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长沙网站排名分析_jk制服怎么定制_今天济南刚刚发生的新闻_如何做网络推广推广

2024/12/23 9:32:12 来源:https://blog.csdn.net/suzh1qian/article/details/143650022  浏览:    关键词:长沙网站排名分析_jk制服怎么定制_今天济南刚刚发生的新闻_如何做网络推广推广
长沙网站排名分析_jk制服怎么定制_今天济南刚刚发生的新闻_如何做网络推广推广

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

教程源地址:https://www.udemy.com/course/2d-rpg-alexdev/

本节实现了一个能给武器和水晶爆炸技能附魔的项链,取名为风暴之心

都是在造成伤害函数的部分加上了触发特殊效果的代码

Sword_Skill_Controller.cs

修改部分

    private void SwordSkillDamage(Enemy enemy){//enemy.DamageEffect();player.stats.DoDamage(enemy.GetComponent<CharacterStats>());enemy.StartCoroutine("FreezeTimerFor", freezeTimeDUration);ItemData_Equipment equipedAmulet = Inventory.instance.GetEquipment(EquipmentType.Amulet);//获取护身符if (equipedAmulet != null)equipedAmulet.Effect(enemy.transform);//如果有护身符,就对敌人造成额外伤害}
using System.Collections.Generic;
using Unity.Burst.CompilerServices;
using UnityEngine;public class Sword_Skill_Controller : MonoBehaviour
{private Animator anim;private Rigidbody2D rb;private CircleCollider2D cd;private Player player;private bool canRotate = true;private bool isReturning;private float freezeTimeDUration;private float returnSpeed = 12;[Header("Pierce info")][SerializeField] private int pierceAmount;[Header("Bounce info")]private float bounceSpeed;// 想通过函数传递删除SerializeFieldprivate bool isBouncing; // 是否可以反弹private int bounceAmount;// 反弹次数private List<Transform> enemyTarget;//敌人目标private int targetIndex = 0;//目标索引[Header("Spin info")]private float maxTravelDistance;//最大旋转距离private float spinDuration;//旋转持续时间private float spinTimer;//旋转计时器private bool wasStopped;//是否停止private bool isSpinning;//是否旋转private float hitTimer;private float hitCooldown;private float spinDirection;//旋转方向//Awake在脚本实例化时立即调用。它在所有对象的Awake方法都被调用完毕后,才会开始调用Start方法。而Start在第一次更新循环之前调用。private void Awake(){anim = GetComponentInChildren<Animator>();rb = GetComponent<Rigidbody2D>();cd = GetComponent<CircleCollider2D>();}private void DestroyMe(){Destroy(gameObject);}//以下四个函数都是把局部变量传递给全局变量public void SetupSword(Vector2 _dir, float _gravityScale, Player _player, float _freezeTimeDUration, float _returnSpeed) //设置飞行物体{player = _player;freezeTimeDUration = _freezeTimeDUration;returnSpeed = _returnSpeed;rb.velocity = _dir;rb.gravityScale = _gravityScale;if (pierceAmount <= 0)anim.SetBool("Rotation", true);spinDirection = Mathf.Clamp(rb.velocity.x, -1, 1);//限制旋转方向在-1到1之间Invoke("DestroyMe", 7);//Invoke 是 Unity 中 MonoBehaviour 类的一部分,用于在指定的延迟时间后调用某个方法}public void SetupBounce(bool _isBouncing, int _amountOfBounces, float _bounceSpeed)//设置反弹{isBouncing = _isBouncing;bounceAmount = _amountOfBounces;bounceSpeed = _bounceSpeed;enemyTarget = new List<Transform>();//当把上面的public改成private时,系统就不会创建一个空的列表}public void SetupPierce(int _pierceAmount)//int _pierceAmoun:方法参数{pierceAmount = _pierceAmount;}public void SetupSpin(bool _isSpinning, float _maxTravelDistance, float _spinDuration, float _hitCooldown)//设置旋转{isSpinning = _isSpinning;maxTravelDistance = _maxTravelDistance;spinDuration = _spinDuration;//,_spinDuration 是一个形式参数hitCooldown = _hitCooldown;}public void ReturnSword(){rb.constraints = RigidbodyConstraints2D.FreezeAll;// 冻结刚体的所有约束//rb.isKinematic = false;transform.parent = null;isReturning = true;}private void Update(){if (canRotate)//如果可以旋转transform.right = rb.velocity;//设置旋转方向if (isReturning){transform.position = Vector2.MoveTowards(transform.position, player.transform.position, returnSpeed * Time.deltaTime);//返回到玩家手上if (Vector2.Distance(transform.position, player.transform.position) < 1)player.CatchTheSword();}BounceLogic();//反弹逻辑SpinLogic();//旋转逻辑}private void SpinLogic(){if (isSpinning){if (Vector2.Distance(transform.position, player.transform.position) > maxTravelDistance && !wasStopped)//如果距离大于最大旋转距离并且没有停止{StopWhenSpinning();}if (wasStopped)//如果停止{spinTimer -= Time.deltaTime;//计时器减去时间//transform.position = Vector2.MoveTowards(transform.position,//                                        new Vector2(transform.position.x + spinDirection, transform.position.y), 1.5f * Time.deltaTime);//移动到旋转方向if (spinTimer < 0){isReturning = true;isSpinning = false;}hitTimer -= Time.deltaTime;if (hitTimer < 0){hitTimer = hitCooldown;Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 1);foreach (var hit in colliders){if (hit.GetComponent<Enemy>() != null){SwordSkillDamage(hit.GetComponent<Enemy>());}}}}}}private void StopWhenSpinning()//旋转时候停止{wasStopped = true;rb.constraints = RigidbodyConstraints2D.FreezeAll;spinTimer = spinDuration;//旋转计时器}private void BounceLogic(){if (isBouncing && enemyTarget.Count > 0)//如果可以反弹并且敌人目标数量大于0{transform.position = Vector2.MoveTowards(transform.position, enemyTarget[targetIndex].position, bounceSpeed * Time.deltaTime);//移动到敌人if (Vector2.Distance(transform.position, enemyTarget[targetIndex].position) < 0.1f)//如果距离小于0.1{SwordSkillDamage(enemyTarget[targetIndex].GetComponent<Enemy>());//敌人受到伤害//enemyTarget[targetIndex].GetComponent<Enemy>().Damage();  //enemyTarget[targetIndex].GetComponent<Enemy>().StartCoroutine("FreezeTimerFor", freezeTimeDUration);targetIndex++; //敌人目标的索引,攻击了这个敌人就攻击下一个敌人bounceAmount--;if (bounceAmount <= 0){isBouncing = false;isReturning = true;}if (targetIndex >= enemyTarget.Count) //如果目标索引大于等于敌人目标数量{targetIndex = 0;}}}}private void OnTriggerEnter2D(Collider2D collision)//Sword碰到敌人时候的处理{if (isReturning)return;//后面的就不会再触发,sword可以返回时候攻击到敌人,并且返回到手上if (collision.GetComponent<Enemy>() != null)//如果碰到敌人{Enemy enemy = collision.GetComponent<Enemy>();//获取敌人SwordSkillDamage(enemy);}SetupTargetsForBounce(collision);StuckInto(collision);}private void SwordSkillDamage(Enemy enemy){//enemy.DamageEffect();player.stats.DoDamage(enemy.GetComponent<CharacterStats>());enemy.StartCoroutine("FreezeTimerFor", freezeTimeDUration);ItemData_Equipment equipedAmulet = Inventory.instance.GetEquipment(EquipmentType.Amulet);//获取护身符if (equipedAmulet != null)equipedAmulet.Effect(enemy.transform);//如果有护身符,就对敌人造成额外伤害}private void SetupTargetsForBounce(Collider2D collision){if (collision.GetComponent<Enemy>() != null)//碰到敌人{if (isBouncing && enemyTarget.Count <= 0)//如果可以反弹并且敌人目标数量小于等于0{Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 10);//获取周围敌人的碰撞体foreach (var hit in colliders)//遍历周围敌人的碰撞体{if (hit.GetComponent<Enemy>() != null)//如果碰到的是敌人{enemyTarget.Add(hit.transform);//添加到敌人目标}}}}}private void StuckInto(Collider2D collision)//碰撞时候的处理{if (pierceAmount > 0 && collision.GetComponent<Enemy>() != null)//如果可以穿透并且碰到敌人{pierceAmount--;return;}if (isSpinning){StopWhenSpinning();//注释掉经过敌人不会停止return;}canRotate = false; // 停止旋转cd.enabled = false;// 禁用碰撞体rb.isKinematic = true;// 设置刚体为运动学模式rb.constraints = RigidbodyConstraints2D.FreezeAll;// 冻结刚体的所有约束if (isBouncing && enemyTarget.Count > 0)  // 如果可以反弹并且敌人目标数量大于0return;anim.SetBool("Rotation", false);transform.parent = collision.transform;// 将当前物体设为碰撞对象的子对象,即粘在敌人身上}
}

