任务:搭建基本的系统
1.搭建地藏测试场景 (1.放置单向平台 (2.限制摄像机范围 (3.设置相机跟踪 (4.放置图片素材 2.编写地藏boss逻辑 (1.继承自Enemy(内含基本的变量和事件) (2.当玩家进入戒备范围,startContinue攻击功能 3.创建塞钱箱脚本,目前为空,仅调试用 4.编写召唤攻击逻辑 (1.编写工具类,投掷点,记录投掷力度、方向。 (2.在地藏中保存两套投掷点 (3.攻击时判定玩家位置,进而决定要使用哪一套投掷点 (4.从投掷点获取信息,然后初始化生成的爱欲品 (5.等待召唤攻击的后摇时间,然后发信号表示攻击结束,进入下一个循环 至此,佛教Boss的召唤攻击方式基本开发完毕
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@ -147,7 +147,7 @@ public class AiYuPin : NormalEnemy
|
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}
|
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|
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//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
|
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protected override void OnRetouchedTheGround(){ canBeHit = true; }
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public override void OnRetouchedTheGround(){ canBeHit = true; }
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/// <summary>
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/// 完全挣脱的时候触发
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|
16
Assets/Scripts/Bell.cs
Normal file
16
Assets/Scripts/Bell.cs
Normal file
@ -0,0 +1,16 @@
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using UnityEngine;
|
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using DG.Tweening;
|
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|
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/// <summary>
|
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/// 撞钟类,控制地藏头上的钟
|
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/// </summary>
|
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public class Bell : MonoBehaviour
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{
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void Start(){
|
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Tweener tweener = transform.DOShakePosition(5f,0.3f,1,150,false,false);
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tweener.SetLoops(-1);
|
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tweener.SetEase(Ease.InQuad);
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}
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}
|
11
Assets/Scripts/Bell.cs.meta
Normal file
11
Assets/Scripts/Bell.cs.meta
Normal file
@ -0,0 +1,11 @@
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userData:
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@ -1,4 +1,4 @@
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using System.Collections;
|
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using System.Collections;
|
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
@ -27,12 +27,36 @@ public class DiZang : Enemy
|
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private delegate IEnumerator Action();
|
||||
private enum PlayerState{上半,下半};
|
||||
private MyPlayer player;
|
||||
|
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/// <summary>
|
||||
/// 到底在上面还是下面生成爱欲品的玩家位置Y轴的界限
|
||||
/// </summary>
|
||||
[Header("到底在上面还是下面生成爱欲品的玩家位置Y轴的界限")]
|
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public float aiYuPinBuildLimit;
|
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/// <summary>
|
||||
/// 爱欲品小怪的预制体,召唤功能会用到
|
||||
/// </summary>
|
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[Header("爱欲品怪物预制体")][FoldoutGroup("地藏")]
|
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public GameObject aiYuPin;
|
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/// <summary>
|
||||
/// 场景上方的落怪点,用来召唤爱欲品
|
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/// </summary>
|
||||
[Header("场景上方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
|
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public List<ThrowingPoint> throwingPointGroupUp;
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/// <summary>
|
||||
/// 场景下方的落怪点,用来召唤爱欲品
|
||||
/// </summary>
|
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[Header("场景下方的落怪点组")][ListDrawerSettings][FoldoutGroup("地藏")]
|
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public List<ThrowingPoint> throwingPointGroupDown;
|
||||
/// <summary>
|
||||
/// 本次使用的落怪点位置组
|
||||
/// </summary>
|
||||
private List<ThrowingPoint> throwingPointGroupUse;
|
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/// <summary>
|
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/// 使用召唤爱欲品后有多少时间的后摇
|
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/// </summary>
|
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public float CallAiYuPinEndTime;
|
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private delegate void NullAction();
|
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|
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|
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private void Init(){
|
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moneyBox = FindObjectOfType<MoneyBox>();
|
||||
@ -59,7 +83,7 @@ public class DiZang : Enemy
|
||||
else{
|
||||
//否则,随机执行召唤或者敲钟
|
||||
Action action =
|
||||
((Random.Range(-1f,1f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
|
||||
((Random.Range(-1f,0f) > 0) ? (Action)RingTheBell : (Action)CallAiYuPin);
|
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StartCoroutine(action());
|
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}
|
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}
|
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@ -72,6 +96,43 @@ public class DiZang : Enemy
|
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//确定玩家在上半边还是下半边
|
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PlayerState playerState =
|
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((player.transform.position.y > aiYuPinBuildLimit) ? PlayerState.上半: PlayerState.下半);
|
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//根据玩家位置状态确定所用落怪位置组
|
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throwingPointGroupUse =
|
||||
((playerState == PlayerState.上半) ?
