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

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/

统一返回JsonResult踩坑的记录

《统一返回JsonResult踩坑的记录》:本文主要介绍统一返回JsonResult踩坑的记录,具有很好的参考价值,希望对大家有所帮助,如有错误或未考虑完全的地方,望不吝赐教... 目录统一返回jsonResult踩坑定义了一个统一返回类在使用时,JsonResult没有get/set方法时响应总结统一返回

Go学习记录之runtime包深入解析

《Go学习记录之runtime包深入解析》Go语言runtime包管理运行时环境,涵盖goroutine调度、内存分配、垃圾回收、类型信息等核心功能,:本文主要介绍Go学习记录之runtime包的... 目录前言:一、runtime包内容学习1、作用:① Goroutine和并发控制:② 垃圾回收:③ 栈和

java对接海康摄像头的完整步骤记录

《java对接海康摄像头的完整步骤记录》在Java中调用海康威视摄像头通常需要使用海康威视提供的SDK,下面这篇文章主要给大家介绍了关于java对接海康摄像头的完整步骤,文中通过代码介绍的非常详细,需... 目录一、开发环境准备二、实现Java调用设备接口(一)加载动态链接库(二)结构体、接口重定义1.类型

Android学习总结之Java和kotlin区别超详细分析

《Android学习总结之Java和kotlin区别超详细分析》Java和Kotlin都是用于Android开发的编程语言,它们各自具有独特的特点和优势,:本文主要介绍Android学习总结之Ja... 目录一、空安全机制真题 1:Kotlin 如何解决 Java 的 NullPointerExceptio

apache的commons-pool2原理与使用实践记录

《apache的commons-pool2原理与使用实践记录》ApacheCommonsPool2是一个高效的对象池化框架,通过复用昂贵资源(如数据库连接、线程、网络连接)优化系统性能,这篇文章主... 目录一、核心原理与组件二、使用步骤详解(以数据库连接池为例)三、高级配置与优化四、典型应用场景五、注意事

SpringBoot实现文件记录日志及日志文件自动归档和压缩

《SpringBoot实现文件记录日志及日志文件自动归档和压缩》Logback是Java日志框架,通过Logger收集日志并经Appender输出至控制台、文件等,SpringBoot配置logbac... 目录1、什么是Logback2、SpringBoot实现文件记录日志,日志文件自动归档和压缩2.1、

qtcreater配置opencv遇到的坑及实践记录

《qtcreater配置opencv遇到的坑及实践记录》我配置opencv不管是按照网上的教程还是deepseek发现都有些问题,下面是我的配置方法以及实践成功的心得,感兴趣的朋友跟随小编一起看看吧... 目录电脑环境下载环境变量配置qmake加入外部库测试配置我配置opencv不管是按照网上的教程还是de

使用nohup和--remove-source-files在后台运行rsync并记录日志方式

《使用nohup和--remove-source-files在后台运行rsync并记录日志方式》:本文主要介绍使用nohup和--remove-source-files在后台运行rsync并记录日... 目录一、什么是 --remove-source-files?二、示例命令三、命令详解1. nohup2.