任务:搭建基本的系统
1.编写伊斯兰小怪逻辑 (1.继承于Enemy类 (2.初始化时直接为Seek状态 (3.每帧执行Seek函数,让其水平方向有冲向玩家的速度 (4.当触发Touch玩家事件,伊斯兰触发协程Boom (*.给伊斯兰类添加触发器监听,当玩家进入触发器范围,标记可以炸到玩家;当玩家离开触发器,标记无法炸到玩家 (5.当Boom执行时,标记自身为dead,关闭自身碰撞体,抄一下NormalEnemy的被击飞函数,并使刚体开始旋转。同时判定玩家是否可被炸到,若能,击飞玩家并造成相对的伤害值。 (6.从NormalEnemy代码复制过来了受击逻辑 *:整理伊斯兰代码 至此,伊斯兰小怪的逻辑基本开发完毕 *修复攻击时能够转身的问题 2.编写屏幕和手柄震动相关逻辑 (1.设计震动类 (2.设计静态方法ShakeScream和ShakePad,其中ShakePad为协程,调用时请使用StartContinue。 3.为玩家起跳添加屏幕晃动和手柄震动
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||
m_LocalPosition: {x: 4.8626485, y: 0.5469756, z: -2.6886199}
|
||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||
m_Children: []
|
||||
m_Father: {fileID: 0}
|
||||
m_RootOrder: 8
|
||||
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
|
||||
--- !u!114 &1820087960
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 1820087957}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: 8552cc6ae4e3ee6439c72af8eff091ff, type: 3}
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
--- !u!1 &2098309882
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -2115,7 +2435,7 @@ BoxCollider2D:
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 2098309882}
|
||||
m_Enabled: 1
|
||||
m_Enabled: 0
|
||||
m_Density: 1
|
||||
m_Material: {fileID: 0}
|
||||
m_IsTrigger: 1
|
||||
|
@ -46,6 +46,7 @@ public class Enemy : MonoBehaviour
|
||||
/// <summary>
|
||||
/// 此时怪物能否被攻击
|
||||
/// </summary>
|
||||
[FoldoutGroup("状态")][Header("当前是否能被攻击")][ReadOnly]
|
||||
public bool canBeHit = true;
|
||||
|
||||
// _____ _ _
|
||||
@ -132,12 +133,9 @@ public class Enemy : MonoBehaviour
|
||||
else if(other.gameObject.tag == "地面")
|
||||
{OnRetouchedTheGround();}
|
||||
}
|
||||
protected void OnTriggerEnter2D(Collider2D other)
|
||||
protected virtual void OnTriggerEnter2D(Collider2D other)
|
||||
{
|
||||
if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
|
||||
{OnFindThePlayer(other.transform);}//如果监视范围出现玩家,则Call事件
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
@ -5,15 +5,6 @@ using UnityEngine.InputSystem;
|
||||
using DG.Tweening;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
// _
|
||||
// | |
|
||||
// _ __ | | __ _ _ _ ___ _ __
|
||||
// | '_ \| |/ _` | | | |/ _ \ '__|
|
||||
// | |_) | | (_| | |_| | __/ |
|
||||
// | .__/|_|\__,_|\__, |\___|_|
|
||||
// | | __/ |
|
||||
// |_| |___/
|
||||
|
||||
/// <summary>
|
||||
/// 玩家类,控制玩家相关的东西
|
||||
/// </summary>
|
||||
@ -177,6 +168,9 @@ public class MyPlayer : MonoBehaviour
|
||||
if(sickleCDLeft > 0) sickleCDLeft -= Time.deltaTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 转身的时候触发
|
||||
/// </summary>
|
||||
private void TurnAround()
|
||||
{
|
||||
faceDir = inputDir;
|
||||
@ -229,7 +223,7 @@ public class MyPlayer : MonoBehaviour
|
||||
private void CatchingHarm(){
|
||||
HPLeft -= FindObjectOfType<AiYuPin>().ATK;
|
||||
}
|
||||
//碰撞检测代码
|
||||
|
||||
// _____ _ _ _ _
|
||||
// / ____| | | (_) (_)
|
||||
// | | ___ | | |_ ___ _ ___ _ __
|
||||
@ -265,7 +259,7 @@ public class MyPlayer : MonoBehaviour
|
||||
else inputDir = 0;
|
||||
|
||||
if(faceDir * inputDir < 0){
|
||||
if(inControl)TurnAround();
|
||||
if(inControl && !isAttacking)TurnAround();
|
||||
if(isCatching){catingAiYuPin.OnBreakFree();}
|
||||
}
|
||||
}
|
||||
@ -281,7 +275,9 @@ public class MyPlayer : MonoBehaviour
|
||||
jumpForce);//垂直方向给予预设跳跃速度
|
||||
//标记自身正在跳跃
|
||||
isJumping = true;
|
||||
}
|
||||
VibrationManager.ShakeScream(Vector2.up,0.5f);
|
||||
StartCoroutine(VibrationManager.ShakePad(0.1f,0.2f,0.2f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -348,7 +344,13 @@ public class MyPlayer : MonoBehaviour
|
||||
/// <summary>
|
||||
/// 锤子攻击动画结尾Event调用
|
||||
/// </summary>
|
||||
public void StopAttacking(){isAttacking = false;}
|
||||
public void StopAttacking(){isAttacking = false;
|
||||
//解决面部朝向的问题
|
||||
if(faceDir * inputDir < 0){
|
||||
if(inControl && !isAttacking)TurnAround();
|
||||
if(isCatching){catingAiYuPin.OnBreakFree();}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当玩家被爱欲品抓住后触发这个事件
|
||||
|
37
