最终效果如下:
目录
玩家的基础移动
加入移动和跳跃动画
加入攻击动作
实现打击感
添加敌人受击动画与击退
添加敌人受击特效
攻击时的屏幕振动
首先实现最基础的功能,将环境拖拽进来,注意到环境的各个前后景的层次感是通过设定layer实现的:
我们将玩家设定在第七个layer,以便于突出玩家处于环境中间。
并为了跳跃手感改变重力scale,这可以实现重力对不同的物体有不同的效果。
下面这段代码实现了移动和跳跃
public class MyPlayerController : MonoBehaviour
{
new private Rigidbody2D rigidbody;
private float input;
private bool isGround;
[SerializeField]
public Vector3 checkPointOffset;
[SerializeField]
public LayerMask groundLayer;
public int moveSpeed = 10;
public int jumpStartSpeed = 10;
// Start is called before the first frame update
void Start()
{
rigidbody = GetComponent();
}
// Update is called once per frame
void Update()
{
input = Input.GetAxisRaw("Horizontal");
isGround = Physics2D.OverlapCircle(transform.position + new Vector3(checkPointOffset.x, checkPointOffset.y, 0), checkPointOffset.z, groundLayer);
Move();
}
void Move()
{
rigidbody.velocity = new Vector2(input * moveSpeed, rigidbody.velocity.y);
if (Input.GetKeyDown(KeyCode.W) && isGround)
{
rigidbody.velocity = new Vector2(0, jumpStartSpeed);
}
if (rigidbody.velocity.x < 0)
transform.localScale = new Vector3(-1, 1, 1);
else if (rigidbody.velocity.x > 0)
transform.localScale = new Vector3(1, 1, 1);
}
}
这两个标头具有序列化的作用:
exit time打断时间(从哪一帧开始逐渐降低当前动画的权重)、
fixed duration固定持续时间(这其实是一个切换开关,切换是按照秒显示还是按照百分比显示)、transition duration过度持续时间 (过度有多长)、
勾选这个选项其实影响的是以百分比还是秒来显示:
transition offset过度抵消(从下一个动画的什么位置开始播放)、
interruption source中断来源
先创建控制器并且拖入站立和跑步和跳跃的动画,并进行衔接:
同时删去过渡时间:
在动画控制器中 如果动画切换的条件是用一个与来表示的话 可以这样:
(注意对于速度的设置判断有时候不要判断是否为0,因为有时候即使没动,物体的速度可能也是一个非常小的值:
)
如果是用或条件表示的话,就多添加一次transtition,就会变成下图所示:
此处举例,从站立到跑有两个切换条件
jump的切换使用触发器:
随后即可实现跑跳
接下来加入降落的动画,即人物到达最高点后,会播放降落的动画:
三种状态都有可能进入fall状态,因此进行设置
为了降落更加流畅,给Fall添加一个无条件的falling动画,之后动画变成这样:
之后即可实现降落。
接下来实现着陆地面,由于着陆到地面有三种前置可能:jump、fall、falling,因此都需要添加转换。并且落地后无条件变为idle,如下所示:
让玩家着陆1秒后变为idle状态:
实现如下:
此时代码如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyPlayerController : MonoBehaviour
{
new private Rigidbody2D rigidbody;
private float input;
private bool isGround;
[SerializeField]
public Vector3 checkPointOffset;
[SerializeField]
public LayerMask groundLayer;
public int moveSpeed = 5;
public int jumpStartSpeed = 10;
//----------下面这部分实现动画
private Animator animator;
// Start is called before the first frame update
void Start()
{
rigidbody = GetComponent();
animator = GetComponent();
}
// Update is called once per frame
void Update()
{
input = Input.GetAxisRaw("Horizontal");
isGround = Physics2D.OverlapCircle(transform.position + new Vector3(checkPointOffset.x, checkPointOffset.y, 0), checkPointOffset.z, groundLayer);
Move();
}
void Move()
{
rigidbody.velocity = new Vector2(input * moveSpeed, rigidbody.velocity.y);
animator.SetFloat("Horizontal", rigidbody.velocity.x);
animator.SetFloat("Vertical", rigidbody.velocity.y);
animator.SetBool("isGround", isGround);
if (Input.GetKeyDown(KeyCode.W) && isGround)
{
rigidbody.velocity = new Vector2(0, jumpStartSpeed);
animator.SetTrigger("Jump");
}
if (rigidbody.velocity.x < 0)
transform.localScale = new Vector3(-1, 1, 1);
else if (rigidbody.velocity.x > 0)
transform.localScale = new Vector3(1, 1, 1);
}
}
首先导入资源,加入三个轻攻击动画到动画机里,由于希望任何状态都可以攻击,所以用any state衔接:
设置好过度条件
并且播放完攻击动画希望玩家再次进入idle,因此可以将过度衔接到exit:
重攻击同理,随后效果如下:
接下来书写Attack函数:
private int lightCombo = 1;
private int heavyCombo = 1;
private int comboInterval = 2;//连击的间隔,一旦超过这个间隔则玩家连击会中断
private float comboTimer = 0;//连击计时器,用来记录连击到上次过了多久
bool isAttack = false;
void Attack()
{
if (!isAttack && Input.GetKeyDown(KeyCode.J))
{
isAttack = true;
animator.SetTrigger("LightAttack");
animator.SetInteger("LightCombo", lightCombo);
lightCombo++;
if (lightCombo > 3) lightCombo = 1;
comboTimer = 0;
}
if (!isAttack && Input.GetKeyDown(KeyCode.K))
{
isAttack = true;
animator.SetTrigger("HeavyAttack");
animator.SetInteger("HeavyCombo", heavyCombo);
heavyCombo++;
if (heavyCombo > 3) heavyCombo = 1;
comboTimer = 0;
}
comboTimer += Time.deltaTime;
if (comboTimer >= comboInterval)
{
comboTimer = 0;
lightCombo = 0;
heavyCombo = 0;
}
}
以及一个attackOver函数,用于函数结束时调用:
public void AttackOver()//用来给unity在动画结束时调用,采用帧事件的形式
{
isAttack = false;
}
接下来添加帧事件,在动画播放完关键连击时插入关键帧,用于调用attackover函数。
通常这种关键帧不会放在动画的最后一帧,这样有助于连击的连贯性。
但是我们发现攻击时仍可以移动,我们需要取消这点,取而代之,使用攻击时自动位移的方式实现位移补偿。
private string attackType;
[Header("补偿速度")]
public float lightAttackSpeed=1.3f;
public float heavyAttackSpeed=0.7f;
void Move()
{
if (!isAttack) {
rigidbody.velocity = new Vector2(input * moveSpeed, rigidbody.velocity.y);
}
else
{
if(attackType=="Light") rigidbody.velocity = new Vector2(transform.localScale.x * lightAttackSpeed, rigidbody.velocity.y);
if (attackType == "Heavy") rigidbody.velocity = new Vector2(transform.localScale.x * heavyAttackSpeed, rigidbody.velocity.y);
}
}
此处代码犯了一个错,清空连击应该设置为1而不是设置为0:
此处还犯了一个bug,bug动图如下:如果在移动中按下攻击键,则玩家不会立即进入攻击状态而是跑一小段距离再进入攻击,如果把衔接的has exit time移除即可。
在实际上自己做这一步的时候一下子犯了两个bug,以后也可能会出现一下子遇见多个bug的情况。
解决bug的思路其实很简单,重点观察那些参数,检查代码是否有误,无误则检查是否是动画器某个衔接设置错了。
我们接下来添加敌人,并为玩家的layer设置为player,敌人的layer设置为enemy,并且我们不希望player和enemy发生碰撞,因此在设置中选择:
为敌人添加动画控制器:
接下来需要在攻击动画的对应时刻进行攻击范围的判定,因此需要加特定的因素然后在特定帧修改,通过录制动画的形式。
加好之后,接下来书写代码:
给玩家添加attackArea后,注意层级不能设置为player否则无法发生触碰。
触碰敌人的代码:
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Enemy"))
{
if (transform.localScale.x > 0) other.GetComponent().GetHit(Vector2.right);
if (transform.localScale.x < 0) other.GetComponent().GetHit(Vector2.left);
Debug.Log("attack success");
}
}
Enemy的函数:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MyEnemy : MonoBehaviour
{
private new Rigidbody2D rigidbody;
private bool isHit;
private Animator animator;
private AnimatorStateInfo animStateInfo;
public float speed;
private Vector2 direction;
// Start is called before the first frame update
void Start()
{
animator = GetComponent();
rigidbody = GetComponent();
}
// Update is called once per frame
void Update()
{
animStateInfo = animator.GetCurrentAnimatorStateInfo(0);
if (isHit)
{
rigidbody.velocity = direction * speed;
if (animStateInfo.normalizedTime > 0.6f)//敌人后退的时间
{
isHit = false;
}
}
}
public void GetHit(Vector2 direction)//公开的给玩家调用的函数
{
transform.localScale = new Vector3(-direction.x, 1, 1);//与玩家的方向相反
isHit = true;
this.direction = direction;//让敌人按照玩家朝向的方向后退
animator.SetTrigger("Hit");
}
}
效果如下
为敌人添加子物体,并为其创建帧动画,帧动画由特效组成:
然后设置动画器:
在enemy脚本中添加:
效果如下:
此处希望这个类作为工具类,让其他脚本方便的调用里面的函数,所以这里采用单例模式编写,可以直接调用其方法而无需实例化。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AttackShake : MonoBehaviour
{
private static AttackShake instance;
public static AttackShake Instance
{
get
{
if (instance == null)
instance = Transform.FindObjectOfType();
return instance;
}
}
public void HitPause(int duration)
{
StartCoroutine(Pause(duration));
}
IEnumerator Pause(int duration)
{
float pauseTime = duration / 60f;
Time.timeScale = 0;//暂时暂停时间
yield return new WaitForSecondsRealtime(pauseTime);
Time.timeScale = 1;
}
private bool isShake;
public void CameraShake(float duration,float strength)
{
if (!isShake) StartCoroutine(Shake(duration, strength));
}
IEnumerator Shake(float duration,float strength)
{
isShake = true;
Transform camera = Camera.main.transform;
Vector3 startPos = camera.position;
while (duration > 0)
{
camera.position = Random.insideUnitSphere * strength+startPos;
duration -= Time.deltaTime;
yield return null;
}
isShake = false;
}
}
上面实现了卡顿和抖动的函数,接下来只需要让玩家命中敌人时调用该函数并传入参数即可。
在playerController中:
[Header("打击感")]
public float shakeTime=0.1f;
public int lightPause = 6;
public float lightStrength=0.015f;
public int heavyPause=12;
public float heavyStrength=0.065f;
private void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Enemy"))
{
if (transform.localScale.x > 0) other.GetComponent().GetHit(Vector2.right);
if (transform.localScale.x < 0) other.GetComponent().GetHit(Vector2.left);
Debug.Log("attack success");
if (attackType == "Light")
{
AttackShake.Instance.HitPause(lightPause);
AttackShake.Instance.CameraShake(shakeTime, lightStrength);
}
if (attackType == "Heavy")
{
AttackShake.Instance.HitPause(heavyPause);
AttackShake.Instance.CameraShake(shakeTime, heavyStrength);
}
}
}
然后根据攻击类型是轻重攻击调用不同的参数即可,最终效果如下: