religion/Assets/Scripts/MyPlayer.cs
Roman 9b4871b128 任务:搭建基本的系统
1.完成召唤炸弹攻击逻辑
(1.参照其他两种攻击,延时循环3次
(2.在起点和终点之间的x范围内的随机位置生成炸弹,y轴绑定起点

(*.修改炸弹类,使其右变量控制落地后的爆炸时间,默认为0,初始化时可以更改。新增判断,如果落地,执行延时而非直接爆炸

(3.初始化炸弹,给其向下微微偏左的初速度,这种炸弹会滚动,修改其落地后爆炸的时间

2.完成反击炸弹逻辑
(1.给玩家添加子物体:反击侦察器,内含圆形触发器
(2.给MyPlayer添加工具类,反击侦察器,初始化的时候找到该子物体并赋予其组件
(3.编写反击侦察器逻辑,内含一对触发器逻辑,当有炸弹进入反击范围,记录可反击炸弹,离开则清空
(4.编写玩家反击判定。当按下攻击键,额外检查反击侦察器是否有炸弹可以反击,如果有,再检查面部朝向,只有面朝左侧,也就是面朝木马,才能则执行反击

3.完成木马的被打断逻辑
(1.被炸事件触发时修改自身标记被打断
(2.若处于被打断状态,break出喷射循环,呼叫攻击结束事件

4.修复炸弹捕捉攻击对象错误Bug

5.木马创到人的时候,让人受伤

6.添加一些手柄震动
(1.当成功反弹炸弹,剧烈震动手柄

至此,伊斯兰Boss关的逻辑基本开发完毕

7.搭建基督Boss关测试场景
(1.加入一些必要元素
2021-12-14 01:33:24 +08:00

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
using DG.Tweening;
using Sirenix.OdinInspector;
/// <summary>
/// 玩家类,控制玩家相关的东西
/// </summary>
public class MyPlayer : MonoBehaviour, Boomer.I_CanBeBoomedObj
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
[Header("玩家平时地面移动的速度")][FoldoutGroup("属性")]
public float speed = 10f;
[Header("玩家跳跃力度的大小")][FoldoutGroup("属性")]
public float jumpForce = 10f;
[FoldoutGroup("CD")][Header("挥动锤子的CD时长")]
public float hammerCD = 1f;
[FoldoutGroup("CD")][Header("发射镰刀的CD时长")]
public float sickleCD = 10f;
[Header("镰刀游戏物体")][FoldoutGroup("预制体")]
public GameObject sicklePrefab;
public enum AtkMethod{,,};
/// <summary>
/// 生命值上限
/// </summary>
[FoldoutGroup("属性")][Header("生命值上限")]
public float HP;
/// <summary>
/// 被击飞后的飞行方向的调整值
/// </summary>
[Header("被攻击后击飞的力度调整值")][FoldoutGroup("其他",false,0)]
public Vector2 hitToflyParameter;
/// <summary>
/// 攻击方式的倍率列表
/// </summary>
[DictionaryDrawerSettings()][Header("攻击方式的倍率列表")][ShowInInspector][FoldoutGroup("其他",false,0)]
public static Dictionary<AtkMethod,int> atkMethodMagnification;
/// <summary>
/// 记录此时自己是否被爱欲品缠抱
/// </summary>
[Header("被缠抱了吗?")][SerializeField][ReadOnly][FoldoutGroup("状态")]
public bool isCatching = false;
/// <summary>
/// 正抓着玩家的爱欲品
/// </summary>
[HideInInspector]
public AiYuPin catingAiYuPin;
/// <summary>
/// 玩家此时捕捉着的可交互物体
/// </summary>
[Header("玩家此时捕捉着的可交互物体")][FoldoutGroup("状态")][ReadOnly]
public Interactive catching;
/// <summary>
/// 当前身上有多少特殊硬币,用来塞钱的那种
/// </summary>
[FoldoutGroup("状态")][Header("当前身上有多少特殊硬币,用来塞钱的那种")]
public int specialMoneyCount = 0;
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
private Rigidbody2D m_rigidbody;//自身刚体组件
[SerializeField][ReadOnly][FoldoutGroup("状态")]
private int inputDir;//当前输入方向,-1左1右0静止
[SerializeField][ReadOnly][FoldoutGroup("状态")]
private bool isLanding;//记录自己当前是否着地
private DOTweenAnimation wavingAnimation;//锤子挥动动画组件
private SpriteRenderer hammerSprite;//锤子的图片组件
