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Unity类银河战士恶魔城学习总结(P176 Slime self-Multiply史莱姆分裂)

时间:2024-12-14 13:30:03浏览次数:11  
标签:enemy stateMachine self Slime private 史莱姆 void public

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

教程源地址:https://www.udemy.com/course/2d-rpg-alexdev/

本章节实现了史莱姆的分裂

Enemy_Slime.cs

1. 概览与目标

  • 脚本核心目标:实现一个史莱姆敌人的行为,包括状态管理、被击晕、死亡后的分裂行为。
  • 关键特性
    • 状态机管理多种行为状态。
    • 支持不同类型的史莱姆(大小不同)。
    • 史莱姆死亡后可以分裂为多个较小的史莱姆。
    • 控制分裂史莱姆的初始速度和方向。

2. 核心字段

  • SlimeType:通过枚举定义史莱姆的三种类型(big, medium, small),用于区分敌人的规模和行为逻辑。
  • slimesToCreateslimePrefab:控制死亡后生成的史莱姆数量及其预制体。
  • minCreationVelocitymaxCreationVelocity:定义分裂后的初速度范围,用于模拟物理效果。

3. 行为实现

(1) 被击晕逻辑
  • CanBeStunned():判断史莱姆是否可以被击晕,如果可以,切换到 stunnedState
  • 实现了父类逻辑的扩展,增加状态切换能力。
(2) 死亡与分裂逻辑
  • Die()
    • 调用父类死亡逻辑。
    • 切换到 deadState
    • 根据史莱姆类型决定是否分裂:small 类型不分裂,其余类型调用 CreateSlimes 创建新史莱姆。
  • CreateSlimes()
    • 使用循环创建新史莱姆,调用 Instantiate() 生成预制体。
    • 调用 SetupSlime() 初始化新史莱姆的方向和初速度。
(3) 分裂史莱姆的初始化
  • SetupSlime()
    • 根据当前史莱姆的朝向,设置新史莱姆的方向。
    • 随机生成初始速度,并通过物理引擎赋予新史莱姆运动效果。
    • 利用 Invoke() 方法取消初始的击退效果(knockback)以恢复正常状态。
using System.Collections;
using System.Collections.Generic;
using System.Xml;
using UnityEngine;

public enum SlimeType
{
    big,
    medium,
    small
}

//2024.11.9
public class Enemy_Slime : Enemy
{
    [Header("Slime spesific")]
    [SerializeField] private SlimeType slimeType;
    [SerializeField] private int slimesToCreate;
    [SerializeField] private GameObject slimePrefab;
    [SerializeField] private Vector2 minCreationVelocity;
    [SerializeField] private Vector2 maxCreationVelocity;

    #region States

    public SlimeIdleState idleState { get; private set; }
    public SlimeMoveState moveState { get; private set; }
    public SlimeBattleState battleState { get; private set; }
    public SlimeAttackState attackState { get; private set; }
    public SlimeStunState stunnedState { get; private set; }
    public SlimeDeathState deadState { get; private set; }

    #endregion


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

        SetupDefaultFacingDir(-1);

        idleState = new SlimeIdleState(this, stateMachine, "Idle", this);
        moveState = new SlimeMoveState(this, stateMachine, "Move", this);
        battleState = new SlimeBattleState(this, stateMachine, "Move", this);
        attackState = new SlimeAttackState(this, stateMachine, "Attack", this);
        stunnedState = new SlimeStunState(this, stateMachine, "Stunned", this);
        deadState = new SlimeDeathState(this, stateMachine, "Idle", this);
    }




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

        stateMachine.Initialize(idleState);
    }



    public override bool CanBeStunned()
    {
        if (base.CanBeStunned())
        {
            stateMachine.ChangeState(stunnedState);
            return true;
        }

        return false;
    }


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

        stateMachine.ChangeState(deadState);

        if(slimeType == SlimeType.small)
            return;

        
         CreateSlimes(slimesToCreate, slimePrefab);
        

    }

    private void CreateSlimes(int _amountOfSlimes,GameObject _slimePrefab)//分裂
    {
        for (int i = 0; i < _amountOfSlimes; i++)
        {
            GameObject newSlime = Instantiate(_slimePrefab, transform.position, Quaternion.identity);

            newSlime.GetComponent<Enemy_Slime>().SetupSlime(facingDir);
        }
    }

    public void SetupSlime(int _facingDir)
    {
        if (_facingDir != facingDir)
            Flip();


        float xVelocity = Random.Range(minCreationVelocity.x, maxCreationVelocity.x);
        float yVelocity = Random.Range(minCreationVelocity.y, maxCreationVelocity.y);

        isKnocked = true;

        GetComponent<Rigidbody2D>().velocity = new Vector2(xVelocity * facingDir, yVelocity);

        Invoke("CancelKnockback", 1.5f);

    }


    private void CancelKnockback() => isKnocked = false;

}

Enemy.cs

using System.Collections;
using UnityEngine;
//获得相同的组件
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(CapsuleCollider2D))]
[RequireComponent(typeof(EnemyStats))]
[RequireComponent(typeof(EntityFX))]
[RequireComponent(typeof(ItemDrop))]

public class Enemy : Entity
{
    [SerializeField]protected LayerMask whatIsPlayer;//	LayerMask: 这是字段的类型,LayerMask 是一个用于指定物理层的结构体  ;   [SerializeField] 属性使得 whatIsPlayer 字段在 Unity 编辑器中可见
    [Header("眩晕参数")]//Stunned info
    public float stunDuration;
    public Vector2 stunDirection;
    public bool canBeStunned;
    [SerializeField] protected GameObject counterImage;


