任务:搭建基本的系统

1.实装一些美术素材

2.完成木马召唤小怪攻击逻辑
(1.修复伊斯兰小怪的炸飞方向丢失Bug
(2.给伊斯兰小怪两种被击飞模式,当被普通武器攻击,轻度正常击飞,当被炸弹炸飞,剧烈飞出

3.完成木马喷射炸弹攻击逻辑
(1.与召唤小怪逻辑类似
(2.创建炸弹类
(3.3次喷射,仅确定首次力度和方向,后两次依靠倍率改变力度

4.完成炸弹逻辑,用于召唤炸弹和喷射炸弹两种攻击方式
(1.碰到东西即爆炸
(2.有一个触发器表示爆炸范围,当有东西进入
,尝试获取被炸对象接口,如果有,则将其加入攻击列表,爆炸时对列表中的每一个对象造成伤害,攻击力来自于owner
(3.当有物体离开触发器,康康它是否在列表中,若在,将其移除

5.整理脚本

下班
This commit is contained in:
Roman 2021-12-12 23:40:14 +08:00
parent 07d619494b
commit 6253bd856c
16 changed files with 918 additions and 43 deletions

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115
Assets/Scripts/Bommer.cs Normal file
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@ -0,0 +1,115 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using Sirenix.OdinInspector;
/// <summary>
/// 炸弹类,控制木马喷射和召唤的炸弹
/// </summary>
public class Bommer : MonoBehaviour
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
/// <summary>
/// 可以被炸弹炸到的物体,实现一些炸与被炸的功能
/// </summary>
public interface I_CanBeBoomedObj{
/// <summary>
/// 被炸的时候触发
/// </summary>
void BeBoomed(float atk, int dir);
Transform ObjTransform();
}
[HideInInspector]
public Rigidbody2D m_rigidbody;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
private TrojanHorse owner;
/// <summary>
/// 爆炸会受影响的东西,只能是伊斯兰、木马或者玩家
/// </summary>
private List<I_CanBeBoomedObj> boomingObj;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
// | | __ _| | | |_) | __ _ ___| | __
// | | / _` | | | _ < / _` |/ __| |/ /
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Start(){
Init();
}
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
private void Init(){
//找到必须的物体和组件
owner = FindObjectOfType<TrojanHorse>();
boomingObj = new List<I_CanBeBoomedObj>();
m_rigidbody = GetComponent<Rigidbody2D>();
}
/// <summary>
/// 爆炸的瞬间执行
/// </summary>
private void Boom(){
//对于每一个范围内的被炸物体
foreach(I_CanBeBoomedObj obj in boomingObj){
//执行被炸事件
obj.BeBoomed(owner.ATK,
(obj.ObjTransform().position.x - transform.position.x > 0) ? 1 : 1
);
}
//销毁自己
Destroy(gameObject);
}
// _____ _ _ _ _
// / ____| | | (_) (_)
// | | ___ | | |_ ___ _ ___ _ __
// | | / _ \| | | / __| |/ _ \| '_ \
// | |___| (_) | | | \__ \ | (_) | | | |
// \_____\___/|_|_|_|___/_|\___/|_| |_|
//当与物体碰上
void OnCollisionEnter2D(Collision2D other){
//直接爆炸,不管是什么
Boom();
}
//当有东西进入爆炸范围
void OnTriggerEnter2D(Collider2D other){
//看看是不是可被炸对象(对象需要实现被炸接口)
if(other.TryGetComponent<I_CanBeBoomedObj>(out I_CanBeBoomedObj obj)){
//是则将其加入被炸对象列表
boomingObj.Add(obj);
}
}
//当有东西离开爆炸范围
void OnTriggerExit2D(Collider2D other){
//看看是不是可被炸对象(对象需要实现被炸接口)
if(other.TryGetComponent<I_CanBeBoomedObj>(out I_CanBeBoomedObj obj)){
//是则将其移除出被炸对象列表
boomingObj.Remove(obj);
}
}
}

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@ -118,7 +118,7 @@ public class Enemy : MonoBehaviour
// | | ___ | | |_ ___ _ ___ _ __
// | | / _ \| | | / __| |/ _ \| '_ \
// | |___| (_) | | | \__ \ | (_) | | | |
// \_____\___/|_|_|_|___/_|\___/|_| |_|
// \_____\___/|_|_|_|___/_|\___/|_| |_|
protected void OnCollisionEnter2D(Collision2D other)//当有物体碰上
{
if(other.collider.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))

