Unity类银河恶魔城学习记录1-10 PlayerWallJump源代码 P37

2024-02-04 17:04

本文主要是介绍Unity类银河恶魔城学习记录1-10 PlayerWallJump源代码 P37,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

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

Player.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;public class Player : MonoBehaviour
{[Header("Move Info")]public float moveSpeed;//定义速度,与xInput相乘控制速度的大小public float jumpForce;[Header("Dash Info")][SerializeField] private float dashCooldown;private float dashUsageTimer;//为dash设置冷却时间,在一定时间内不能连续使用public float dashSpeed;//冲刺速度public float dashDuration;//持续时间public float dashDir { get; private set; }[Header("Collision Info")][SerializeField] private Transform groundCheck;//transform类,代表的时物体的位置,后面会来定位子组件的位置    [SerializeField] private float groundCheckDistance;[SerializeField] private Transform wallCheck;//transform类,代表的时物体的位置,后面会来定位子组件的位置    [SerializeField] private float wallCheckDistance;[SerializeField] private LayerMask whatIsGround;//LayerMask类,与Raycast配合,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.htmlpublic int facingDir { get; private set; } = 1;private bool facingRight = true;//判断是否朝右#region 定义Unity组件public Animator anim { get; private set; }//这样才能配合着拿到自己身上的animator的控制权public Rigidbody2D rb { get; private set; }//配合拿到身上的Rigidbody2D组件控制权#endregion#region 定义Statespublic PlayerStateMachine stateMachine { get; private set; }public PlayerIdleState idleState { get; private set; }public PlayerMoveState moveState { get; private set; }public PlayerJumpState jumpState { get; private set; }public PlayerAirState airState { get; private set; }public PlayerDashState dashState { get; private set; }public PlayerWallSlideState wallSlide { get; private set; }public PlayerWallJumpState wallJump { get; private set; }#endregionprivate void Awake(){stateMachine = new PlayerStateMachine();//通过构造函数,在构造时传递信息idleState = new PlayerIdleState(this, stateMachine, "Idle");moveState = new PlayerMoveState(this, stateMachine, "Move");jumpState = new PlayerJumpState(this, stateMachine, "Jump");airState = new PlayerAirState(this, stateMachine, "Jump");dashState = new PlayerDashState(this, stateMachine, "Dash");wallSlide = new PlayerWallSlideState(this, stateMachine, "WallSlide");wallJump = new PlayerWallJumpState(this, stateMachine, "Jump");//wallJump也是Jump动画//this 就是 Player这个类本身}//Awake初始化所以State,为所有State传入各自独有的参数,及animBool,以判断是否调用此动画(与animatoin配合完成)private void Start(){anim = GetComponentInChildren<Animator>();//拿到自己身上的animator的控制权rb = GetComponent<Rigidbody2D>();stateMachine.Initialize(idleState);}private void Update()//在mano中update会自动刷新但其他没有mano的不会故,需要在这个updata中调用其他脚本中的函数stateMachine.currentState.update以实现 //stateMachine中的update{stateMachine.currentState.Update();//反复调用CurrentState的Update函数CheckForDashInput();}public void CheckForDashInput(){dashUsageTimer -= Time.deltaTime;//给dash上冷却时间if(IsWallDetected()){return;}//修复在wallslide可以dash的BUGif (Input.GetKeyDown(KeyCode.LeftShift) && dashUsageTimer < 0){dashUsageTimer = dashCooldown;dashDir = Input.GetAxisRaw("Horizontal");//设置一个值,可以将dash的方向改为你想要的方向而不是你的朝向if (dashDir == 0){dashDir = facingDir;//只有当玩家没有控制方向时才使用默认朝向}stateMachine.ChangeState(dashState);}}//将Dash切换设置成一个函数,使其在所以情况下都能使用public void SetVelocity(float _xVelocity, float _yVelocity){rb.velocity = new Vector2(_xVelocity, _yVelocity);//将rb的velocity属性设置为对应的想要的二维向量。因为2D游戏的速度就是二维向量FlipController(_xVelocity);//在其他设置速度的时候调用翻转控制器}//控制速度的函数,此函数在其他State中可能会使用,但仅能通过player.SeVelocity调用public bool IsGroundDetected(){return Physics2D.Raycast(groundCheck.position, Vector2.down, groundCheckDistance, whatIsGround);}//通过RayCast检测是否挨着地面,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.html//xxxxxxxx()   => xxxxxxxx  == xxxxxxxxxx() return xxxxxxxxx;public bool IsWallDetected(){return Physics2D.Raycast(wallCheck.position, Vector2.right*facingDir, wallCheckDistance, whatIsGround);}//通过RayCast检测是否挨着地面,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.html//xxxxxxxx()   => xxxxxxxx  == xxxxxxxxxx() return xxxxxxxxx;private void OnDrawGizmos(){Gizmos.DrawLine(groundCheck.position, new Vector3(groundCheck.position.x, groundCheck.position.y - groundCheckDistance));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。Gizmos.DrawLine(wallCheck.position, new Vector3(wallCheck.position.x + wallCheckDistance, wallCheck.position.y));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。}//画线函数public void Flip(){facingDir = facingDir * -1;facingRight = !facingRight;transform.Rotate(0, 180, 0);//旋转函数,transform不需要额外定义,因为他是自带的}//翻转函数public void FlipController(float _x)//目前设置x,目的时能在空中时也能转身{if (_x > 0 && !facingRight)//当速度大于0且没有朝右时,翻转{Flip();}else if (_x < 0 && facingRight){Flip();}}
}

