本文主要是介绍Unity类银河恶魔城学习记录8-3 P79 Blackhole details setup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
Blackhole_Skill_Controller.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;public class Blackhole_Skill_Controller : MonoBehaviour
{[SerializeField] private GameObject hotKeyPrefab;[SerializeField] private List<KeyCode> KeyCodeList;private float maxSize;//最大尺寸private float growSpeed;//变大速度private float shrinkSpeed;//缩小速度private bool canGrow = true;//是否可以变大private bool canShrink;//缩小private bool canCreateHotKeys = true;专门控制后面进入的没法生成热键private bool cloneAttackReleased;private int amountOfAttacks = 4;private float cloneAttackCooldown = .3f;private float cloneAttackTimer;private List<Transform> targets = new List<Transform>();private List<GameObject> createdHotKey = new List<GameObject>();public void SetupBlackhole(float _maxSize,float _growSpeed,float _shrinkSpeed,int _amountOfAttacks,float _cloneAttackCooldown){maxSize = _maxSize;growSpeed = _growSpeed;shrinkSpeed = _shrinkSpeed;amountOfAttacks = _amountOfAttacks;cloneAttackCooldown = _cloneAttackCooldown;}private void Update(){cloneAttackTimer -= Time.deltaTime;if (Input.GetKeyDown(KeyCode.R)){ReleaseCloneAttack();}CloneAttackLogic();if (canGrow && !canShrink){//这是控制物体大小的参数transform.localScale = Vector2.Lerp(transform.localScale, new Vector2(maxSize, maxSize), growSpeed * Time.deltaTime);//类似MoveToward,不过是放大到多少大小 https://docs.unity3d.com/cn/current/ScriptReference/Vector2.Lerp.html}if (canShrink){transform.localScale = Vector2.Lerp(transform.localScale, new Vector2(0, 0), shrinkSpeed * Time.deltaTime);if (transform.localScale.x < 0){Destroy(gameObject);}}}private void ReleaseCloneAttack(){cloneAttackReleased = true;canCreateHotKeys = false;DestroyHotKeys();}private void CloneAttackLogic(){if (cloneAttackTimer < 0 && cloneAttackReleased){cloneAttackTimer = cloneAttackCooldown;int randomIndex = Random.Range(0, targets.Count);//限制攻击次数和设置攻击偏移量float _offset;if (Random.Range(0, 100) > 50)_offset = 2;else_offset = -2;SkillManager.instance.clone.CreateClone(targets[randomIndex], new Vector3(_offset, 0, 0));amountOfAttacks--;if (amountOfAttacks <= 0){canShrink = true;cloneAttackReleased = false;}}}private void OnTriggerEnter2D(Collider2D collision){if(collision.GetComponent<Enemy>()!=null){collision.GetComponent<Enemy>().FreezeTime(true);CreateHotKey(collision);}}private void CreateHotKey(Collider2D collision){if(KeyCodeList.Count == 0)//当所有的KeyCode都被去除,就不在创建实例{return;}if(!canCreateHotKeys)//这是当角色已经开大了,不在创建实例{return;}//创建实例GameObject newHotKey = Instantiate(hotKeyPrefab, collision.transform.position + new Vector3(0, 2), Quaternion.identity);//将实例添加进列表createdHotKey.Add(newHotKey);//随机KeyCode传给HotKey,并且传过去一个毁掉一个KeyCode choosenKey = KeyCodeList[Random.Range(0, KeyCodeList.Count)];KeyCodeList.Remove(choosenKey);Blackhole_Hotkey_Controller newHotKeyScript = newHotKey.GetComponent<Blackhole_Hotkey_Controller>();newHotKeyScript.SetupHotKey(choosenKey, collision.transform, this);}public void AddEnemyToList(Transform _myEnemy){targets.Add(_myEnemy);}//销毁Hotkeyprivate void DestroyHotKeys(){if(createdHotKey.Count <= 0){return;}for (int i = 0; i < createdHotKey.Count; i++){Destroy(createdHotKey[i]); }}
}
Blackhole_Skill.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Blackhole_Skill : Skill
{[SerializeField]private float maxSize;//最大尺寸[SerializeField] private float growSpeed;//变大速度[SerializeField] private float shrinkSpeed;//缩小速度[SerializeField] int amountOfAttacks = 4;[SerializeField] float cloneAttackCooldown = .3f;[SerializeField] private GameObject blackholePrefab;public override bool CanUseSkill(){return base.CanUseSkill();}public override void UseSkill(){base.UseSkill();GameObject newBlackhole = Instantiate(blackholePrefab);Blackhole_Skill_Controller newBlackholeScripts = newBlackhole.GetComponent<Blackhole_Skill_Controller>();newBlackholeScripts.SetupBlackhole(maxSize,growSpeed,shrinkSpeed,amountOfAttacks,cloneAttackCooldown);}protected override void Start(){base.Start();}protected override void Update(){base.Update();}
}
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