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
Entity.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Entity : MonoBehaviour
{
[Header("Knockback info")]
[SerializeField] protected Vector2 knockbackDirection;//被击打后的速度信息
[SerializeField] protected float knockbackDuration;//被击打的时间
protected bool isKnocked;//此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况
[Header("Collision Info")]
public Transform attackCheck;//transform类,代表的时物体的位置,用来控制攻击检测的位置
public float attackCheckRadius;//检测半径
[SerializeField] protected 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] protected float groundCheckDistance;
[SerializeField] protected 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] protected float wallCheckDistance;
[SerializeField] protected LayerMask whatIsGround;//LayerMask类,与Raycast配合,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.html
#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
public EntityFX fx { get; private set; }//拿到EntityFX
#endregion
public int facingDir { get; private set; } = 1;
protected bool facingRight = true;//判断是否朝右
protected virtual void Awake()
{
fx = GetComponent<EntityFX>();拿到的组件上的EntityFX控制权
anim = GetComponentInChildren<Animator>();//拿到自己子组件身上的animator的控制权
rb = GetComponent<Rigidbody2D>();
}
protected virtual void Start()
{
}
protected virtual void Update()
{
}
public virtual void Damage()
{
fx.StartCoroutine("FlashFX");//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
//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001
StartCoroutine("HitKnockback");//调用被击打后产生后退效果的函数
Debug.Log(gameObject.name+"was damaged");
}
protected virtual IEnumerator HitKnockback()
{
isKnocked = true;//此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况
rb.velocity = new Vector2(knockbackDirection.x * -facingDir, knockbackDirection.y);
yield return new WaitForSeconds(knockbackDuration);
isKnocked = false;
}
//被击打后产生后退效果的函数
#region 速度函数Velocity
public virtual void SetZeroVelocity()
{
if(isKnocked)
{
return;
}
rb.velocity = new Vector2(0, 0);
}//设置速度为0函数
public virtual void SetVelocity(float _xVelocity, float _yVelocity)
{
if(isKnocked)
return;此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况
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
#endregion
#region 翻转函数Flip
public virtual 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 virtual 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();
}
}
#endregion
#region 碰撞函数Collision
public virtual 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/Physics2D.Raycast.html
//xxxxxxxx() => xxxxxxxx == xxxxxxxxxx() return xxxxxxxxx;
public virtual 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/Physics2D.Raycast.html
//xxxxxxxx() => xxxxxxxx == xxxxxxxxxx() return xxxxxxxxx;
protected virtual 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。
Gizmos.DrawWireSphere(attackCheck.position, attackCheckRadius);//https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Gizmos.DrawWireSphere.html
//绘制具有中心和半径的线框球体。
}//画图函数
#endregion
}
PlayerPrimaryAttack.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerPrimaryAttackState : PlayerState
{
//p38 2.从ground进入
private int comboCounter;
private float lastTimeAttacked;//距离上一次攻击的时间
private float comboWindow = 2;//可以间隔的时间
public PlayerPrimaryAttackState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
{
}
public override void Enter()
{
base.Enter();
xInput = 0;//修复攻击乱转的问题
if(comboCounter >2||Time.time>comboWindow+lastTimeAttacked)//当计数器超过2和间隔时间大于window时,进入第一个攻击动作
{
comboCounter = 0;
}
Debug.Log(comboCounter);
player.anim.SetInteger("ComboCounter", comboCounter);//设置animtor里的comboCounter
#region 选择攻击方向
float attackDir = player.facingDir;
if(xInput != 0)
{
attackDir = xInput;
}
#endregion
//使其能改变攻击方向
player.SetVelocity(player.attackMovement[comboCounter].x * attackDir, player.attackMovement[comboCounter].y);//给角色初速度,让角色在攻击触发时移动一点
stateTimer = .1f;
}
public override void Exit()
{
base.Exit();
player.StartCoroutine("BusyFor", .15f);
comboCounter++;
lastTimeAttacked = Time.time;
}
public override void Update()
{
base.Update();
if(stateTimer<0)
{
player.SetZeroVelocity();
}//1.修改移动时攻击时后可以移动的BUG
//2.但给了点时间模拟惯性可以动一点
if (triggerCalled)
{
stateMachine.ChangeState(player.idleState);
}
}
}