private BoxCollider2D hammerCollider;//锤子的碰撞体
[FoldoutGroup("CD")][Header("挥动锤子的CD还剩多长时间")][SerializeField][ReadOnly]
private float hammerCDLeft = 0f;
[FoldoutGroup("CD")][Header("发射镰刀的CD还剩多长时间")][SerializeField][ReadOnly]
private float sickleCDLeft = 0f;
/// <summary>
/// 面部朝向,-1为左,1为右
/// </summary>
private int faceDir = 1;//面部朝向
private Transform sickleFirePoint;//镰刀发射点的transform
private Transform sickleClearerL;//左边的镰刀清除触发器
private Transform sickleClearerR;//右边的镰刀清除触发器
[FoldoutGroup("状态",false,1)][Header("玩家现在是否处于控制状态下(物理)")][SerializeField][ReadOnly]
private bool inControl = true;
[SerializeField][ReadOnly][ProgressBar(0,10,0.15f,0.47f,0.74f)][FoldoutGroup("状态")]
private float HPLeft;
/// <summary>
/// 自身动画控制器组件
/// </summary>
private Animator m_Animator;
/// <summary>
/// 是否在跳跃状态
/// </summary>
private bool isJumping;
/// <summary>
/// 是否在下落
/// </summary>
private bool isFalling;
/// <summary>
/// 是否在攻击
/// </summary>
private bool isAttacking;
/// <summary>
/// 是否在丢镰刀
/// </summary>
private bool isThrowing;
private VibrationManager vibrationManager;
/// <summary>
///反击侦察器组件
/// </summary>
private CounterScout counterScout;
// _____ _ _ ____ _
// / ____| | | | _ \ | |
// | | __ _| | | |_) | __ _ ___| | __
// | | / _` | | | _ < / _` |/ __| |/ /
// | |___| (_| | | | |_) | (_| | (__| <
// \_____\__,_|_|_|____/ \__,_|\___|_|\_\
void Start()
{
Init();//初始化一些参数
}
void Update()
{
CountCD();
ChangeAnimator();
}
void FixedUpdate()
{
Move();//处理水平移动
}
// _ _ _
// | \ | | | |
// | \| | ___ _ __ _ __ ___ __ _| |
// | . ` |/ _ \| '__| '_ ` _ \ / _` | |
// | |\ | (_) | | | | | | | | (_| | |
// |_| \_|\___/|_| |_| |_| |_|\__,_|_|
//初始化函数
private void Init()
{
//找到自己身上的组件和需要的游戏物体
m_rigidbody = GetComponent<Rigidbody2D>();
wavingAnimation = transform.Find("锤子的旋转中心").GetComponent<DOTweenAnimation>();
hammerSprite = transform.Find("锤子的旋转中心").Find("锤子").GetComponent<SpriteRenderer>();
hammerCollider = transform.Find("锤子的旋转中心").Find("锤子").GetComponent<BoxCollider2D>();
sickleFirePoint = transform.Find("镰刀发射点");
sickleClearerL = transform.Find("镰刀飞出消除触发器左");
sickleClearerL.gameObject.AddComponent<SickleClearer>();
sickleClearerR = transform.Find("镰刀飞出消除触发器右");
sickleClearerR.gameObject.AddComponent<SickleClearer>();
m_Animator = GetComponent<Animator>();
vibrationManager = FindObjectOfType<VibrationManager>();
counterScout = gameObject.AddComponent<CounterScout>();
//初始化生命值
HPLeft = HP;
//初始化攻击倍率字典
atkMethodMagnification = new Dictionary<AtkMethod, int>();
atkMethodMagnification.Add(AtkMethod.,1);
atkMethodMagnification.Add(AtkMethod.,1);
atkMethodMagnification.Add(AtkMethod.,2);
