Unity类银河恶魔城学习记录7-5 p71 Improving sword throwing state源代码

本文主要是介绍Unity类银河恶魔城学习记录7-5 p71 Improving sword throwing state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 

Sword_Skill.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Sword_Skill : Skill
{[Header("Skill Info")][SerializeField] private GameObject swordPrefab;//sword预制体[SerializeField] private Vector2 launchForce;//发射力度[SerializeField] private float swordGravity;//发射体的重力private Vector2 finalDir;//发射方向[Header("Aim dots")][SerializeField] private int numberOfDots;//需要的点的数量[SerializeField] private float spaceBetweenDots;//相隔的距离[SerializeField] private GameObject dotPrefab;//dot预制体[SerializeField] private Transform dotsParent;//不是很懂private GameObject[] dots;//dot组protected override void Start(){base.Start();GenerateDots();//生成点函数}protected override void Update(){base.Update();if (Input.GetKeyUp(KeyCode.Mouse1)){finalDir = new Vector2(AimDirection().normalized.x * launchForce.x, AimDirection().normalized.y * launchForce.y);//将位移量改为单位向量分别与力度的x,y相乘作为finalDir}if(Input.GetKey(KeyCode.Mouse1)){for (int i = 0; i < dots.Length;i++){dots[i].transform.position = DotsPosition(i * spaceBetweenDots);//用循环为每个点以返回值赋值(传入值为每个点的顺序i*点间距}}}public void CreateSword(){GameObject newSword = Instantiate(swordPrefab, player.transform.position, transform.rotation);//创造实例,初始位置为此时player的位置Sword_Skill_Controller newSwordScript = newSword.GetComponent<Sword_Skill_Controller>();//获得ControllernewSwordScript.SetupSword(finalDir,swordGravity,player);//调用Controller里的SetupSword函数,给予其速度和重力和player实例player.AssignNewSword(newSword);//调用在player中保存通过此方法创造出的sword实例DotsActive(false);//关闭点的显示}public Vector2 AimDirection(){Vector2 playerPosition = player.transform.position;//拿到玩家此时的位置Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);//https://docs.unity3d.com/cn/current/ScriptReference/Camera.ScreenToWorldPoint.html//大概就是返回屏幕上括号里的参数的位置,这里返回了鼠标的位置//拿到此时鼠标的位置Vector2 direction = mousePosition - playerPosition;//获得距离的绝对向量return direction;//返回距离向量}public void DotsActive(bool _isActive){for(int i = 0;i<dots.Length;i++){dots[i].SetActive(_isActive);//设置每个点是否显示函数}}private void GenerateDots()//生成点函数{dots = new GameObject[numberOfDots];//为dot赋予实例数量for(int i = 0;i < numberOfDots;i++){dots[i] = Instantiate(dotPrefab, player.transform.position, Quaternion.identity,dotsParent);//对象与世界轴或父轴完全对齐//https://docs.unity3d.com/cn/current/ScriptReference/Quaternion-identity.htmldots[i].SetActive(false);//关闭dot}}private Vector2 DotsPosition(float t)//传入顺序相关的点间距{Vector2 position = (Vector2)player.transform.position + new Vector2(AimDirection().normalized.x * launchForce.x,AimDirection().normalized.y * launchForce.y) * t  //基本间距+ .5f * (Physics2D.gravity * swordGravity) * (t * t)//重力影响;//t是控制之间点间距的return position;//返回位置}//设置点间距函数
}