PlayerState.cs
using System.Collections;
using System.Collections.Generic;
using System.Security.Authentication.ExtendedProtection;
using UnityEngine;
//被继承的总类,后面的所以state都需要继承它
//实际上Player并没有进入过这个状态,没有调用此脚本,所有的调用均属于此脚本的子脚本
public class PlayerState
{protected PlayerStateMachine stateMachine;//创建PlayerStateMachine类,以承接来自Player.cs传过来的东西protected Player player;//创建Player类,以承接来自Player.cs传过来的东西protected float stateTimer;#region Unity组件protected Rigidbody2D rb;//纯简化,将player.rb --> rb#endregionprivate string animBoolName;//控制此时的anim的BOOL值protected float xInput;//设置一个可以保存当前是否在按移动键的变量protected float yInput;public PlayerState(Player _player,PlayerStateMachine _stateMachine,string _animBoolName){this.player = _player;this.stateMachine = _stateMachine;                                                this.animBoolName = _animBoolName;}//构造函数,用于传递信息public virtual void Enter(){player.anim.SetBool(animBoolName, true);//通过animator自带的函数,将animator里的Bool值改变为想要的值rb = player.rb;//纯简化,将player.rb --> rb}public virtual void Update(){stateTimer -= Time.deltaTime;//https://docs.unity3d.com/cn/current/ScriptReference/Time-deltaTime.html//从上一帧到当前帧的间隔(以秒为单位)(只读)。这个表达式就是表示每一帧都不断的减少时间player.anim.SetFloat("yVelocity", rb.velocity.y);//通过animator自带的函数,将animator里的Float值改变为想要的值,改变yVelocity以控制Jump与Fall动画的切换xInput = Input.GetAxisRaw("Horizontal");//对于键盘和游戏杆输入,该值将处于 -1...1 的范围内。 由于未对输入进行平滑处理,键盘输入将始终为 -1、0 或 1。 如果您想自己完成键盘输入的所有平滑处理,这非常有用。yInput = Input.GetAxisRaw("Vertical");}public virtual void Exit(){player.anim.SetBool(animBoolName, false);//通过animator自带的函数,将animator里的Bool值改变为想要的值}}

PlayerStateMachine.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerStateMachine
{public PlayerState currentState { get; private set; }public void Initialize(PlayerState _startState){currentState = _startState;currentState.Enter();}//初始化状态函数,及通过将idleState传送进来,以便于调用idleState中的Enter函数public void ChangeState(PlayerState _newState){currentState.Exit();currentState = _newState;currentState.Enter();}//更改状态函数//1.调用当前状态的Exit函数,使动画为false//2.传入新的状态,替换原来的状态//3.调用新的状态的Enter函数
}

PlayerGroundState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//GroundState用于保证只有在Idle和Move这两个地面状态下才能调用某些函数,并且稍微减少一点代码量
public class PlayerGroundState : PlayerState
{public PlayerGroundState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}public override void Enter(){base.Enter();}public override void Exit(){base.Exit();}public override void Update(){base.Update();if(player.IsGroundDetected()==false){stateMachine.ChangeState(player.airState);}// 写这个是为了防止在空中直接切换为moveState了。if (Input.GetKeyDown(KeyCode.Space) && player.IsGroundDetected()){stateMachine.ChangeState(player.jumpState);}//空格切换为跳跃状态}}