}
//移动函数,处理水平方向移动
private void Move()
{
if(inControl && !isAttacking){
//直接修改刚体速度
m_rigidbody.velocity = new Vector2(inputDir * speed,//水平方向以输入方向乘以预设速度大小
m_rigidbody.velocity.y);//垂直方向不变
}
}
//计算CD的函数每帧调用
private void CountCD()
{
if(hammerCDLeft > 0) hammerCDLeft -= Time.deltaTime;
if(sickleCDLeft > 0) sickleCDLeft -= Time.deltaTime;
}
/// <summary>
/// 转身的时候触发
/// </summary>
private void TurnAround()
{
faceDir = inputDir;
transform.localScale = new Vector3( //x乘-1以显示转身
transform.localScale.x * -1,
//y、z不变
transform.localScale.y, transform.localScale.z);
}
/// <summary>
/// 被击飞的时候Call这个
/// </summary>
/// <param name="dir">被击方向</param>
public void BeHitToFly(int dir)
{
m_rigidbody.velocity = Vector2.zero;
m_rigidbody.velocity += new Vector2(
-1 * dir * hitToflyParameter.x,
hitToflyParameter.y
);
}
/// <summary>
/// 每Update调用处理状态机全部放这里
/// </summary>
protected void ChangeAnimator()
{
//移动动画
if (inputDir == 0) m_Animator.SetBool("isWalking", false);
else m_Animator.SetBool("isWalking", true);
//跳跃动画
m_Animator.SetBool("isJumping",isJumping);
//下落动画
if(m_rigidbody.velocity.y < 0 && !isLanding){
m_Animator.SetBool("isFalling",true);
isJumping = false;
}
if(isLanding) {isFalling = false;m_Animator.SetBool("isFalling",isFalling);}
//锤子攻击动画
m_Animator.SetBool("isAttacking",isAttacking);
//记录着地
m_Animator.SetBool("isLanding",isLanding);
//被击飞动画触发
m_Animator.SetBool("isBeHitting",!inControl);
//丢出镰刀动画
m_Animator.SetBool("isThrowing",isThrowing);
}
/// <summary>
/// 被爱欲品抓住时用协程触发
/// </summary>
private void CatchingHarm(){
HPLeft -= FindObjectOfType<AiYuPin>().ATK;
}
/// <summary>
/// 塞钱
/// </summary>
private void GiveMoney(){
specialMoneyCount--;
}
/// <summary>
/// 捡到钱了
/// </summary>
private void IPickedACoin(){
specialMoneyCount++;
}
// _____ _ _ _ _
// / ____| | | (_) (_)
// | | ___ | | |_ ___ _ ___ _ __
// | | / _ \| | | / __| |/ _ \| '_ \
// | |___| (_) | | | \__ \ | (_) | | | |
// \_____\___/|_|_|_|___/_|\___/|_| |_|
private void OnCollisionEnter2D(Collision2D collision)//当有物体碰上
{
if(collision.transform.tag == "地面")
{isLanding = true;//若碰撞物体标签为地面,标记自身着地
if(!isCatching)inControl = true;}
}
private void OnCollisionExit2D(Collision2D collision)//当有碰撞体离开
{
if(collision.transform.tag == "地面" && (isJumping || !inControl))
{isLanding = false;}//若碰撞物体标签为地面,标记自身未着地
}
// 以下为操作监听事件
// _____ _ _____ _
// |_ _| | | / ____| | |
// | | _ __ _ __ _ _| |_| (___ _ _ ___| |_ ___ _ __ ___
// | | | '_ \| '_ \| | | | __|\___ \| | | / __| __/ _ \ '_ ` _ \
// _| |_| | | | |_) | |_| | |_ ____) | |_| \__ \ || __/ | | | | |
// |_____|_| |_| .__/ \__,_|\__|_____/ \__, |___/\__\___|_| |_| |_|
// | | __/ |
// |_| |___/
public void OnMove(InputAction.CallbackContext context)//OnMove事件
{
//决定输入方向inputDir
if(!context.ReadValue<float>().Equals(0))
inputDir = (context.ReadValue<float>() > 0) ? 1 : -1;
else inputDir = 0;
if(faceDir * inputDir < 0){
if(inControl && !isAttacking)TurnAround();
if(isCatching && context.started){
catingAiYuPin.OnBreakFree();
Debug.Log("挣脱");
}
}
}
public void OnJump(InputAction.CallbackContext context)//OnJump事件
{
//当按下跳跃键
if(context.performed)
{
if(isLanding && inControl){//如果当前着地
//给予自身刚体
m_rigidbody.velocity = new Vector2(m_rigidbody.velocity.x,//水平方向速度不变
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,VibrationManager.PadShakeitem.));
}
}
}
public void OnWave(InputAction.CallbackContext context)
{
//当执行Wave动作
if (context.performed && hammerCDLeft <= 0)
{
hammerSprite.DOFade(1, 0f);//把锤子显示Debug用后期请删除
hammerCollider.enabled = true;//打开锤子碰撞体
wavingAnimation.DOPlay();//播放挥动锤子动画
hammerCDLeft = hammerCD;//挥动成功重置CD剩余时间
if(!isAttacking)isAttacking = true;
//空挥轻微震动手柄
StartCoroutine(
vibrationManager.ShakePad(0.1f,0.1f,0.2f,VibrationManager.PadShakeitem.)
);
//检查是否有可反击的炸弹
if(counterScout.catchingBoomer != null && faceDir == -1)
{
//有则执行炸弹的反击功能
counterScout.catchingBoomer.Vengeance();
//剧烈震动手柄
StartCoroutine(vibrationManager.ShakePad(0.8f,0.2f,0.2f,VibrationManager.PadShakeitem.));
}
}
}
//检测到 镰刀 按键的时候触发
public void OnSickle(InputAction.CallbackContext context)
{
//按下就触发 CD好了 玩家处于控制状态
if(context.started && sickleCDLeft <= 0 && inControl){
//实例化一个镰刀游戏物体
Sickle sickle = Instantiate(
sicklePrefab,
sickleFirePoint.position,
Quaternion.identity
).GetComponent<Sickle>();
//初始化镰刀
sickle.dir = faceDir;
//开始计算镰刀CD
sickleCDLeft = sickleCD;
//轻微震动手柄
StartCoroutine(
vibrationManager.ShakePad(
0.1f,0.1f,0.2f,VibrationManager.PadShakeitem.
)
);
//轻微震动屏幕
vibrationManager.ShakeScream(Vector2.right,0.2f);
//改变标记表示开始播放丢镰刀动画
isThrowing = true;
}
}
public void OnInteractive(InputAction.CallbackContext context){
if(context.performed && catching != null){
switch(catching.itemName){
case Interactive.ItemName. :
if(
specialMoneyCount > 0 &&
!FindObjectOfType<MoneyBox>().hasMoney
){
catching.OnCall();
GiveMoney();
}
break;
case Interactive.ItemName. :
IPickedACoin();
catching.OnCall();
break;
}
}
}
// ______ _
// | ____| | |
// | |____ _____ _ __ | |_
// | __\ \ / / _ \ '_ \| __|
// | |___\ V / __/ | | | |_
// |______\_/ \___|_| |_|\__|
//当挥动锤子动画结束后触发
public void OnWaveEnd()
{
//为挥动动画倒带
wavingAnimation.DORewind();
//把锤子隐藏Debug用后期请删除
hammerSprite.DOFade(0,0f);
//关闭锤子的碰撞体
hammerCollider.enabled = false;
}
/// <summary>
/// 当玩家被打则Call这个函数
