本文主要是介绍Unity类银河恶魔城学习记录3-5 EnemyAttackState源代码 P51,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
Enemy.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;public class Enemy : Entity
{[SerializeField] protected LayerMask whatIsPlayer;[Header("Move Info")]public float moveSpeed;public float idleTime;[Header("Attack Info")]public float attackDistance;public float attackCooldown;//攻击冷却[HideInInspector]public float lastTimeAttacked;//最后一次攻击的时间#region 类public EnemyStateMachine stateMachine;#endregionprotected override void Awake(){base.Awake();stateMachine = new EnemyStateMachine();}protected override void Start(){base.Start();}protected override void Update(){base.Update();stateMachine.currentState.Update();//Debug.Log(IsPlayerDetected().collider.gameObject.name + "I see");//这串代码会报错,可能使版本的物体,因为在没有找到Player的时候物体是空的,NULL,你想让他在控制台上显示就报错了}public virtual void AnimationFinishTrigger() => stateMachine.currentState.AnimationFinishTrigger();//动画完成时调用的函数,与Player相同public virtual RaycastHit2D IsPlayerDetected() => Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, 50, whatIsPlayer);//用于从射线投射获取信息的结构。//该函数的返回值可以变,可以只返回bool,也可以是碰到的结构protected override void OnDrawGizmos(){base.OnDrawGizmos();Gizmos.color = Color.yellow;Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + attackDistance * facingDir, transform.position.y));}}
Enemy_Skeleton.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditorInternal;
using UnityEngine;public class Enemy_Skeleton : Enemy
{#region 类Statepublic SkeletonIdleState idleState { get; private set; }public SkeletonMoveState moveState { get; private set; }public SkeletonBattleState battleState { get; private set; }public SkeletonAttackState attackState { get; private set; }#endregionprotected override void Awake(){base.Awake();idleState = new SkeletonIdleState(this, stateMachine, "Idle", this);moveState = new SkeletonMoveState(this,stateMachine, "Move", this);battleState = new SkeletonBattleState(this, stateMachine, "Move", this);attackState = new SkeletonAttackState(this, stateMachine, "Attack", this);}protected override void Start(){base.Start();stateMachine.Initialize(idleState);}protected override void Update(){base.Update();}
}
EnemyState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class EnemyState
{protected Enemy enemyBase;protected EnemyStateMachine stateMachine;protected Rigidbody2D rb;//小简化protected bool triggerCalled;private string animBoolName;protected float stateTimer;public EnemyState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName){this.enemyBase = _enemyBase;this.stateMachine = _stateMachine;this.animBoolName = _animBoolName;}public virtual void Enter(){triggerCalled = false;enemyBase.anim.SetBool(animBoolName, true);rb = enemyBase.rb;//小简化}public virtual void Update(){stateTimer -= Time.deltaTime;}public virtual void Exit(){enemyBase.anim.SetBool(animBoolName, false);}//动画完成时调用的函数,与Player相同public virtual void AnimationFinishTrigger(){triggerCalled = true;}
}
SkeletonBattleState.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;public class SkeletonBattleState : EnemyState
{private Transform player;//用于给Player定位,好判断怎么跟上他private Enemy_Skeleton enemy;private int moveDir;public SkeletonBattleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy ) : base(_enemyBase, _stateMachine, _animBoolName){enemy = _enemy;}public override void Enter(){base.Enter();player = GameObject.Find("Player").transform;//全局找Player位置}public override void Exit(){base.Exit();}public override void Update(){base.Update();//退出此状态的方式if(enemy.IsPlayerDetected().distance < enemy.attackDistance)//当距离小于攻击距离,变为攻击状态{if(CanAttack())stateMachine.ChangeState(enemy.attackState);}//下面为移动方向设置if(player.position.x > enemy.transform.position.x)//在右,向右移动{moveDir = 1;}else if(player.position.x<enemy.transform.position.x)//在左,向左移动{moveDir = -1;}enemy.SetVelocity(enemy.moveSpeed * moveDir, rb.velocity.y);}private bool CanAttack(){if(Time.time > enemy.lastTimeAttacked + enemy.attackCooldown){enemy.lastTimeAttacked = Time.time;return true;}Debug.Log("Attack is on cooldown");return false;}
}
SkeletonAttackState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class SkeletonAttackState : EnemyState
{private Enemy_Skeleton enemy;public SkeletonAttackState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName){enemy = _enemy;}public override void Enter(){base.Enter();}public override void Exit(){base.Exit();enemy.lastTimeAttacked = Time.time;//记录攻击的最后时间以便于判断是否能够进入攻击状态}public override void Update(){base.Update();enemy.SetZeroVelocity();//使速度为0if(triggerCalled){stateMachine.ChangeState(enemy.battleState);}//给退出条件,在动画完成之后}
}
Enemy_SkeletonAnimationTrigger.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Enemy_SkeletonAnimationTriggers : MonoBehaviour
{private Enemy_Skeleton enemy => GetComponentInParent<Enemy_Skeleton>();//拿到enemy实体private void AnimationTrigger(){enemy.AnimationFinishTrigger();//调用实体上的函数,使triggerCalled为true;}}
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