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类银河恶魔城学习记录-Crash Course
本文记录一下学习过程中照着教程敲的代码~
Enemy_Skeleton.cs
using UnityEngine;
//骷髅敌人
public class Enemy_Skeleton : Entity
{[Header("Move Info")][SerializeField] private float moveSpeed;[Header("Player Detection")][SerializeField] private float playerCheckDistance;[SerializeField] private LayerMask whatIsPlayer;private RaycastHit2D isPlayerDetected;bool isAttacking;protected override void Start(){base.Start();}protected override void Update(){base.Update();//只要检测到玩家if (isPlayerDetected){if (isPlayerDetected.distance > 3){rb.velocity = new Vector2(facingDir * moveSpeed * 1.5f, rb.velocity.y);Debug.Log("I see the Player!");isAttacking = false;}else{Debug.Log("Attaking " + isPlayerDetected.collider.gameObject.name);isAttacking = true;}}if (!isGrounded || isWallDetected)Flip();Movement();}private void Movement(){if(!isAttacking)rb.velocity = new Vector2(facingDir * moveSpeed, rb.velocity.y);}protected override void CheckCollision(){base.CheckCollision();isPlayerDetected = Physics2D.Raycast(transform.position, Vector2.right, playerCheckDistance * facingDir, whatIsPlayer);}protected override void OnDrawGizmos(){base.OnDrawGizmos();Gizmos.color = Color.blue;Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + playerCheckDistance * facingDir, transform.position.y));}
}
Entity.cs
using UnityEngine;
//实体类
public class Entity : MonoBehaviour
{protected Rigidbody2D rb;protected Animator anim;protected bool isGrounded;protected bool isWallDetected;[Header("Collision Info")][SerializeField] protected LayerMask whatIsGround;[SerializeField] protected float groundCheckDistance;[SerializeField] protected Transform groundCheck;[Space][SerializeField] protected Transform wallCheck;[SerializeField] protected float wallCheckDistance;protected int facingDir = 1;protected bool facingRight = true;protected virtual void Start(){rb = GetComponent<Rigidbody2D>();anim = GetComponentInChildren<Animator>();}protected virtual void Update(){CheckCollision();}//检测是否撞墙或者离开地面protected virtual void CheckCollision(){isGrounded = Physics2D.Raycast(groundCheck.position, Vector2.down, groundCheckDistance, whatIsGround);isWallDetected = Physics2D.Raycast(wallCheck.position, Vector2.right, wallCheckDistance * facingDir, whatIsGround);}//转向protected virtual void Flip(){facingDir *= -1;facingRight = !facingRight;transform.Rotate(0, 180, 0);}//画线 检测撞墙的线和检测离地的线protected virtual void OnDrawGizmos(){Gizmos.DrawLine(groundCheck.position, new Vector3(groundCheck.position.x, groundCheck.position.y - groundCheckDistance));Gizmos.DrawLine(wallCheck.position, new Vector3(wallCheck.position.x + wallCheckDistance * facingDir, wallCheck.position.y));}
}
Player.cs
using UnityEngine;
//玩家类
public class Player : Entity
{[Header("Move Info")][SerializeField] private float xInput;[SerializeField] private float moveSpeed = 4;[SerializeField] private float junpForce = 7;[Header("Dash Info")][SerializeField] private float dashDuration;[SerializeField] private float dashTime;[SerializeField] private float dashSpeed;[SerializeField] private float dashCalmDuration;[SerializeField] private float dashCalmTime;[Header("Attack Info")][SerializeField] private bool isAttacking;[SerializeField] private int comboCounter;[SerializeField] private float comboDuration;[SerializeField] private float comboTimeWindow;protected override void Start(){base.Start();}protected override void Update(){base.Update();FlipController();Movement();CheckInput();AnimatorController();Dash();Attack();comboTimeWindow -= Time.deltaTime;}//鼠标左键攻击private void Attack(){if (!isGrounded)return;if (Input.GetKeyDown(KeyCode.Mouse0)){StartAttackEvent();}}//攻击事件private void StartAttackEvent(){if (comboTimeWindow < 0)comboCounter = 0;isAttacking = true;comboTimeWindow = comboDuration;}//攻击结束public void AttackOver(){isAttacking = false;comboCounter++;if (comboCounter > 2)comboCounter = 0;}//冲刺控制private void Dash(){dashTime -= Time.deltaTime;dashCalmTime -= Time.deltaTime;if (Input.GetKeyDown(KeyCode.LeftShift)){DashAbillity();}}//冲刺判定private void DashAbillity(){if (dashCalmTime < 0 && !isAttacking){dashTime = dashDuration;dashCalmTime = dashCalmDuration;}}//检查输入private void CheckInput(){xInput = Input.GetAxisRaw("Horizontal");if (Input.GetKeyDown(KeyCode.Space)){Jump();}}//移动控制private void Movement(){if (isAttacking){rb.velocity = new Vector2(0, 0);}else if(dashTime > 0){rb.velocity = new Vector2(facingDir * dashSpeed,0);}else{rb.velocity = new Vector2(xInput * moveSpeed, rb.velocity.y);}}//跳跃控制private void Jump(){if(isGrounded)rb.velocity = new Vector2(rb.velocity.x, junpForce);}//动画播放控制private void AnimatorController(){bool isMoving = rb.velocity.x != 0;anim.SetBool("isMoving", isMoving);anim.SetBool("isGrounded", isGrounded);anim.SetFloat("yVelocity", rb.velocity.y);anim.SetBool("isDashing", dashTime > 0);anim.SetBool("isAttacking", isAttacking);anim.SetInteger("comboCounter", comboCounter);}//转向控制private void FlipController(){if(rb.velocity.x > 0 && !facingRight)Flip();else if(rb.velocity.x < 0 && facingRight)Flip();}}
PlayerAnimEvents.cs
using UnityEngine;public class PlayerAnimEvents : MonoBehaviour
{private Player player;private void Start(){player = GetComponentInParent<Player>();}private void AnimationTrigger(){player.AttackOver();}
}
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