Assets/Scripts/VibrationManager.cs
Normal file
37
Assets/Scripts/VibrationManager.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cinemachine;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
/// <summary>
|
||||
/// 震动管理员,管理相机和手柄的震动,外部调用静态方法
|
||||
/// </summary>
|
||||
public class VibrationManager : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 震动相机,仅对于一些微小短小震动使用
|
||||
/// </summary>
|
||||
/// <param name="dir">震动方向</param>
|
||||
/// <param name="force">震动力度</param>
|
||||
public static void ShakeScream(Vector2 dir,float force){
|
||||
FindObjectOfType<CinemachineImpulseSource>().
|
||||
GenerateImpulse(dir * force);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 震动手柄
|
||||
/// </summary>
|
||||
/// <param name="left">左马达力度(低频)</param>
|
||||
/// <param name="right">右马达力度(高频)</param>
|
||||
/// <param name="time">震动时间</param>
|
||||
public static IEnumerator ShakePad(float left, float right, float time){
|
||||
if(Gamepad.current != null){
|
||||
Gamepad.current.SetMotorSpeeds(left,right);
|
||||
yield return new WaitForSeconds(time);
|
||||
Gamepad.current.SetMotorSpeeds(0,0);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
11
Assets/Scripts/VibrationManager.cs.meta
Normal file
11
Assets/Scripts/VibrationManager.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8552cc6ae4e3ee6439c72af8eff091ff
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
167
Assets/Scripts/YiSiLan.cs
Normal file
167
Assets/Scripts/YiSiLan.cs
Normal file
@ -0,0 +1,167 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
/// <summary>
|
||||
/// 伊斯兰小怪类
|
||||
/// </summary>
|
||||
public class YiSiLan : Enemy
|
||||
{
|
||||
// _____ _ _ _
|
||||
// | __ \ | | | (_)
|
||||
// | |__) | _| |__ | |_ ___
|
||||
// | ___/ | | | '_ \| | |/ __|
|
||||
// | | | |_| | |_) | | | (__
|
||||
// |_| \__,_|_.__/|_|_|\___|
|
||||
|
||||
[FoldoutGroup("其他",false,0)][Header("怪物死后旋转速度的随机区间")]
|
||||
public float deadRotationRangeMax;
|
||||
[FoldoutGroup("其他",false,0)]
|
||||
public float deadRotationRangeMin;
|
||||
/// <summary>
|
||||
/// 抓到玩家后多长事件触发爆炸
|
||||
/// </summary>
|
||||
[Header("抓到玩家后多长事件触发爆炸")][FoldoutGroup("伊斯兰")]
|
||||
public float boomTime;
|
||||
/// <summary>
|
||||
/// 被击飞力度的调整值
|
||||
/// </summary>
|
||||
[Header("被攻击后击飞的力度调整值")][FoldoutGroup("其他",false,0)]
|
||||
public Vector2 hitToflyParameter;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
// | |__) | __ ___ ____ _| |_ ___
|
||||
// | ___/ '__| \ \ / / _` | __/ _ \
|
||||
// | | | | | |\ V / (_| | || __/
|
||||
// |_| |_| |_| \_/ \__,_|\__\___|
|
||||
|
||||
private Rigidbody2D m_rigidbody;
|
||||
/// <summary>
|
||||
/// seek函数中的追踪目标
|
||||
/// </summary>
|
||||
private Transform target;
|
||||
/// <summary>
|
||||
/// 记录此时玩家是否在爆炸范围内
|
||||
/// </summary>
|
||||
private bool canHitPlayer;
|
||||
|
||||
// _____ _ _ ____ _
|
||||
// / ____| | | | _ \ | |
|
||||
// | | __ _| | | |_) | __ _ ___| | __
|
||||
// | | / _` | | | _ < / _` |/ __| |/ /
|
||||
// | |___| (_| | | | |_) | (_| | (__| <
|
||||
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
|
||||
|
||||
void Start(){Init();}//初始化
|
||||
void FixedUpdate(){if(state == State.seek)Seek();}//seek
|
||||
|
||||
// _ _ _
|
||||
// | \ | | | |
|
||||
// | \| | ___ _ __ _ __ ___ __ _| |
|
||||
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
|
||||
// | |\ | (_) | | | | | | | | (_| | |
|
||||
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
|
||||
|
||||
private void Init(){
|
||||
//初始化状态为Seek
|
||||
state = State.seek;
|
||||
//找到必要的组件
|
||||
m_rigidbody = GetComponent<Rigidbody2D>();
|
||||
target = FindObjectOfType<MyPlayer>().transform;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 寻找函数,每Fixed调用
|
||||
/// </summary>
|
||||
private void Seek(){
|
||||
//构造一个方向,1代表向右,-1代表向左
|
||||
int dir = (target.position.x - transform.position.x > 0) ? 1:-1;
|
||||
//使刚体水平方向上获得速度
|
||||
m_rigidbody.velocity = new Vector2(speed * dir,
|
||||
m_rigidbody.velocity.y);
|
||||
//矫正一下faceDir的问题,使其始终朝向玩家
|
||||
transform.rotation = Quaternion.
