religion/Assets/Scripts/MyPlayer.cs
Roman f7e92a473d 任务:搭建基本的系统
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)

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2021-11-24 23:23:01 +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>
[RequireComponent(typeof(Rigidbody2D))]
public class MyPlayer : MonoBehaviour
{
// _____ _ _ _
// | __ \ | | | (_)
// | |__) | _| |__ | |_ ___
// | ___/ | | | '_ \| | |/ __|
// | | | |_| | |_) | | | (__
// |_| \__,_|_.__/|_|_|\___|
[Header("玩家平时地面移动的速度")][FoldoutGroup("Info")]
public float speed = 10f;
[Header("玩家跳跃力度的大小")][FoldoutGroup("Info")]
public float jumpForce = 10f;
[BoxGroup("CD")]
[Header("挥动锤子的CD时长")]
public float hammerCD = 1f;
[BoxGroup("CD")]
[Header("发射镰刀的CD时长")]
public float sickleCD = 10f;
[Header("镰刀发射点Transform")]
[BoxGroup("预制体")]
public GameObject sicklePrefab;
public enum AtkMethod{,,};
// _____ _ _
// | __ \ (_) | |
// | |__) | __ ___ ____ _| |_ ___
// | ___/ '__| \ \ / / _` | __/ _ \
// | | | | | |\ V / (_| | || __/
// |_| |_| |_| \_/ \__,_|\__\___|
private Rigidbody2D m_rigidbody;//自身刚体组件
[SerializeField][ReadOnly][FoldoutGroup("Info")]
private int inputDir;//当前输入方向,-1左1右0静止
[SerializeField][ReadOnly][FoldoutGroup("Info")]
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;
private BoxCollider2D hammerCollider;
[BoxGroup("CD")][Header("挥动锤子的CD还剩多长时间")][SerializeField][ReadOnly]
private float hammerCDLeft = 0f;
[BoxGroup("CD")][Header("发射镰刀的CD还剩多长时间")][SerializeField][ReadOnly]
private float sickleCDLeft = 0f;
private int faceDir = 1;//面部朝向
private Transform sickleFirePoint;
private Transform sickleClearerL;
private Transform sickleClearerR;
void Start()
{
Init();//初始化一些参数
}
void Update()
{
CountCD();
}
void FixedUpdate()
{
Move();//处理水平移动
}
//初始化函数
private void Init()
{
m_rigidbody = GetComponent<Rigidbody2D>();//找到自己身上的刚体组件
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>();
}
//移动函数,处理水平方向移动
private void Move()
{
//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;
}
private void OnTurnAround()
{
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);
}
//碰撞检测代码
// _____ _ _ _ _
// / ____| | | (_) (_)
// | | ___ | | |_ ___ _ ___ _ __
// | | / _ \| | | / __| |/ _ \| '_ \
// | |___| (_) | | | \__ \ | (_) | | | |
// \_____\___/|_|_|_|___/_|\___/|_| |_|
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
}
private void OnCollisionExit2D(Collision2D collision)//当有碰撞体离开
{
if(collision.transform.tag == "地面")
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)
{
OnTurnAround();
}
}
public void OnJump(InputAction.CallbackContext context)//OnJump事件
{
//当按下跳跃键
if(context.performed)
{
if(isLanding)//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
}
}
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;//
wavingAnimation.DOPlay();//播放挥动锤子动画
hammerCDLeft = hammerCD;//挥动成功重置CD剩余时间
}
}
public void OnSickle(InputAction.CallbackContext context)
{
if(context.started && sickleCDLeft <= 0)
{
Sickle sickle = Instantiate(
sicklePrefab,
sickleFirePoint.position,
Quaternion.identity).
GetComponent<Sickle>();
sickle.dir = faceDir;
sickleCDLeft = sickleCD;
}
}
// ______ _
// | ____| | |
// | |____ _____ _ __ | |_
// | __\ \ / / _ \ '_ \| __|
// | |___\ 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;
}
// _______ _ _____ _
// |__ __| | |/ ____| |
// | | ___ ___ | | | | | __ _ ___ ___
// | |/ _ \ / _ \| | | | |/ _` / __/ __|
// | | (_) | (_) | | |____| | (_| \__ \__ \
// |_|\___/ \___/|_|\_____|_|\__,_|___/___/
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);
}
}
}