Unity类银河恶魔城学习记录4-8 P61 Player‘s Counter Attack源代码

 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类银河恶魔城学习记录4-8 P61 Player‘s Counter Attack源代码_第1张图片

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

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;
    [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States
    public 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; }
    #endregion
    protected 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");
        
        //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);

    }

    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 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()
    {

        dashUsageTimer -= Time.deltaTime;//给dash上冷却时间
        if (IsWallDetected())
        {
            return;
        }//修复在wallslide可以dash的BUG
        if (Input.GetKeyDown(KeyCode.LeftShift) && dashUsageTimer < 0)
        {

            dashUsageTimer = dashCooldown;
            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
    
   
    
}
PlayerGroundState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//GroundState用于保证只有在Idle和Move这两个地面状态下才能调用某些函数,并且稍微减少一点代码量
public class PlayerGroundState : PlayerState
{
    public PlayerGroundState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();
    }
    public override void Update()
    {
        base.Update();
        if(Input.GetKeyDown(KeyCode.Q))//摁Q进入反击状态
        {
            stateMachine.ChangeState(player.counterAttack);
        }
        if(Input.GetKeyDown(KeyCode.Mouse0))//p38 2.从ground进入攻击状态
        {
            stateMachine.ChangeState(player.primaryAttack);
        }
        if(player.IsGroundDetected()==false)
        {
            stateMachine.ChangeState(player.airState);
        }// 写这个是为了防止在空中直接切换为moveState了。

        if (Input.GetKeyDown(KeyCode.Space) && player.IsGroundDetected())
        {
            stateMachine.ChangeState(player.jumpState);
        }//空格切换为跳跃状态


    }

}
PlayerCounterAttackState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//从Ground里摁Q进入
public class PlayerCounterAttackState : PlayerState
{
    public PlayerCounterAttackState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();

        stateTimer = player.counterAttackDuration;//设置Counter在没有成功的情况下可以保持的时间
        player.anim.SetBool("SuccessfulCounterAttack", false);//默认失败
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        player.SetZeroVelocity();// 修复在Counter时还能移动的问题

        Collider2D[] colliders = Physics2D.OverlapCircleAll(player.attackCheck.position, player.attackCheckRadius);//创建一个碰撞器组,保存所有圈所碰到的碰撞器
        //https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Physics2D.OverlapCircleAll.html
        foreach (var hit in colliders)//https://blog.csdn.net/m0_52358030/article/details/121722077
        {
            if (hit.GetComponent() != null)
            {
                if(hit.GetComponent().CanBeStunned())
                {
                    stateTimer = 10;//只要比1大就行,防止成功反击的动画还没完就进入idleState了
                    player.anim.SetBool("SuccessfulCounterAttack", true);//使进入成功反击动画
                }
            }
        }

        if(stateTimer<0||triggerCalled)//当反击动画结束或反击可以持续的时间结束后回到idleState
        {
            stateMachine.ChangeState(player.idleState);
        }
    }
}
Enemy.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class Enemy : Entity
{
    [SerializeField] protected LayerMask whatIsPlayer;
    [Header("Stun Info")]
    public float stunnedDuration;//stunned持续时间
    public Vector2 stunnedDirection;//stunned改变后的速度
    protected bool canBeStunned;//判断是否可以被反击
    [SerializeField] protected GameObject counterImage;//一个代表着是否可以被反击的信号

    [Header("Move Info")]
    public float moveSpeed;
    public float idleTime;
    public float battleTime;//多久能从battle状态中退出来
    [Header("Attack Info")]
    public float attackDistance;
    public float attackCooldown;//攻击冷却
    [HideInInspector] public float lastTimeAttacked;//最后一次攻击的时间

    #region 类
    public EnemyStateMachine stateMachine;

    #endregion

    protected override void Awake()
    {
        base.Awake();
        stateMachine = new EnemyStateMachine();

    }
    protected override void Start()
    {
        base.Start();

    }


    protected override void Update()
    {
        base.Update();

        stateMachine.currentState.Update();

        //Debug.Log(IsPlayerDetected().collider.gameObject.name + "I see");//这串代码会报错,可能使版本的物体,因为在没有找到Player的时候物体是空的,NULL,你想让他在控制台上显示就报错了
    }

    public virtual void OpenCounterAttackWindow()//打开可以反击的信号的函数
    {
        canBeStunned = true;
        counterImage.SetActive(true);
    }
    public virtual void CloseCounterAttackWindow()//关闭可以反击的信号的函数
    {
        canBeStunned = false;
        counterImage.SetActive(false);
    }

    public virtual bool CanBeStunned()//这里的主要目的是完成在被反击过后能立刻关闭提示窗口
    {
        if (canBeStunned)
        {
            CloseCounterAttackWindow();
            return true;
        }
        return false;

    }
    public virtual void AnimationFinishTrigger() => stateMachine.currentState.AnimationFinishTrigger();//动画完成时调用的函数,与Player相同
    public virtual RaycastHit2D IsPlayerDetected() => Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, 7, whatIsPlayer);//用于从射线投射获取信息的结构。
    //该函数的返回值可以变,可以只返回bool,也可以是碰到的结构

    protected override void OnDrawGizmos()
    {
        base.OnDrawGizmos();

        Gizmos.color = Color.yellow;//把线改成黄色
        Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + attackDistance * facingDir, transform.position.y));//用来判别是否进入attackState的线
    }


}

Enemy_Skeleton.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditorInternal;
using UnityEngine;

public class Enemy_Skeleton : Enemy
{
    #region 类State
    public SkeletonIdleState idleState { get; private set; }
    public SkeletonMoveState moveState { get; private set; }
    public SkeletonBattleState battleState { get; private set; }
    public SkeletonAttackState attackState { get; private set; }
    public SkeletonStunnedState stunnedState { get; private set; }
    #endregion
    protected override void Awake()
    {
        base.Awake();

        idleState = new SkeletonIdleState(this, stateMachine, "Idle", this);
        moveState = new SkeletonMoveState(this,stateMachine, "Move", this);
        battleState = new SkeletonBattleState(this, stateMachine, "Move", this);
        attackState = new SkeletonAttackState(this, stateMachine, "Attack", this);
        stunnedState = new SkeletonStunnedState(this, stateMachine, "Stunned", this);

    }

    protected override void Start()
    {
        base.Start();
        stateMachine.Initialize(idleState);
    }

    protected override void Update()
    {
        base.Update();
        
        
    }

    public override bool CanBeStunned()
    {
        if (base.CanBeStunned())//在这里重写主要是因为只有在Skeleton里面才能调用stunnedState
        {
            stateMachine.ChangeState(stunnedState);
            return true;
        }
        return false;
    }
    //重写后不仅能达成在完成被反击后关闭提示窗口,还能转换为stunnedState
    
}

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