|
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throwingPointGroupUp : throwingPointGroupDown);
|
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//创建一个储存生成的爱欲品的列表,用于使他们在一段时间后开始Seek
|
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List<AiYuPin> aiYuPins = new List<AiYuPin>();
|
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//遍历位置组
|
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foreach(ThrowingPoint t in throwingPointGroupUse){
|
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//生成一个爱欲品
|
||||
AiYuPin temp =Instantiate(
|
||||
aiYuPin,
|
||||
t.transform.position,//在位置组中元素的位置
|
||||
Quaternion.identity
|
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).GetComponent<AiYuPin>();
|
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//初始化爱欲品
|
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//该状态为wander使其先保持不动
|
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temp.state = State.wander;
|
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//修改爱欲品面部朝向
|
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if(t.dir.x == -1) temp.transform.rotation = Quaternion.Euler(
|
||||
temp.transform.rotation.x,
|
||||
-180f,
|
||||
temp.transform.localScale.z
|
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);
|
||||
//根据投掷点内信息给予爱欲品投掷速度
|
||||
temp.GetComponent<Rigidbody2D>().velocity = t.dir * t.strength;
|
||||
//把这个爱欲品加入列表
|
||||
aiYuPins.Add(temp);
|
||||
}
|
||||
//一段时间后,使他们开始Seek
|
||||
yield return new WaitForSeconds(0.8f);
|
||||
foreach(AiYuPin a in aiYuPins){
|
||||
a.state = State.seek;
|
||||
}
|
||||
//等待攻击后摇结束
|
||||
yield return new WaitForSeconds(CallAiYuPinEndTime);
|
||||
//发送信号,本次攻击宣告结束
|
||||
ATKEnd();
|
||||
|
||||
}
|
||||
|
||||
@ -90,4 +151,6 @@ public class DiZang : Enemy
|
||||
yield return new WaitForEndOfFrame();
|
||||
Debug.Log("地藏正在拿钱");
|
||||
}
|
||||
|
||||
private void ATKEnd(){StartCoroutine(ATK());}
|
||||
}
|
||||
|
@ -38,7 +38,6 @@ public class Enemy : MonoBehaviour
|
||||
/// </summary>
|
||||
[FoldoutGroup("属性")][Header("掉落金币数")]
|
||||
public int coin;
|
||||
|
||||
/// <summary>
|
||||
/// 怪物拥有的几种状态
|
||||
/// </summary>
|
||||
@ -48,6 +47,11 @@ public class Enemy : MonoBehaviour
|
||||
/// </summary>
|
||||
[FoldoutGroup("状态")][Header("当前是否能被攻击")][ReadOnly]
|
||||
public bool canBeHit = true;
|
||||
/// <summary>
|
||||
/// 当前状态
|
||||
/// </summary>
|
||||
[EnumPaging][SerializeField][ReadOnly][Header("当前状态")][FoldoutGroup("状态")]
|
||||
public State state;
|
||||
|
||||
// _____ _ _
|
||||
// | __ \ (_) | |
|
||||
@ -62,11 +66,6 @@ public class Enemy : MonoBehaviour
|
||||
[ReadOnly][SerializeField][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
|
||||
protected float HPLeft;
|
||||
|
||||
/// <summary>
|
||||
/// 当前状态
|
||||
/// </summary>
|
||||
[EnumPaging][SerializeField][ReadOnly][Header("当前状态")][FoldoutGroup("状态")]
|
||||
protected State state;
|
||||
|
||||
// ______ _
|
||||
// | ____| | |
|
||||
@ -99,7 +98,7 @@ public class Enemy : MonoBehaviour
|
||||
/// <summary>
|
||||
/// 当怪物着地的时候触发一次
|
||||
/// </summary>
|
||||
protected virtual void OnRetouchedTheGround(){}
|
||||
public virtual void OnRetouchedTheGround(){}
|
||||
|
||||
// _ _ _
|
||||
// | \ | | | |
|
||||
|
@ -119,7 +119,7 @@ public class NormalEnemy : Enemy
|
||||
canBeHit = false;
|
||||
}
|
||||
|
||||
protected override void OnRetouchedTheGround(){
|
||||
public override void OnRetouchedTheGround(){
|
||||
if(!inPath){//如果此时怪物没在巡逻且着地了,说明时被击飞然后着地了
|
||||
//新建一个动画,让怪物回到初始记录位置
|
||||
Tween tween = transform.DOMove(sourcePosition,
|
||||
|
22
Assets/Scripts/ThrowingPoint.cs
Normal file
22
Assets/Scripts/ThrowingPoint.cs
Normal file
@ -0,0 +1,22 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
/// <summary>
|
||||
/// 投掷点类,用来记录一些信息,供地藏使用召唤攻击的时候用
|
||||
/// </summary>
|
||||
public class ThrowingPoint : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 投掷力度
|
||||
/// </summary>
|
||||
[Header("投掷力度")]
|
||||
public float strength;
|
||||
|
||||
/// <summary>
|
||||
/// 投掷方向
|
||||
/// </summary>
|
||||
[Header("投掷方向")]
|
||||
public Vector2 dir;
|
||||
}
|
11
Assets/Scripts/ThrowingPoint.cs.meta
Normal file
11
Assets/Scripts/ThrowingPoint.cs.meta
Normal file
@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8456de2497479ed4e906a55c714f88c5
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
Loading…
x
Reference in New Issue
Block a user