本文主要是介绍Unity类银河恶魔城学习记录4-5 P59 EnemyStunnedState源代码,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
EntityFX.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class EntityFX : MonoBehaviour
{private SpriteRenderer sr;//定义SR组件来保持要用的组件[Header("Flash FX")][SerializeField] private Material hitMat;//要改成的材料[SerializeField] private float flashDuration;//闪光的时间private Material originalMat;//原来的材料private void Start(){sr = GetComponentInChildren<SpriteRenderer>();//从子组件中拿到SR组件originalMat = sr.material;//拿到原来的材料}private IEnumerator FlashFX()//被打后该触发的函数{sr.material = hitMat;yield return new WaitForSeconds(flashDuration);sr.material = originalMat;} //IEnumertor本质就是将一个函数分块执行,只有满足某些条件才能执行下一段代码,此函数有StartCoroutine调用//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001private void RedColorBlink()//使角色闪烁的函数{if (sr.color != Color.white){sr.color = Color.white;}else{sr.color = Color.red;}}private void CancelRedBlink()//使角色停止闪烁的函数{CancelInvoke();//取消该 MonoBehaviour 上的所有 Invoke 调用。//https://docs.unity3d.com/cn/current/ScriptReference/MonoBehaviour.CancelInvoke.htmlsr.color = Color.white;}
}
Enemy.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;public class Enemy : Entity
{[Header("Stun Info")]public float stunnedDuration;//stunned持续时间public Vector2 stunnedDirection;//stunned改变后的速度[SerializeField] protected LayerMask whatIsPlayer;[Header("Move Info")]public float moveSpeed;public float idleTime;public float battleTime;//多久能从battle状态中退出来[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, 7, 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;//把线改成黄色Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + attackDistance * facingDir, transform.position.y));//用来判别是否进入attackState的线}}
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; }public SkeletonStunnedState stunnedState { 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);stunnedState = new SkeletonStunnedState(this, stateMachine, "Stunned", this);}protected override void Start(){base.Start();stateMachine.Initialize(idleState);}protected override void Update(){base.Update();if(Input.GetKeyDown(KeyCode.U)){stateMachine.ChangeState(stunnedState);//暂时用U来控制进入stunned}}
}
SkeletonStunnedState.cs
、
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class SkeletonStunnedState : EnemyState
{private Enemy_Skeleton enemy;public SkeletonStunnedState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName){enemy = _enemy;}public override void Enter(){base.Enter();enemy.fx.InvokeRepeating("RedColorBlink", 0, .1f);//在 time 秒后调用 methodName 方法,然后每 repeatRate 秒调用一次。//https://docs.unity3d.com/cn/current/ScriptReference/MonoBehaviour.InvokeRepeating.htmlstateTimer = enemy.stunnedDuration;//stunned持续时间rb.velocity = new Vector2(-enemy.facingDir*enemy.stunnedDirection.x, enemy.stunnedDirection.y);//stunned改变后的速度,由于SetVelocity有FlipCheck,所有这个用rb.velocity设置速度}public override void Exit(){base.Exit();enemy.fx.Invoke("CancelRedBlink",0); //在 time 秒后调用 methodName 方法。//https://docs.unity3d.com/cn/current/ScriptReference/MonoBehaviour.Invoke.html}public override void Update(){base.Update();if(stateTimer < 0){stateMachine.ChangeState(enemy.idleState);}}
}
这篇关于Unity类银河恶魔城学习记录4-5 P59 EnemyStunnedState源代码的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!