PlayerIdleState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerIdleState : PlayerGroundState//继承函数,获得PlayerState里的所有函数和参数
{public PlayerIdleState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}//构造函数,用于传递信息。//当外补New出对象时,New出的对象里传入参数public override void Enter(){base.Enter();rb.velocity = new Vector2(0, 0);//因为速度是没在wallJump里改,所以进入idle写死速度为0}public override void Exit(){base.Exit();}public override void Update(){base.Update();//-------------------------------if (player.IsWallDetected()){if (xInput != 0 && xInput != player.facingDir){stateMachine.ChangeState(player.moveState);//在这里我们能使用Player里的东西,主要是因为我们通过构造函数传过来Player实体,如果不传,则无法使用已经存在了的Player实体。}}else{if (xInput != 0){stateMachine.ChangeState(player.moveState);}}//--------------------------------//以上代码为自我改良版,改良了在碰墙时,idle和move会交替卡住的状况}
}

PlayerMoveState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerMoveState : PlayerGroundState
{public PlayerMoveState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}//构造函数,用于传递信息。//当外补New出对象时,New出的对象里传入参数public override void Enter(){base.Enter();}public override void Exit(){base.Exit();}public override void Update(){base.Update();player.SetVelocity(xInput*player.moveSpeed, rb.velocity.y);//player.rb.velocity.y默认的为0,player.moveSpeed在player中定义,但可以在Unity引擎中更改if (xInput==0|| player.IsWallDetected()){stateMachine.ChangeState(player.idleState);//在这里我们能使用Player里的东西,主要是因为我们通过构造函数传过来Player实体,如果不传,则无法使用已经存在了的Player实体。}}
}

PlayerJumpState.cs
sing System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerJumpState : PlayerState
{public PlayerJumpState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}public override void Enter(){base.Enter();rb.velocity = new Vector2(rb.velocity.x, player.jumpForce);//将y轴速度改变}public override void Update(){base.Update();if (rb.velocity.y < 0)//当速度小于0时切换为airState{stateMachine.ChangeState(player.airState);//与其说是airState,不如说是FallState}}public override void Exit(){base.Exit();}}

PlayerAirState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerAirState : PlayerState
{public PlayerAirState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}public override void Enter(){base.Enter();}public override void Exit(){base.Exit();}public override void Update(){base.Update();if (player.IsGroundDetected())//触地时切换为默认状态{stateMachine.ChangeState(player.idleState);}if(xInput != 0)//使角色能在空中时改变速度{player.SetVelocity(player.moveSpeed* 0.8f * xInput, rb.velocity.y);}if(player.IsWallDetected())//在空中碰墙时切换为滑墙状态{stateMachine.ChangeState(player.wallSlide);}}}

PlayerDashState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerDashState : PlayerState
{   //由Ground进入public PlayerDashState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}public override void Enter(){base.Enter();stateTimer = player.dashDuration;设置Dash可以保持的值}public override void Exit(){base.Exit();player.SetVelocity(0, rb.velocity.y);//当退出时使速度为0防止动作结束后速度不变导致的持续移动}public override void Update(){base.Update();if(!player.IsGroundDetected()&&player.IsWallDetected())//修复无法在空中dash直接进入wallSlide,修复在wallslide可以dash//因为一旦在wallSlide里dash,就会直接进wallSlide,当然还有更简单的方法{stateMachine.ChangeState(player.wallSlide);}player.SetVelocity(player.dashSpeed * player.dashDir, 0);//这个写在Update里,防止在x轴方向减速了,同时Y轴写成0,以防止dash还没有完成就从空中掉下去了if (stateTimer < 0)当timer小于0,切换{stateMachine.ChangeState(player.idleState);}}
}

PlayerWallSlideState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerWallSlideState : PlayerState
{//在空中碰墙时切换为滑墙状态public PlayerWallSlideState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}public override void Enter(){base.Enter();}public override void Exit(){base.Exit();}public override void Update(){base.Update();if(Input.GetKeyDown(KeyCode.Space)){stateMachine.ChangeState(player.wallJump);return; //由于都是从wallSlide进入,光摁Space会进入其他State,故由return控制}if(xInput!= 0&&player.facingDir!=xInput)//这样做是为了保证在没有接触地面的时候也可以切换回idleState,使控制更加灵活{stateMachine.ChangeState(player.idleState);}if(player.IsGroundDetected())//接触地面切回idleState{stateMachine.ChangeState(player.idleState);}if (yInput < 0)rb.velocity = new Vector2(0,rb.velocity.y);//玩家可以控制是否加速滑墙elserb.velocity = new Vector2(0, rb.velocity.y * .7f);//玩家没控制时在墙上滑行时速度减慢一点}
}

PlayerWallJumpState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerWallJumpState : PlayerState
{//wallJUmp自然从wallSlide进入public PlayerWallJumpState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}public override void Enter(){base.Enter();stateTimer = 1f;//定时器,在一定时间后进入idleplayer.SetVelocity(5 * -player.facingDir, player.jumpForce);//跳是向反方向跳}public override void Exit(){base.Exit();}public override void Update(){base.Update();if(stateTimer<0){stateMachine.ChangeState(player.idleState);}if (player.IsGroundDetected()){stateMachine.ChangeState(player.idleState);//但是wallslide时间有时候比触底时间长,导致有延迟}}
}