/// </summary>
/// <param name="atk">遭受的攻击力</param>
/// <param name="dir">攻击来源的方向,-1左1右</param>
public void OnBeHit(float atk, int dir)
{
//触发一个击飞
BeHitToFly(dir);
//标记自身不受控制
inControl = false;
//掉血
HPLeft -= atk;
//震动屏幕和手柄
StartCoroutine(vibrationManager.ShakePad(0.8f,0.5f,0.2f,VibrationManager.PadShakeitem.));
vibrationManager.ShakeScream(new Vector2(dir,1),1f);
}
/// <summary>
/// 锤子攻击动画结尾Event调用
/// </summary>
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
/// </summary>
/// <param name="aiYuPin">这个爱欲品的爱欲品组件</param>
public void BeCatchedByAiYuPin(AiYuPin aiYuPin){
//标记自身正被抓着
isCatching = true;
//标记自身失去控制
inControl = false;
//每秒掉血,伤害量为爱欲品的攻击力
InvokeRepeating("CatchingHarm",0f,1f);
//去除刚体速度,防止滑行带来的位置偏移问题
m_rigidbody.velocity = Vector2.zero;
//记录正在抓着自己的爱欲品
catingAiYuPin = aiYuPin;
}
/// <summary>
/// 完全挣脱的时候从爱欲品Call过来
/// </summary>
public void BreakFreeCompletely(){
//取消被抓住的标记
isCatching = false;
//恢复移动操控
inControl = true;
//取消掉血协程
CancelInvoke("CatchingHarm");
//去掉记录着的抓住玩家的爱欲品
catingAiYuPin = null;
//消除正在攻击状态以解决Bug
isAttacking = false;
}
//脚着地的时候触发,通过状态机调用
public void OnFootTap(){
StartCoroutine(vibrationManager.ShakePad(0f,0.02f,0.05f,VibrationManager.PadShakeitem.));
}
//镰刀攻击结尾调用,清除镰刀攻击状态防止多次触发动画
public void OnThrowingEnd(){isThrowing = false;}
// _____ _ __
// |_ _| | | / _|
// | | _ __ | |_ ___ _ __| |_ __ _ ___ ___
// | | | '_ \| __/ _ \ '__| _/ _` |/ __/ _ \
// _| |_| | | | || __/ | | || (_| | (_| __/
// |_____|_| |_|\__\___|_| |_| \__,_|\___\___|
public void BeBoomed(float atk, int dir, Boomer boomer){
OnBeHit(atk,dir);
}
public Transform ObjTransform(){return transform;}
// _______ _ _____ _
// |__ __| | |/ ____| |
// | | ___ ___ | | | | | __ _ ___ ___
// | |/ _ \ / _ \| | | | |/ _` / __/ __|
// | | (_) | (_) | | |____| | (_| \__ \__ \
// |_|\___/ \___/|_|\_____|_|\__,_|___/___/
private class SickleClearer : MonoBehaviour
{
//一个工具小插件,单独写脚本实在太浪费,所以在这里写一下。
//当触发器检测到有东西进入,会试图获取它身上的镰刀脚本,如果有就说明镰刀到屏幕边缘了,把这个镰刀删除
//没有的话说明是其他物体,不作处理
void OnTriggerEnter2D(Collider2D other)
{
if(other.TryGetComponent<Sickle>(out Sickle temp))
Destroy(temp.gameObject);
}
}
/// <summary>
/// 反击侦察器,玩家的工具类
/// </summary>
private class CounterScout : MonoBehaviour
{
/// <summary>
/// 正捕获着的炸弹
/// </summary>
public Boomer catchingBoomer;
void OnTriggerEnter2D(Collider2D other){
//如果可捕获的炸弹进入捕获范围
if(other.TryGetComponent<Boomer>(out Boomer temp) &&
temp.isThisCanBeReturned){
//则记录下这个炸弹
catchingBoomer = temp;
}
}
void OnTriggerExit2D(Collider2D other){
//如果捕获着的炸弹离开,清空记录
if(other.TryGetComponent<Boomer>(out Boomer temp) &&
temp == catchingBoomer){
catchingBoomer = null;
}
}
}
}