Crystal_Skill_Controller.cs

修改部分

    private void AnimationExplodeEvent()//可以放在动画触发器里面{Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, cd.radius);//从克隆控制器粘贴上的foreach (var hit in colliders){if (hit.GetComponent<Enemy>() != null)player.stats.DoMagicDamage(hit.GetComponent<CharacterStats>());//加上魔法伤害ItemData_Equipment equipedAmulet = Inventory.instance.GetEquipment(EquipmentType.Amulet) ;//获取护身符if (equipedAmulet != null)equipedAmulet.Effect(hit.transform);//如果有护身符,就对敌人造成额外伤害}}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Crystal_Skill_Controller : MonoBehaviour  //放在水晶得预制件里面
{private Animator anim => GetComponent<Animator>(); //引用是为了在更新中使用SetTriggerprivate CircleCollider2D cd => GetComponent<CircleCollider2D>();//为了完成爆炸伤害private Player player;// 2024年10月30日,给技能加上伤害private float crystalExistTimer;//消失计时器private bool canExplode ;//是否可以爆炸private bool canMove;private float moveSpeed;private bool canGrow;private float growSpeed = 5;private Transform closetTarget;[SerializeField] private LayerMask whatIsEnemy;public void SetupCrystal(float _crystalDuration,bool _canExplode,bool _canMove,float _moveSpeed,Transform _closetTarget,Player _player){player = _player;crystalExistTimer = _crystalDuration;//放置水晶,然后开始计时canExplode = _canExplode;canMove = _canMove;moveSpeed = _moveSpeed;closetTarget=_closetTarget;}public void ChooseRandomEnemy(){float radius = SkillManager.instance.blackhole.GetBlackholeRadius();//从黑洞控制器中获取黑洞半径Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, radius, whatIsEnemy);//选取周围所有的碰撞体if(colliders.Length > 0)closetTarget = colliders[Random.Range(0, colliders.Length)].transform;//随机选取一个敌人}private void Update(){crystalExistTimer -= Time.deltaTime;//控制器起码能控制时间吧if (crystalExistTimer < 0){//Destroy(gameObject);   新增的功能,水晶消失后可以爆炸,所以检查是否可以爆炸FinishCrystal();}if (canMove)//移动到敌人的逻辑函数{if (closetTarget == null)return;//防止拾取物品时候出现bugtransform.position = Vector2.MoveTowards(transform.position, closetTarget.position, moveSpeed * Time.deltaTime);//水晶移动到敌人位置(这里是最近敌人位置)if (Vector2.Distance(transform.position, closetTarget.position) < .5f)//如果水晶到达敌人位置{FinishCrystal();canMove = false;}}if (canGrow)//和上面函数优先级?transform.localScale = Vector2.Lerp(transform.localScale, new Vector2(3,3), growSpeed * Time.deltaTime);//水晶变大}private void AnimationExplodeEvent()//可以放在动画触发器里面{Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, cd.radius);//从克隆控制器粘贴上的foreach (var hit in colliders){if (hit.GetComponent<Enemy>() != null)player.stats.DoMagicDamage(hit.GetComponent<CharacterStats>());//加上魔法伤害ItemData_Equipment equipedAmulet = Inventory.instance.GetEquipment(EquipmentType.Amulet) ;//获取护身符if (equipedAmulet != null)equipedAmulet.Effect(hit.transform);//如果有护身符,就对敌人造成额外伤害}}public void FinishCrystal(){if (canExplode){canGrow = true;anim.SetTrigger("Explode");}elseSelfDestroy();}public void SelfDestroy() => Destroy(gameObject);
}

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