
1.完成玩家被爱欲品抓住的逻辑 (1.在玩家类已经留下空事件,需要完成逻辑:当被爱欲品抓住,玩家需要: ((1.声明bool新变量isCatching ((2.更改变量isCatching为true ((3.更改inControl变量为false,此时玩家不再能移动 ((4.处理伤害,每秒减去爱欲品的atk的血量 (2.在InputSystem的事件OnMove中,触发转身处,添加一处判定,若此时inControl,才能进行转身操作。若isCatching为真,不触发转身,进而触发爱欲品的挣脱事件。 (*:修改爱欲品完全挣脱事件,使其通知玩家已经完全挣脱 (3.当收到完全挣脱的消息,恢复isCatching为false,同时恢复inControl,同时关闭掉血协程,同时删除记录的抓着玩家的爱欲品 *:至此,爱欲品的行动逻辑基本上开发完成 2.修复玩家用锤子攻击会多次判定到怪物身上的Bug 3.修复玩家挥锤子卡手的问题 4.重新匹配锤子挥动判定与动画 5.修改锤子动画速度曲线 6.解决狂按攻击有概率卡死的问题 7.使玩家攻击的时候无法移动 8.解决玩家被缠抱时可以跳跃的问题 9.解决玩家被缠抱时可以发镰刀的问题 攻击手感很怪,还需要细调 🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔🤔
144 lines
4.5 KiB
C#
144 lines
4.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Sirenix.OdinInspector;
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/// <summary>
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/// 敌人的基类,包含一些基本的功能和事件的虚函数
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/// </summary>
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public class Enemy : MonoBehaviour
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{
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// _____ _ _ _
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// | __ \ | | | (_)
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// | |__) | _| |__ | |_ ___
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// | ___/ | | | '_ \| | |/ __|
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// | | | |_| | |_) | | | (__
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// |_| \__,_|_.__/|_|_|\___|
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/// <summary>
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/// 生命值上限
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/// </summary>
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[FoldoutGroup("属性")][Header("生命值上限")]
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public float HP;
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/// <summary>
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/// 攻击力
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/// </summary>
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[FoldoutGroup("属性")][Header("攻击力")]
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public float ATK;
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/// <summary>
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/// 速度
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/// </summary>
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[FoldoutGroup("属性")][Header("移动速度")]
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public float speed;
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/// <summary>
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/// 打死后掉多少金币
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/// </summary>
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[FoldoutGroup("属性")][Header("掉落金币数")]
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public int coin;
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/// <summary>
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/// 怪物拥有的几种状态
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/// </summary>
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public enum State{wander,seek,atk,dead};
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/// <summary>
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/// 此时怪物能否被攻击
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/// </summary>
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public bool canBeHit = true;
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// _____ _ _
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// | __ \ (_) | |
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// | |__) | __ ___ ____ _| |_ ___
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// | ___/ '__| \ \ / / _` | __/ _ \
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// | | | | | |\ V / (_| | || __/
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// |_| |_| |_| \_/ \__,_|\__\___|
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/// <summary>
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/// 当前生命值
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/// </summary>
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[ReadOnly][SerializeField][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
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protected float HPLeft;
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/// <summary>
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/// 当前状态
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/// </summary>
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[EnumPaging][SerializeField][ReadOnly][Header("当前状态")][FoldoutGroup("状态")]
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protected State state;
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// ______ _
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// | ____| | |
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// | |____ _____ _ __ | |_
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// | __\ \ / / _ \ '_ \| __|
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// | |___\ V / __/ | | | |_
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// |______\_/ \___|_| |_|\__|
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/// <summary>
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/// 当怪物死的时候Call这个函数
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/// </summary>
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protected virtual void OnDead(){}
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/// <summary>
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/// 当怪物触碰到玩家的时候Call这个
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/// </summary>
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protected virtual void OnTouchThePlayer(MyPlayer player){}
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/// <summary>
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/// 当怪物被打的时候触发
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/// </summary>
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/// <param name="hitMethod">攻击方式,枚举类型,具体看MyPlayer</param>
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/// <param name="hitDir">受击方向,-1左,1右</param>
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public virtual void OnBeHit(MyPlayer.AtkMethod hitMethod,int hitDir){}
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/// <summary>
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/// 当怪物发现玩家的时候Call这个
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/// </summary>
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protected virtual void OnFindThePlayer(Transform target){}
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/// <summary>
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/// 当怪物着地的时候触发一次
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/// </summary>
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protected virtual void OnRetouchedTheGround(){}
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// _ _ _
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// | \ | | | |
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// | \| | ___ _ __ _ __ ___ __ _| |
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// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
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// | |\ | (_) | | | | | | | | (_| | |
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// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
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/// <summary>
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/// 看看死了没
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/// </summary>
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protected bool CheckDead(){return !(HPLeft > 0);}
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// _____ _ _ _ _
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// / ____| | | (_) (_)
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// | | ___ | | |_ ___ _ ___ _ __
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// | | / _ \| | | / __| |/ _ \| '_ \
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// | |___| (_) | | | \__ \ | (_) | | | |
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// \_____\___/|_|_|_|___/_|\___/|_| |_|
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protected void OnCollisionEnter2D(Collision2D other)//当有物体碰上
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{
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if(other.collider.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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{OnTouchThePlayer(player);}//如果创到的是玩家,则Call事件
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//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
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else if(other.collider.gameObject.TryGetComponent<Sickle>(out Sickle sickle))
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{OnBeHit(MyPlayer.AtkMethod.镰刀,
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(transform.position.x -
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sickle.transform.position.x > 0) ? -1 : 1);
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Destroy(sickle.gameObject);}
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else if(other.gameObject.tag == "地面")
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{OnRetouchedTheGround();}
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}
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protected void OnTriggerEnter2D(Collider2D other)
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{
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if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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{OnFindThePlayer(other.transform);}//如果监视范围出现玩家,则Call事件
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}
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}
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