Roman 1802f8ee83 任务:搭建基本的系统
1.绑定cinemaMachine相机
2.修复锤子攻击后玩家反而被击飞的Bug
(1.为了避免锤子碰撞体抵到地面、锤子将怪物按在地上等问题,现需要将锤子改为触发器,锤子的判定代码移至锤子类
2.替换锤子攻击动画为攻击范围加长一版
2021-12-01 19:14:21 +08:00

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Sirenix.OdinInspector;
/// <summary>
/// 敌人的基类,一般怪物都继承其而来
/// </summary>
public class Enemy : MonoBehaviour
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
/// <summary>
/// 生命值上限
/// </summary>
[FoldoutGroup("属性")][Header("生命值上限")]
public float HP;
/// <summary>
/// 攻击力
/// </summary>
[FoldoutGroup("属性")][Header("攻击力")]
public float ATK;
/// <summary>
/// 速度
/// </summary>
[FoldoutGroup("属性")][Header("移动速度")]
public float speed;
/// <summary>
/// 打死后掉多少金币
/// </summary>
[FoldoutGroup("属性")][Header("掉落金币数")]
public int coin;
/// <summary>
/// 怪物拥有的几种状态
/// </summary>
public enum State{wander,seek,atk,dead};
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
/// <summary>
/// 当前生命值
/// </summary>
[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;
// ______ _
// | ____| | |
// | |____ _____ _ __ | |_
// | __\ \ / / _ \ '_ \| __|
// | |___\ V / __/ | | | |_
// |______\_/ \___|_| |_|\__|
/// <summary>
/// 当怪物死的时候Call这个函数
/// </summary>
protected virtual void OnDead(){}
/// <summary>
/// 当怪物触碰到玩家的时候Call这个
/// </summary>
protected virtual void OnTouchThePlayer(MyPlayer player){}
/// <summary>
/// 当怪物被打的时候触发
/// </summary>
/// <param name="hitMethod">攻击方式枚举类型具体看MyPlayer</param>
/// <param name="hitDir">受击方向,-1左1右</param>
public virtual void OnBeHit(MyPlayer.AtkMethod hitMethod,int hitDir){}
/// <summary>
/// 当怪物发现玩家的时候Call这个
/// </summary>
protected void OnFindThePlayer(){}
/// <summary>
/// 当怪物着地的时候触发一次
/// </summary>
protected virtual void OnRetouchedTheGround(){}
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
/// <summary>
/// 看看死了没
/// </summary>
protected bool CheckDead(){return !(HPLeft > 0);}
// _____ _ _ _ _
// / ____| | | (_) (_)
// | | ___ | | |_ ___ _ ___ _ __
// | | / _ \| | | / __| |/ _ \| '_ \
// | |___| (_) | | | \__ \ | (_) | | | |
// \_____\___/|_|_|_|___/_|\___/|_| |_|
protected void OnCollisionEnter2D(Collision2D other)//当有物体碰上
{
if(other.collider.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
{OnTouchThePlayer(player);}//如果创到的是玩家则Call事件
//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
else if(other.collider.gameObject.TryGetComponent<Sickle>(out Sickle sickle))
{OnBeHit(MyPlayer.AtkMethod.,
(transform.position.x -
sickle.transform.position.x > 0) ? -1 : 1);
Destroy(sickle.gameObject);}
// //如果被锤子锤到,和上面一样(由于用碰撞体会存在很多问题,锤子的判定写在锤子类中,用触发器来实现)
// else if(other.collider.gameObject.TryGetComponent<Hammer>(out Hammer hammer))
// {OnBeHit(MyPlayer.AtkMethod.锤子,
// (transform.position.x -
// hammer.transform.position.x > 0) ? -1 : 1);}
else if(other.gameObject.tag == "地面")
{OnRetouchedTheGround();}
}
protected void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
{OnFindThePlayer();}//如果监视范围出现玩家则Call事件
}
}