    [Header("移动参数")]//Move info
    public float moveSpeed ;
    public float idleTime;
    public float battleTime;
    private float defaultMoveSpeed;

    [Header("攻击参数")]//Attack info
    public float agroDistance = 2;
    public float attackDistance;
    public float attackCoolDown;
    public float minAttackCoolDown;//最小攻击冷却时间
    public float maxAttackCoolDown;
    [HideInInspector] public float lastTimeAttack;


    public EnemyStateMachine stateMachine { get; private set; }
    public EntityFX fx { get; private set; }
    private Player player;
    public string lastAnimBoolName { get; protected set; }// 存储上一个动画布尔值的名称


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

        fx = GetComponent<EntityFX>();//使用EntityFX来控制玩家的特效
    }


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

        defaultMoveSpeed = moveSpeed;
    }

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

        stateMachine.currentState.Update();

 
    }


    public virtual void AssignLastBoolName(string _animBoolName) => lastAnimBoolName = _animBoolName;


    public override void SlowEntityBy(float _slowPercentage, float _slowDuration)
    {
        moveSpeed = moveSpeed * (1 - _slowPercentage);
        anim.speed = anim.speed * (1 - _slowPercentage);

        Invoke("ReturnDefaultSpeed", _slowDuration);
    }

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

        moveSpeed = defaultMoveSpeed;
    }



    public virtual void FreezeTime(bool _timeFrozen)
    {
        if (_timeFrozen)
        {
            moveSpeed = 0;
            anim.speed = 0;
        }
        else
        {
            moveSpeed = defaultMoveSpeed;
            anim.speed = 1;
        }
    }


    public virtual void FreezeTimeFor(float _duration) => StartCoroutine(FreezeTimerCoroutine(_duration));
    
    protected virtual IEnumerator FreezeTimerCoroutine(float _seconds)//IEnumerator 是一个接口,用于支持迭代器的实现。迭代器允许你在集合上进行迭代操作。Unity 中的协程(Coroutine)也使用 IEnumerator 来实现异步操作。
    {
        FreezeTime(true);

        yield return new WaitForSeconds(_seconds);//等待 _seconds 秒

        FreezeTime(false);
    }


    #region Counter Attack Window

    public virtual void OpenCounterAttackWindow()// virtual 方法可以在派生类中使用 override 关键字进行重写,以提供不同的实现。
    {
        canBeStunned = true;
        counterImage.SetActive(true);//这行代码将 counterImage 游戏对象设置为激活状态,使其在游戏中可见。
    }

    public virtual void CloseCounterAttackWindow()
    {
        canBeStunned = false;
        counterImage.SetActive(false);
    }
    #endregion


    public virtual bool CanBeStunned()
    {
        if (canBeStunned)
        {
            CloseCounterAttackWindow();
            return true;
        }
        return false;
    }


    public virtual void AnimationFinishTrigger() => stateMachine.currentState.AnimationFinishTrigger();

    public virtual RaycastHit2D IsPlayerDetected() => Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, wallCheckDistance, whatIsPlayer);

    protected override void OnDrawGizmos()
    {
        base.OnDrawGizmos();
        Gizmos.color = Color.yellow;
        Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + attackDistance * facingDir, transform.position.y));
    }
}

SlimeBattleState.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//2024.12.9

public class SlimeBattleState : EnemyState
{
    private Enemy_Slime enemy;
    private Transform player;
    private int moveDir;


    public SlimeBattleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName, Enemy_Slime enemy) : base(_enemyBase, _stateMachine, _animBoolName)
    {
        this.enemy = enemy;
    }


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

        //player = GameObject.Find("Player").transform;
        player = PlayerManager.instance.player.transform;

        if (player.GetComponent<PlayerStats>().isDead)
            stateMachine.ChangeState(enemy.moveState);

    }


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



        if (enemy.IsPlayerDetected())
        {
            stateTimer = enemy.battleTime;

            if (enemy.IsPlayerDetected().distance < enemy.attackDistance)
            {
                if (CanAttack())
                    stateMachine.ChangeState(enemy.attackState);
            }
        }
        else
        {
            if (stateTimer < 0 || Vector2.Distance(player.transform.position, enemy.transform.position) > 10)//超过距离或者时间到了
                stateMachine.ChangeState(enemy.idleState);
        }



        if (player.position.x > enemy.transform.position.x)
            moveDir = 1;
        else if (player.position.x < enemy.transform.position.x)
            moveDir = -1;


        if (enemy.IsPlayerDetected() && enemy.IsPlayerDetected().distance < enemy.attackDistance - .1f)
            return;
            
            enemy.SetVelocity(enemy.moveSpeed * moveDir, rb.velocity.y);
    }


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

    private bool CanAttack()
    {
        if (Time.time >= enemy.lastTimeAttack + enemy.attackCoolDown)
        {
            enemy.attackCoolDown = Random.Range(enemy.minAttackCoolDown, enemy.maxAttackCoolDown);
            enemy.lastTimeAttack = Time.time;
            return true;
        }
        else
            return false;
    }
}

标签:enemy,stateMachine,self,Slime,private,史莱姆,void,public
From: https://blog.csdn.net/suzh1qian/article/details/144377607

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