类银河恶魔城学习记录1-6 Flip基本设置源代码 P33

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

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

Player.cs
cs 复制代码
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class Player : MonoBehaviour
{
    [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("Collision Info")]
    [SerializeField] private 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] private float groundCheckDistance;
    [SerializeField] private 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] private float wallCheckDistance;
    [SerializeField] private LayerMask whatIsGround;//LayerMask类,与Raycast配合,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.html

    public int facingDir { get; private set; } = 1;//暂时没有用
    private bool facingRight = true;//判断是否朝右
    #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
    #endregion
    #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; }
    #endregion
    private void 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");
        //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)
    private void Start()
    {
        anim = GetComponentInChildren<Animator>();//拿到自己身上的animator的控制权
        rb = GetComponent<Rigidbody2D>();
        stateMachine.Initialize(idleState);
    }
    private 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

    {
        stateMachine.currentState.Update();//反复调用CurrentState的Update函数
       
    }

    public void SetVelocity(float _xVelocity,float _yVelocity)
    {
        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
    public 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/Physics.Raycast.html
    //xxxxxxxx()   => xxxxxxxx  == xxxxxxxxxx() return xxxxxxxxx;
    private 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。
    }//画线函数
    public 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 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();
        }
    }
}
PlayerState.cs
cs 复制代码
using System.Collections;
using System.Collections.Generic;
using System.Security.Authentication.ExtendedProtection;
using UnityEngine;
//被继承的总类,后面的所以state都需要继承它
//实际上Player并没有进入过这个状态,没有调用此脚本,所有的调用均属于此脚本的子脚本
public class PlayerState
{
    protected PlayerStateMachine stateMachine;//创建PlayerStateMachine类,以承接来自Player.cs传过来的东西
    protected Player player;//创建Player类,以承接来自Player.cs传过来的东西

    #region Unity组件
    protected Rigidbody2D rb;//纯简化,将player.rb --> rb
    #endregion

    private string animBoolName;//控制此时的anim的BOOL值
    protected float xInput;//设置一个可以保存当前是否在按移动键的变量
    public PlayerState(Player _player,PlayerStateMachine _stateMachine,string _animBoolName)
    {
        this.player = _player;
        this.stateMachine = _stateMachine;                                                
        this.animBoolName = _animBoolName;
    }//构造函数,用于传递信息
    
    public virtual void Enter()
    {
        player.anim.SetBool(animBoolName, true);//通过animator自带的函数,将animator里的Bool值改变为想要的值
        rb = player.rb;//纯简化,将player.rb --> rb
        
    }
    public virtual void Update()
    {
        player.anim.SetFloat("yVelocity", rb.velocity.y);//通过animator自带的函数,将animator里的Float值改变为想要的值,改变yVelocity以控制Jump与Fall动画的切换
        xInput = Input.GetAxisRaw("Horizontal");//对于键盘和游戏杆输入,该值将处于 -1...1 的范围内。 由于未对输入进行平滑处理,键盘输入将始终为 -1、0 或 1。 如果您想自己完成键盘输入的所有平滑处理,这非常有用。
    }
    public virtual void Exit()
    {
        player.anim.SetBool(animBoolName, false);//通过animator自带的函数,将animator里的Bool值改变为想要的值
    }

}
PlayerStateMachine.cs
cs 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateMachine
{
    public PlayerState currentState { get; private set; }
    public void Initialize(PlayerState _startState)
    {
        currentState = _startState;
        currentState.Enter();
    }//初始化状态函数,及通过将idleState传送进来,以便于调用idleState中的Enter函数

    public void ChangeState(PlayerState _newState)
    {
        currentState.Exit();
        currentState = _newState;
        currentState.Enter();
    }//更改状态函数
    //1.调用当前状态的Exit函数,使动画为false
    //2.传入新的状态,替换原来的状态
    //3.调用新的状态的Enter函数
}
PlayerGroundState.cs
cs 复制代码
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 Update()
    {
        base.Update();
        if (Input.GetKeyDown(KeyCode.Space)&&player.IsGroundDetected())
        {
            stateMachine.ChangeState(player.jumpState);
        }//空格切换为跳跃状态
    }
    public override void Exit()
    {
        base.Exit();
    }


}
PlayerIdleState.cs
cs 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerIdleState : PlayerGroundState//继承函数,获得PlayerState里的所有函数和参数
{
    public PlayerIdleState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }//构造函数,用于传递信息。
     //当外补New出对象时,New出的对象里传入参数

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

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

    public override void Update()
    {
        base.Update();
        if(xInput != 0)
        {
            stateMachine.ChangeState(player.moveState);//在这里我们能使用Player里的东西,主要是因为我们通过构造函数传过来Player实体,如果不传,则无法使用已经存在了的Player实体。
        }
    }
}
PlayerMoveState.cs
cs 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMoveState : PlayerGroundState
{
    public PlayerMoveState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }//构造函数,用于传递信息。
     //当外补New出对象时,New出的对象里传入参数

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

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

    public override void Update()
    {
        base.Update();
        player.SetVelocity(xInput*player.moveSpeed, rb.velocity.y);//player.rb.velocity.y默认的为0,player.moveSpeed在player中定义,但可以在Unity引擎中更改
        if (xInput==0)
        {
            stateMachine.ChangeState(player.idleState);//在这里我们能使用Player里的东西,主要是因为我们通过构造函数传过来Player实体,如果不传,则无法使用已经存在了的Player实体。
        }
    }
}
PlayerJumpState.cs
cs 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerJumpState : PlayerState
{
    public PlayerJumpState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
        rb.velocity = new Vector2(rb.velocity.x, player.jumpForce);//将y轴速度改变
    }
    public override void Update()
    {
        base.Update();
        if (rb.velocity.y < 0)//当速度小于0时切换为airState
        {
            stateMachine.ChangeState(player.airState);//与其说是airState,不如说是FallState
        }
    }

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

}
PlayerAirState.cs
cs 复制代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerAirState : PlayerState
{
    public PlayerAirState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
    }
    public override void Update()
    {
        base.Update();
        if (player.IsGroundDetected())
        {
            stateMachine.ChangeState(player.idleState);
        }//暂时使用,因为这样写是由错误的
    }
    public override void Exit()
    {
        base.Exit();
    }


}
相关推荐
在路上看风景7 小时前
15. 纹理尺寸是4的倍数
unity
AT~9 小时前
unity 使用Socket和protobuf实现网络连接
unity·游戏引擎
怣疯knight16 小时前
Cocos creator判断节点是否能用的方法
unity·cocos2d
tealcwu16 小时前
Google Play的Keystore不可用时的解决方法
unity
呼呼突突16 小时前
Unity使用TouchSocket的RPC
unity·rpc·游戏引擎
qq 180809511 天前
从零构建一个多目标多传感器融合跟踪器
unity
平行云1 天前
实时云渲染支持在网页上运行UE5开发的3A大作Lyra项目
unity·云原生·ue5·webgl·虚拟现实·实时云渲染·像素流送
鹏飞于天1 天前
Shader compiler initialization error: Failed to read D3DCompiler DLL file
unity
wonder135791 天前
UGUI重建流程和优化
unity·游戏开发·ugui
那个村的李富贵2 天前
Unity打包Webgl后 本地运行测试
unity·webgl