|
||||
Euler
|
||||
(transform.rotation.x,
|
||||
((dir == 1) ? 0:-180),
|
||||
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
|
||||
/// </summary>
|
||||
private void Boom(){
|
||||
OnDead();
|
||||
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));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 被击飞的击飞效果处理
|
||||
/// </summary>
|
||||
/// <param name="dir">被击方向</param>
|
||||
public void BeHitToFly(int dir){
|
||||
m_rigidbody.velocity += new Vector2( //给予自身一个
|
||||
-1 * dir * hitToflyParameter.x,//X方向为力度系数乘以受击方向
|
||||
hitToflyParameter.y//Y方向为力度系数
|
||||
//的绝对的速度
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 协程用,删除自己这个游戏物体
|
||||
/// </summary>
|
||||
protected void Dead(){Destroy(gameObject);}
|
||||
|
||||
// ______ _
|
||||
// | ____| | |
|
||||
// | |____ _____ _ __ | |_
|
||||
// | __\ \ / / _ \ '_ \| __|
|
||||
// | |___\ V / __/ | | | |_
|
||||
// |______\_/ \___|_| |_|\__|
|
||||
|
||||
protected override void OnTouchThePlayer(MyPlayer player){Invoke("Boom",boomTime);}
|
||||
protected override void OnDead(){
|
||||
//标记当前状态为死亡
|
||||
state = State.dead;
|
||||
//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));
|
||||
//关掉自己的碰撞体
|
||||
GetComponent<BoxCollider2D>().enabled = false;
|
||||
//两秒后自己毁灭
|
||||
Invoke("Dead",2f);
|
||||
}
|
||||
|
||||
public override void OnBeHit(MyPlayer.AtkMethod hitMethod, int hitDir){
|
||||
//让自己被击飞
|
||||
BeHitToFly(hitDir);
|
||||
//结算生命值
|
||||
HPLeft -= MyPlayer.atkMethodMagnification[hitMethod];
|
||||
//看下死了没
|
||||
//死了就记录下死亡时候的面部朝向,用来做死亡翻滚效果,然后再Call一下死亡事件
|
||||
if(CheckDead()) {OnDead();}
|
||||
//被打飞了在着地前都不会挨打了
|
||||
canBeHit = false;
|
||||
}
|
||||
|
||||
// _____ _ _ _ _
|
||||
// / ____| | | (_) (_)
|
||||
// | | ___ | | |_ ___ _ ___ _ __
|
||||
// | | / _ \| | | / __| |/ _ \| '_ \
|
||||
// | |___| (_) | | | \__ \ | (_) | | | |
|
||||
// \_____\___/|_|_|_|___/_|\___/|_| |_|
|
||||
|
||||
//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;
|
||||
}
|
||||
void OnTriggerExit2D(Collider2D other){canHitPlayer = false;}
|
||||
|
||||
}
|
11
Assets/Scripts/YiSiLan.cs.meta
Normal file
11
Assets/Scripts/YiSiLan.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f3b862b4b8276d94ab3dfb01ab55e5dd
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
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
|
||||
- serializedVersion: 3
|
||||
buildTarget: iPhone
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
- serializedVersion: 3
|
||||
buildTarget: Android
|
||||
maxTextureSize: 2048
|
||||
resizeAlgorithm: 0
|
||||
textureFormat: -1
|
||||
textureCompression: 1
|
||||
compressionQuality: 50
|
||||
crunchedCompression: 0
|
||||
allowsAlphaSplitting: 0
|
||||
overridden: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
|
Loading…
x
Reference in New Issue
Block a user