
1.实现挥动锤子功能 (1.有一个挥动过程(DoTween) (2.判定随着锤子挥动动画进行 (3.挥动起始锤子显现 (4.挥动结束锤子消失 (5.CD之内无法再次挥动(不作反应 (6.挥动过程只能进行UI操作 (7.目前判定范围用sprite表示 (8.只有挥动动画时间内有攻击判定 2.引入Odin插件
174 lines
6.1 KiB
C#
174 lines
6.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using DG.Tweening;
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using Sirenix.OdinInspector;
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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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// |_| |___/
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[RequireComponent(typeof(Rigidbody2D))]
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public class MyPlayer : 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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[Header("玩家平时地面移动的速度")][FoldoutGroup("Info")]
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public float speed = 10f;
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[Header("玩家跳跃力度的大小")][FoldoutGroup("Info")]
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public float jumpForce = 10f;
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[BoxGroup("CD")]
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[Header("挥动锤子的CD时长")]
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public float hammerCD = 1f;
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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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private Rigidbody2D m_rigidbody;//自身刚体组件
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[SerializeField][ReadOnly][FoldoutGroup("Info")]
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private int inputDir;//当前输入方向,-1左,1右,0静止
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[SerializeField][ReadOnly][FoldoutGroup("Info")]
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private bool isLanding;//记录自己当前是否着地
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private DOTweenAnimation wavingAnimation;//锤子挥动动画组件
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private SpriteRenderer hammerSprite;
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private BoxCollider2D hammerCollider;
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[BoxGroup("CD")][Header("挥动锤子的CD还剩多长时间")][SerializeField][ReadOnly]
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private float hammerCDLeft = 0;
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void Start()
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{
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Init();//初始化一些参数
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}
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void Update()
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{
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CountCD();
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}
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void FixedUpdate()
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{
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Move();//处理水平移动
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}
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//初始化函数
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private void Init()
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{
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m_rigidbody = GetComponent<Rigidbody2D>();//找到自己身上的刚体组件
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wavingAnimation = transform.Find("锤子的旋转中心").GetComponent<DOTweenAnimation>();
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hammerSprite = transform.Find("锤子的旋转中心").Find("锤子").GetComponent<SpriteRenderer>();
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hammerCollider = transform.Find("锤子的旋转中心").Find("锤子").GetComponent<BoxCollider2D>();
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}
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//移动函数,处理水平方向移动
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private void Move()
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{
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//直接修改刚体速度
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m_rigidbody.velocity = new Vector2(inputDir * speed,//水平方向以输入方向乘以预设速度大小
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m_rigidbody.velocity.y);//垂直方向不变
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}
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//计算CD的函数,每帧调用
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private void CountCD()
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{
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if(hammerCDLeft > 0) hammerCDLeft -= Time.deltaTime;
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}
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//碰撞检测代码
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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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private void OnCollisionEnter2D(Collision2D collision)//当有物体碰上
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{
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if(collision.transform.tag == "地面")
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isLanding = true;//若碰撞物体标签为地面,标记自身着地
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}
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private void OnCollisionExit2D(Collision2D collision)//当有碰撞体离开
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{
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if(collision.transform.tag == "地面")
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isLanding = false;//若碰撞物体标签为地面,标记自身未着地
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}
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// 以下为操作监听事件
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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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// |_| |___/
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public void OnMove(InputAction.CallbackContext context)//OnMove事件
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{
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//决定输入方向inputDir
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if(!context.ReadValue<float>().Equals(0))
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inputDir = (context.ReadValue<float>() > 0) ? 1 : -1;
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else inputDir = 0;
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}
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public void OnJump(InputAction.CallbackContext context)//OnJump事件
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{
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//当按下跳跃键
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if(context.performed)
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{
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if(isLanding)//如果当前着地
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//给予自身刚体
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m_rigidbody.velocity = new Vector2(m_rigidbody.velocity.x,//水平方向速度不变
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jumpForce);//垂直方向给予预设跳跃速度
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}
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}
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public void OnWave(InputAction.CallbackContext context)
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{
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//当执行Wave动作
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if (context.performed && hammerCDLeft <= 0)
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{
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hammerSprite.DOFade(1, 0f);//把锤子显示,Debug用,后期请删除
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hammerCollider.enabled = true;//
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wavingAnimation.DOPlay();//播放挥动锤子动画
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hammerCDLeft = hammerCD;//挥动成功,重置CD剩余时间
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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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// | |___\ V / __/ | | | |_
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// |______\_/ \___|_| |_|\__|
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//当挥动锤子动画结束后触发
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public void OnWaveEnd()
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{
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//为挥动动画倒带
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wavingAnimation.DORewind();
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//把锤子隐藏,Debug用,后期请删除
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hammerSprite.DOFade(0,0f);
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//关闭锤子的碰撞体
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hammerCollider.enabled = false;
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}
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}
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