这篇关于Unity类银河恶魔城学习记录1-10 PlayerWallJump源代码 P37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!



http://www.chinasem.cn/article/678218

相关文章

Unity新手入门学习殿堂级知识详细讲解(图文)

《Unity新手入门学习殿堂级知识详细讲解(图文)》Unity是一款跨平台游戏引擎,支持2D/3D及VR/AR开发,核心功能模块包括图形、音频、物理等,通过可视化编辑器与脚本扩展实现开发,项目结构含A... 目录入门概述什么是 UnityUnity引擎基础认知编辑器核心操作Unity 编辑器项目模式分类工程

C#和Unity中的中介者模式使用方式

《C#和Unity中的中介者模式使用方式》中介者模式通过中介者封装对象交互,降低耦合度,集中控制逻辑,适用于复杂系统组件交互场景,C#中可用事件、委托或MediatR实现,提升可维护性与灵活性... 目录C#中的中介者模式详解一、中介者模式的基本概念1. 定义2. 组成要素3. 模式结构二、中介者模式的特点

Python学习笔记之getattr和hasattr用法示例详解

《Python学习笔记之getattr和hasattr用法示例详解》在Python中,hasattr()、getattr()和setattr()是一组内置函数,用于对对象的属性进行操作和查询,这篇文章... 目录1.getattr用法详解1.1 基本作用1.2 示例1.3 原理2.hasattr用法详解2.

基于Spring Boot 的小区人脸识别与出入记录管理系统功能

《基于SpringBoot的小区人脸识别与出入记录管理系统功能》文章介绍基于SpringBoot框架与百度AI人脸识别API的小区出入管理系统,实现自动识别、记录及查询功能,涵盖技术选型、数据模型... 目录系统功能概述技术栈选择核心依赖配置数据模型设计出入记录实体类出入记录查询表单出入记录 VO 类(用于

java中pdf模版填充表单踩坑实战记录(itextPdf、openPdf、pdfbox)

《java中pdf模版填充表单踩坑实战记录(itextPdf、openPdf、pdfbox)》:本文主要介绍java中pdf模版填充表单踩坑的相关资料,OpenPDF、iText、PDFBox是三... 目录准备Pdf模版方法1:itextpdf7填充表单(1)加入依赖(2)代码(3)遇到的问题方法2:pd

Zabbix在MySQL性能监控方面的运用及最佳实践记录

《Zabbix在MySQL性能监控方面的运用及最佳实践记录》Zabbix通过自定义脚本和内置模板监控MySQL核心指标(连接、查询、资源、复制),支持自动发现多实例及告警通知,结合可视化仪表盘,可有效... 目录一、核心监控指标及配置1. 关键监控指标示例2. 配置方法二、自动发现与多实例管理1. 实践步骤

在Spring Boot中集成RabbitMQ的实战记录

《在SpringBoot中集成RabbitMQ的实战记录》本文介绍SpringBoot集成RabbitMQ的步骤,涵盖配置连接、消息发送与接收,并对比两种定义Exchange与队列的方式:手动声明(... 目录前言准备工作1. 安装 RabbitMQ2. 消息发送者(Producer)配置1. 创建 Spr

k8s上运行的mysql、mariadb数据库的备份记录(支持x86和arm两种架构)

《k8s上运行的mysql、mariadb数据库的备份记录(支持x86和arm两种架构)》本文记录在K8s上运行的MySQL/MariaDB备份方案,通过工具容器执行mysqldump,结合定时任务实... 目录前言一、获取需要备份的数据库的信息二、备份步骤1.准备工作(X86)1.准备工作(arm)2.手

SpringBoot3应用中集成和使用Spring Retry的实践记录

《SpringBoot3应用中集成和使用SpringRetry的实践记录》SpringRetry为SpringBoot3提供重试机制,支持注解和编程式两种方式,可配置重试策略与监听器,适用于临时性故... 目录1. 简介2. 环境准备3. 使用方式3.1 注解方式 基础使用自定义重试策略失败恢复机制注意事项

Python UV安装、升级、卸载详细步骤记录

《PythonUV安装、升级、卸载详细步骤记录》:本文主要介绍PythonUV安装、升级、卸载的详细步骤,uv是Astral推出的下一代Python包与项目管理器,主打单一可执行文件、极致性能... 目录安装检查升级设置自动补全卸载UV 命令总结 官方文档详见:https://docs.astral.sh/