
1.编写敌人基类,具有一些基本属性,往后重复性不是特别大,决定小怪和Boss均继承此类,其余代码写在具体类中。 (1.具有如下属性: HP HPLeft ATK Speed Coin Enmu State(wander\seek\atk\dead) (2.具有如下事件 OnDead(死亡的时候触发) OnTouchThePlayer(给予怪物本体碰撞体,当玩家触碰到怪物触发) OnBeHit(Enmu攻击方式)(当有东西触碰到怪物本体,检测触碰的是什么,然后返回攻击方式给该事件) OnFindThePlayer(给予怪物一个触发器,当玩家进入该触发器,怪物进入seek状态) 🐎🐎🐎
130 lines
3.4 KiB
C#
130 lines
3.4 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,一般怪物都继承其而来
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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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[BoxGroup("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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[BoxGroup("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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[BoxGroup("属性")][Header("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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[BoxGroup("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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// _____ _ _
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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)]
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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")]
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protected State state;
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// Start is called before the first frame update
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void Start()
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{
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}
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// Update is called once per frame
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void Update()
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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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/// <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 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 void OnTouchThePlayer(){}
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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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protected 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 void OnFindThePlayer(){}
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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.gameObject.TryGetComponent<MyPlayer>(out MyPlayer player))
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{OnTouchThePlayer();}//如果创到的是玩家,则Call事件
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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();}//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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