Sword_Skill_Controller.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Sword_Skill_Controller : MonoBehaviour
{[SerializeField] private float returnSpeed = 12;private bool isReturning;private Animator anim;private Rigidbody2D rb;private CircleCollider2D cd;private Player player;private bool canRotate = true;private void Awake(){anim = GetComponentInChildren<Animator>();rb = GetComponent<Rigidbody2D>();cd = GetComponent<CircleCollider2D>();}public void ReturnSword(){rb.constraints = RigidbodyConstraints2D.FreezeAll;//修复剑只要不触碰到物体就无法收回的bug//rb.isKinematic = false;transform.parent = null;isReturning = true;}public void SetupSword(Vector2 _dir,float _gravityScale,Player _player){player = _player;rb.velocity = _dir;rb.gravityScale = _gravityScale;anim.SetBool("Rotation", true);}private void Update(){if(canRotate)transform.right = rb.velocity;//使武器随着速度而改变朝向if (isReturning){transform.position = Vector2.MoveTowards(transform.position, player.transform.position, returnSpeed * Time.deltaTime);//从原来的位置返回到player的位置//并且随着时间增加而增加速度if(Vector2.Distance(transform.position,player.transform.position)<1)//当剑与player的距离小于一定距离,清除剑{player.CatchTheSword();}}                                                                                                       }private void OnTriggerEnter2D(Collider2D collision)//传入碰到的物体的碰撞器{if(isReturning){return;}//修复在返回时扔出时没有碰到任何物体,但返回时碰到了物体导致剑的一些性质发生改变的问题,及回来的时候调用了OnTriggerEnter2DcanRotate = false;cd.enabled = false;//相当于关闭碰撞后触发函数。//https://docs.unity3d.com/cn/current/ScriptReference/Collision2D-enabled.htmlrb.isKinematic = true;//开启物理学反应 https://docs.unity3d.com/cn/current/ScriptReference/Rigidbody2D-isKinematic.htmlrb.constraints = RigidbodyConstraints2D.FreezeAll;//冻结所有移动transform.parent = collision.transform;//设置sword的父组件为碰撞到的物体anim.SetBool("Rotation", false);}//打开IsTrigger时才可使用该函数//https://docs.unity3d.com/cn/current/ScriptReference/Collider2D.OnTriggerEnter2D.html
}
Player.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;public class Player : Entity
{[Header("Attack Details")]public Vector2[] attackMovement;//每个攻击时获得的速度组public float counterAttackDuration = .2f;public bool isBusy{ get; private set; }//防止在攻击间隔中进入move//[Header("Move Info")]public float moveSpeed;//定义速度,与xInput相乘控制速度的大小public float jumpForce;public float swordReturnImpact;//在player里设置swordReturnImpact作为击退的参数[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; }#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; }public PlayerPrimaryAttackState primaryAttack { get; private set; }public PlayerCounterAttackState counterAttack { get; private set; }public PlayerAimSwordState aimSword { get; private set; }public PlayerCatchSwordState catchSword { get; private set; }public SkillManager skill { get; private set; }public GameObject sword{ get; private set; }//声明sword#endregionprotected override void Awake(){base.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primaryAttack = new PlayerPrimaryAttackState(this, stateMachine, "Attack");counterAttack = new PlayerCounterAttackState(this, stateMachine, "CounterAttack");aimSword = new PlayerAimSwordState(this,stateMachine, "AimSword");catchSword = new PlayerCatchSwordState(this, stateMachine, "CatchSword");//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)protected override void Start(){base.Start();stateMachine.Initialize(idleState);skill = SkillManager.instance;}protected override 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{base.Update();stateMachine.currentState.Update();//反复调用CurrentState的Update函数CheckForDashInput();}public void AssignNewSword(GameObject _newSword)//保持创造的sword实例的函数{sword = _newSword;}public void CatchTheSword()//通过player的CatchTheSword进入,及当剑消失的瞬间进入{stateMachine.ChangeState(catchSword);Destroy(sword);}public IEnumerator BusyFor(float _seconds)//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001{isBusy = true;yield return new WaitForSeconds(_seconds);isBusy = false;}//p39 4.防止在攻击间隔中进入move,通过设置busy值,在使用某些状态时,使其为busy为true,抑制其进入其他state//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public void AnimationTrigger() => stateMachine.currentState.AnimationFinishTrigger();//从当前状态拿到AnimationTrigger进行调用的函数public void CheckForDashInput(){if (IsWallDetected()){return;}//修复在wallslide可以dash的BUGif (Input.GetKeyDown(KeyCode.LeftShift) && skill.dash.CanUseSkill())//将DashTimer<0 的判断 改成DashSkill里的判断{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}
PlayerAimSwordState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//从地面状态进入
public class PlayerAimSwordState : PlayerState
{public PlayerAimSwordState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}public override void Enter(){base.Enter();player.skill.sword.DotsActive(true);}public override void Exit(){base.Exit();player.StartCoroutine("BusyFor", .2f); //设置角色在瞄准后的一瞬间和拿回剑的一瞬间时不能移动}public override void Update(){base.Update();player.SetZeroVelocity();//修复原来跑动的速度会被带进aim里的bugif (Input.GetKeyUp(KeyCode.Mouse1))//放开右键,投出{stateMachine.ChangeState(player.idleState);}Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);//拿到鼠标位置if(player.transform.position.x > mousePosition.x&&player.facingDir == 1)//根据鼠标位置与玩家的位置关系调用Flip函数{player.Flip();}else if(player.transform.position.x < mousePosition.x && player.facingDir == -1){player.Flip();}}
}
PlayerCatchSwordState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//通过player的CatchTheSword进入,及当剑消失的瞬间进入
public class PlayerCatchSwordState : PlayerState
{private Transform sword;public PlayerCatchSwordState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName){}public override void Enter(){base.Enter();sword = player.sword.transform;//通过player里的sword拿到剑的位置,作者创建了另一个Transform sword的来保存player里的swordif (player.transform.position.x > sword.position.x && player.facingDir == 1)//和aim里一样的调用Flip函数{player.Flip();}else if (player.transform.position.x < sword.position.x && player.facingDir == -1){player.Flip();}rb.velocity = new Vector2(player.swordReturnImpact * -player.facingDir, rb.velocity.y);//用rb.velocity设置速度即可(不用SetVelocity因为这回导致角色翻转,而角色只是朝着面向的反方向移动}public override void Exit(){base.Exit();player.StartCoroutine("BusyFor", .1f); //设置角色在瞄准后的一瞬间和拿回剑的一瞬间时不能移动}public override void Update(){base.Update();if(triggerCalled == true)//通过triggerCalled控制退出进入idleState,及catch动画结束退出{stateMachine.ChangeState(player.idleState);}}
}

这篇关于Unity类银河恶魔城学习记录7-5 p71 Improving sword throwing state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!



http://www.chinasem.cn/article/715806

相关文章

docker编写java的jar完整步骤记录

《docker编写java的jar完整步骤记录》在平常的开发工作中,我们经常需要部署项目,开发测试完成后,最关键的一步就是部署,:本文主要介绍docker编写java的jar的相关资料,文中通过代... 目录all-docker/生成Docker打包部署文件配置服务A的Dockerfile (a/Docke

MySQL使用EXISTS检查记录是否存在的详细过程

《MySQL使用EXISTS检查记录是否存在的详细过程》EXISTS是SQL中用于检查子查询是否返回至少一条记录的运算符,它通常用于测试是否存在满足特定条件的记录,从而在主查询中进行相应操作,本文给大... 目录基本语法示例数据库和表结构1. 使用 EXISTS 在 SELECT 语句中2. 使用 EXIS

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