View File

@ -8,7 +8,7 @@ using Sirenix.OdinInspector;
/// <summary>
/// 玩家类,控制玩家相关的东西
/// </summary>
public class MyPlayer : MonoBehaviour
public class MyPlayer : MonoBehaviour, Bommer.I_CanBeBoomedObj
{
// _____ _ _ _
// | __ \ | | | (_)
@ -473,6 +473,22 @@ public class MyPlayer : MonoBehaviour
public void OnThrowingEnd(){isThrowing = false;}
// _____ _ __
// |_ _| | | / _|
// | | _ __ | |_ ___ _ __| |_ __ _ ___ ___
// | | | '_ \| __/ _ \ '__| _/ _` |/ __/ _ \
// _| |_| | | | || __/ | | || (_| | (_| __/
// |_____|_| |_|\__\___|_| |_| \__,_|\___\___|
public void BeBoomed(float atk, int dir){
OnBeHit(atk,dir);
}
public Transform ObjTransform(){return transform;}
// _______ _ _____ _
// |__ __| | |/ ____| |
// | | ___ ___ | | | | | __ _ ___ ___

View File

@ -7,7 +7,7 @@ using DG.Tweening;
/// <summary>
/// 木马类
/// </summary>
public class TrojanHorse : Enemy
public class TrojanHorse : Enemy, Bommer.I_CanBeBoomedObj
{
// _____ _ _ _
// | __ \ | | | (_)
@ -36,6 +36,26 @@ public class TrojanHorse : Enemy
/// </summary>
[Header("召唤小怪攻击中,生成小怪之间间隔的最长时间")][FoldoutGroup("木马")]
public float yiSiLanMaxTime;
/// <summary>
/// 炸弹的预制体,用来喷射的那种
/// </summary>
[Header("炸弹的预制体,用来喷射的那种")][FoldoutGroup("预制体")]
public GameObject sprayBoomer;
/// <summary>
/// 喷射炸弹的时间间隔
/// </summary>
[Header("喷射炸弹的时间间隔")][FoldoutGroup("木马")]
public float sprayBoomerTime;
/// <summary>
/// 喷射炸弹的方向
/// </summary>
[Header("喷射炸弹的方向")][FoldoutGroup("木马")]
public Vector2 sprayBoomerDir;
/// <summary>
/// 喷射炸弹的力度倍数
/// </summary>
[Header("喷射炸弹的力度倍数")][FoldoutGroup("木马")]
public float sprayBoomerMultiple;
// _____ _ _
// | __ \ (_) | |
@ -57,6 +77,10 @@ public class TrojanHorse : Enemy
/// 召唤伊斯兰小怪的初始位置
/// </summary>
private Transform callYiSiLanPosition;
/// <summary>
/// 喷射炸弹的起点
/// </summary>
private Transform sprayBoomerPosition;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
@ -68,6 +92,7 @@ public class TrojanHorse : Enemy
void Start(){Init();}
void Update(){
//如果开关开着,则移动
if(isMove)
Move();
}
@ -79,7 +104,9 @@ public class TrojanHorse : Enemy
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
private void Init(){
//找到必须的组件和物体
callYiSiLanPosition = transform.Find("小怪召唤点");
sprayBoomerPosition = transform.Find("喷射炸弹点");
}
/// <summary>
@ -90,9 +117,13 @@ public class TrojanHorse : Enemy
yield return new WaitForSeconds(timeBetweenAttacks);
//决定行动
Action action = DecideAAction();
//开始行动
StartCoroutine(action());
}
/// <summary>
/// 决定行动的函数
/// </summary>
private Action DecideAAction(){
Action action;
///从0、1、2中随机生成一种
@ -103,7 +134,7 @@ public class TrojanHorse : Enemy
action = SprayBoomer;
else
action = CallBoomer;
return CallYiSiLan;
return SprayBoomer;
}
/// <summary>
@ -131,8 +162,22 @@ public class TrojanHorse : Enemy
/// </summary>
/// <returns></returns>
private IEnumerator SprayBoomer(){
yield return new WaitForEndOfFrame();
Debug.Log("正在使用:喷射炸弹");
//循环若干次(这里先硬编码成3次)
for(int i = 0; i < 3; i++){
//实例化预制体
Bommer bommer = Instantiate(
sprayBoomer,
sprayBoomerPosition.position,
Quaternion.identity
).GetComponent<Bommer>();
//初始化喷出的炸弹
//给予初始的速度
yield return new WaitForEndOfFrame();
bommer.m_rigidbody.velocity = sprayBoomerDir * (i + 1) * sprayBoomerMultiple;
//等待喷射炸弹时间间隔
yield return new WaitForSeconds(sprayBoomerTime);
}
ATKEnd();
}
/// <summary>
@ -182,4 +227,19 @@ public class TrojanHorse : Enemy
/// 攻击结束的时候触发,重新开始新一轮攻击
/// </summary>
public void ATKEnd(){StartCoroutine(ATK());}
// _____ _ __
// |_ _| | | / _|
// | | _ __ | |_ ___ _ __| |_ __ _ ___ ___
// | | | '_ \| __/ _ \ '__| _/ _` |/ __/ _ \
// _| |_| | | | || __/ | | || (_| | (_| __/
// |_____|_| |_|\__\___|_| |_| \__,_|\___\___|
public void BeBoomed(float atk, int dir){
OnBeHit(MyPlayer.AtkMethod.,dir);
}
public Transform ObjTransform(){return transform;}
}

