昨晚研究了一晚Boss近战判定,也找了一些方法,但始终找不到合适的
今天终于让我找到了[泪目]
让我们先看演示
这个效果是我们的Boss挥刀时不造成伤害,当火焰冒出来时再对主角造成伤害。
这个我讲详细点吧
步骤:
首先,我们创建两个空对象
左伤害和右伤害,当主角在攻击范围内时进行攻击,
然后我们挂载伤害脚本和点碰撞体
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MeleeAttack : MonoBehaviour
{
// Start is called before the first frame update
public float hurt;
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D other)
{
foxcontroller fox = other.gameObject.GetComponent<foxcontroller>();
Rigidbody2D rb = other.gameObject.GetComponent<Rigidbody2D>();
if (fox != null){
Vector2 Force = new Vector2(transform.position.x - rb.position.x, 0);
fox.ChangeHealth(-2);//近战攻击扣两滴血,要是难度太高再削
rb.AddForce(-Force * hurt);//这里是击退效果,其实可以不加负号,我前面写反了这里图方便加了个负号
}
}
}
对主角造成伤害并击退
然后是动画控制
目前是三个,但是我还在做,后面还有其他的状态
public GameObject LeftAttack;
public GameObject RightAttack;
public float MeleeAttackRadial;
private bool Attacking;
public bool canAttack = true;
public float canAttackingTime = 4f;
public float Timerr;
void Start()
{
Timer = changeTime;
animator = GetComponent<Animator>();
Timerr = canAttackingTime;
}
// Update is called once per frame
void Update()
{
Attack();
runNormal();
if (Timerr > 0)
{
Timerr -= Time.deltaTime;
canAttack = false;
}
else canAttack = true;
}
private void Attack()
{
if (fox.transform.position.x - transform.position.x > 9 || fox.transform.position.x - transform.position.x < -9)
{
LeftAttack.SetActive(false);
RightAttack.SetActive(false);
}
if (!canAttack)
{
Attacking = false;
animator.SetBool("Attacking", false);
return;
}
if (fox.transform.position.x - transform.position.x < 9 && fox.transform.position.x - transform.position.x > 0&&direction == 1)
{
Timerr = canAttackingTime;
Attacking = true;
//RightAttack.SetActive(true);
animator.SetFloat("look", fox.transform.position.x - transform.position.x);
animator.SetBool("Attacking", true);
}
else if (fox.transform.position.x - transform.position.x > -9 && fox.transform.position.x - transform.position.x < 0&&direction == -1)
{
Timerr = canAttackingTime;
Attacking = true;
//LeftAttack.SetActive(true);
animator.SetFloat("look", fox.transform.position.x - transform.position.x);
animator.SetBool("Attacking", true);
}
else
{
Attacking = false;
LeftAttack.SetActive(false);
RightAttack.SetActive(false);
animator.SetBool("Attacking", false);
}
}
攻击代码,当Boss攻击冷却好并且主角处于攻击范围内并面朝主角时,开始攻击主角,脚本里我只播放攻击动画,判定我在Animation工具里解决
这里我点击Add Property,添加事件,在播放动画时,在冒火的帧上将前面我们设置的空对象设置成true,也就是leftAttack.SetActive(true);
这样我们就能够在特定的帧上面对主角进行伤害了,Boss控制脚本我们就播放动画,伤害在Animation里解决