLeft;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
/// <summary>
/// 爱欲品发动Seek后追击的目标
/// </summary>
//虽说是目标,但爱欲品只会抓玩家吧。直接初始化成玩家了
protected Transform target;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
// | | __ _| | | |_) | __ _ ___| | __
// | | / _` | | | _ < / _` |/ __| |/ /
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Update(){
//如果在Seek状态则Seek
if(state == State.seek) Seek(target);
}
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
protected override void Init()
{
//初始化基础属性
base.Init();
//初始化爱欲品属性
breakFreeCountLeft = breakFreeCount;//初始化挣脱需要的操作次数
target = FindObjectOfType<MyPlayer>().transform;//初始化追踪目标为玩家
}
/// <summary>
/// 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
Vector3 moveDir = (target.transform.position - transform.position).normalized;
//给刚体添加位移
m_rigidbody.position += (Vector2)moveDir * speed * Time.deltaTime;
//将面部朝向与速度同步
transform.rotation = Quaternion.
Euler
(transform.rotation.x,
((target.position.x - transform.position.x > 0) ? 0:-180),
transform.rotation.z);
}
// ______ _
// | ____| | |
// | |____ _____ _ __ | |_
// | __\ \ / / _ \ '_ \| __|
// | |___\ V / __/ | | | |_
// |______\_/ \___|_| |_|\__|
/// <summary>
/// 当爱欲品发现玩家
/// </summary>
protected override void OnFindThePlayer(Transform target){
//如果没死
if(state != State.dead)
{
//标记自身状态
state = State.seek;
//赋予自身目标以玩家Transform
this.target = target;
//关闭巡逻动画
doTweenPath.DOPause();
}
}
/// <summary>
/// 当爱欲品抓住玩家
/// </summary>
protected override void OnTouchThePlayer(MyPlayer player)
{
//改变自身状态为ATK
state = State.atk;
//关闭自身碰撞体,因为要贴在玩家身上
GetComponent<BoxCollider2D>().enabled = false;
//将自身位置和玩家位置同步但是需要一个附身offset二维向量
//因为玩家的图片不在游戏物体的中心
transform.position = target.position + catchOffset;
//通知玩家,你被爱欲品附身了
player.BeCatchedByAiYuPin(this);
//暂时清空重力系数
m_rigidbody.gravityScale = 0;
}
/// <summary>
/// 当爱欲品被攻击了
/// </summary>
/// <param name="hitMethod">攻击方式</param>
/// <param name="hitDir">攻击来袭方向</param>
public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
//爱欲品会额外触发发现玩家事件
target = FindObjectOfType<MyPlayer>().transform;//将目标指向玩家
OnFindThePlayer(target);//触发发现玩家事件
//执行被击飞、死亡检查等事宜
base.OnBeHit(hitMethod, hitDir);
}
//原先会触发自动返回记录起点,但是不能,所以重写空的重新着地事件
protected override void OnRetouchedTheGround(){}
/// <summary>
/// 完全挣脱的时候触发
/// </summary>
protected void OnBreakFreeCompletely(){
//恢复一下抓到玩家的时候消除的重力系数
m_rigidbody.gravityScale = 1;
//随机一个死亡面部朝向
deadDir = (Random.Range(-1f,1f) > 0) ? 1: -1;
//触发死亡事件
OnDead();
//给一个击飞
BeHitToFly((Random.Range(-1f,1f) > 0) ? 1: -1);
}
/// <summary>
/// 玩家尝试挣脱的时候触发这个
/// </summary>
[ContextMenu("挣脱")]
protected void OnBreakFree(){
if(--breakFreeCountLeft <= 0) OnBreakFreeCompletely();
}
}

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@ -5,7 +5,7 @@ using Sirenix.OdinInspector;
/// <summary>
/// 敌人的基类,一般怪物都继承其而来
/// 敌人的基类,包含一些基本的功能和事件的虚函数
/// </summary>
public class Enemy : MonoBehaviour
{
@ -90,7 +90,7 @@ public class Enemy : MonoBehaviour
/// <summary>
/// 当怪物发现玩家的时候Call这个
/// </summary>
protected void OnFindThePlayer(){}
protected virtual void OnFindThePlayer(Transform target){}
/// <summary>
/// 当怪物着地的时候触发一次
/// </summary>
@ -125,18 +125,13 @@ public class Enemy : MonoBehaviour
(transform.position.x -
sickle.transform.position.x > 0) ? -1 : 1);
Destroy(sickle.gameObject);}
// //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.collider.gameObject.TryGetComponent<Hammer>(out Hammer hammer))
// {OnBeHit(MyPlayer.AtkMethod.锤子,
// (transform.position.x -
// hammer.transform.position.x > 0) ? -1 : 1);}
else if(other.gameObject.tag == "地面")
{OnRetouchedTheGround();}
}
protected void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
{OnFindThePlayer();}//如果监视范围出现玩家则Call事件
{OnFindThePlayer(other.transform);}//如果监视范围出现玩家则Call事件
}

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@ -183,6 +183,7 @@ public class MyPlayer : MonoBehaviour
/// <param name="dir">被击方向</param>
public void BeHitToFly(int dir)
{
m_rigidbody.velocity = Vector2.zero;
m_rigidbody.velocity += new Vector2(
-1 * dir * hitToflyParameter.x,
hitToflyParameter.y
@ -209,6 +210,8 @@ public class MyPlayer : MonoBehaviour
m_Animator.SetBool("isAttacking",isAttacking);
//记录着地
m_Animator.SetBool("isLanding",isLanding);
//被击飞动画触发
m_Animator.SetBool("isBeHitting",!inControl);
}
//碰撞检测代码
// _____ _ _ _ _
@ -245,8 +248,7 @@ public class MyPlayer : MonoBehaviour
inputDir = (context.ReadValue<float>() > 0) ? 1 : -1;
else inputDir = 0;
if(faceDir * inputDir < 0)
{
if(faceDir * inputDir < 0){
TurnAround();
}
}
@ -318,8 +320,6 @@ public class MyPlayer : MonoBehaviour
/// <param name="dir">攻击来源的方向,-1左1右</param>
public void OnBeHit(float atk, int dir)
{
Debug.Log("我被攻击了!受到的攻击力是:" + atk +
"攻击方向来自" + ((dir == 1) ? "右边" : "左边"));
BeHitToFly(dir);
inControl = false;
HPLeft -= atk;
@ -330,6 +330,14 @@ public class MyPlayer : MonoBehaviour
/// </summary>
public void StopAttacking(){isAttacking = false;}
/// <summary>
/// 当玩家被爱欲品抓住后触发这个事件
/// </summary>
/// <param name="aiYuPin">这个爱欲品的爱欲品组件</param>
public void BeCatchedByAiYuPin(AiYuPin aiYuPin){
}
// _______ _ _____ _
// |__ __| | |/ ____| |

View File

@ -45,7 +45,7 @@ public class NormalEnemy : Enemy
/// <summary>
/// 现在正在执行的动画,在受击中断的时候用
/// </summary>
private Tween tweenNow;
protected Tween tweenNow;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@ -61,7 +61,7 @@ public class NormalEnemy : Enemy
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
protected void Init(){
protected virtual void Init(){
//生命值初始化为满
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//Get插件

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