View File

@ -6,7 +6,7 @@ using Sirenix.OdinInspector;
/// <summary>
/// 伊斯兰小怪类
/// </summary>
public class YiSiLan : Enemy
public class YiSiLan : Enemy, Bommer.I_CanBeBoomedObj
{
// _____ _ _ _
// | __ \ | | | (_)
@ -45,6 +45,7 @@ public class YiSiLan : Enemy
/// <summary>
/// 记录此时玩家是否在爆炸范围内
/// </summary>
[Header("记录此时玩家是否在爆炸范围内")][SerializeField][FoldoutGroup("伊斯兰")][ReadOnly]
private bool canHitPlayer;
// _____ _ _ ____ _
@ -89,15 +90,23 @@ public class YiSiLan : Enemy
transform.rotation.z);
}
/// <summary>
/// 伊斯兰爆炸的时候Call这个通过协程触发因为爆炸有个延时
/// 碰到玩家的时候触发,伊斯兰爆炸的时候Call这个通过协程触发因为爆炸有个延时
/// </summary>
private void Boom(){
OnDead();
//
deadRotationRangeMax *= 3;
deadRotationRangeMin *= 3;
hitToflyParameter *= 3;
state = State.dead;
OnBeHit(MyPlayer.AtkMethod.,(target.position.x - transform.position.x > 0) ? 1:-1);
// //让自己去世
// OnDead();
//判定能否攻击到玩家
if(canHitPlayer){
FindObjectOfType<MyPlayer>().OnBeHit(ATK,(target.position.x - transform.position.x > 0) ? -1:1);
//加一个扭矩,营造死亡的效果
m_rigidbody.AddTorque(Random.Range(deadRotationRangeMin,deadRotationRangeMax) *
((target.position.x - transform.position.x > 0) ? -1:1));
// //加一个扭矩,营造死亡的效果
// m_rigidbody.AddTorque(Random.Range(deadRotationRangeMin,deadRotationRangeMax) *
// ((target.position.x - transform.position.x > 0) ? -1:1));
}
}
@ -160,8 +169,27 @@ public class YiSiLan : Enemy
//触发器代表炸弹范围,进入说明能炸到,离开说明炸不到了
protected override void OnTriggerEnter2D(Collider2D other){
base.OnTriggerEnter2D(other);
canHitPlayer = true;
if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
canHitPlayer = true;
}
void OnTriggerExit2D(Collider2D other){canHitPlayer = false;}
void OnTriggerExit2D(Collider2D other){
if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
canHitPlayer = false;
}
// _____ _ __
// |_ _| | | / _|
// | | _ __ | |_ ___ _ __| |_ __ _ ___ ___
// | | | '_ \| __/ _ \ '__| _/ _` |/ __/ _ \
// _| |_| | | | || __/ | | || (_| | (_| __/
// |_____|_| |_|\__\___|_| |_| \__,_|\___\___|
public void BeBoomed(float atk, int dir){
//需要重写
OnBeHit(MyPlayer.AtkMethod.,dir);
}
public Transform ObjTransform(){return transform;}
}

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