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教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
Enemy.cs
cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
public class Enemy : Entity
{
[SerializeField] protected LayerMask whatIsPlayer;
[Header("Move Info")]
public float moveSpeed;
public float idleTime;
[Header("Attack Info")]
public float attackDistance;
#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 RaycastHit2D IsPlayerDetected() => Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, 50, 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;
Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + attackDistance * facingDir, transform.position.y));
}
}
Enemy_Skeleton.cs
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; }
#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);
}
protected override void Start()
{
base.Start();
stateMachine.Initialize(idleState);
}
protected override void Update()
{
base.Update();
}
}
EnemyState.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyState
{
protected Enemy enemyBase;
protected EnemyStateMachine stateMachine;
protected Rigidbody2D rb;//小简化
protected bool triggerCalled;
private string animBoolName;
protected float stateTimer;
public EnemyState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName)
{
this.enemyBase = _enemyBase;
this.stateMachine = _stateMachine;
this.animBoolName = _animBoolName;
}
public virtual void Enter()
{
triggerCalled = false;
enemyBase.anim.SetBool(animBoolName, true);
rb = enemyBase.rb;//小简化
}
public virtual void Update()
{
stateTimer -= Time.deltaTime;
}
public virtual void Exit()
{
enemyBase.anim.SetBool(animBoolName, false);
}
}
SkeletonGroundState.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SkeletonGroundState : EnemyState
{
protected Enemy_Skeleton enemy;
public SkeletonGroundState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName)
{
enemy = _enemy;
}
public override void Enter()
{
base.Enter();
}
public override void Exit()
{
base.Exit();
}
public override void Update()
{
base.Update();
if(enemy.IsPlayerDetected())
{
stateMachine.ChangeState(enemy.battleState);
}
}
}
SkeletonIdleState.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SkeletonIdleState : SkeletonGroundState
{
public SkeletonIdleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName, Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName, _enemy)
{
}
public override void Enter()
{
base.Enter();
stateTimer = enemy.idleTime;
}
public override void Exit()
{
base.Exit();
}
public override void Update()
{
base.Update();
if(stateTimer < 0)
{
stateMachine.ChangeState(enemy.moveState);
}
}
}
SkeletonMoveState.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SkeletonMoveState : SkeletonGroundState
{
public SkeletonMoveState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName, Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName, _enemy)
{
}
public override void Enter()
{
base.Enter();
}
public override void Exit()
{
base.Exit();
}
public override void Update()
{
base.Update();
enemy.SetVelocity(enemy.moveSpeed * enemy.facingDir, rb.velocity.y);
if(enemy.IsWallDetected()||!enemy.IsGroundDetected())//当撞墙或者没有路的时候翻转
{
enemy.Flip();
stateMachine.ChangeState(enemy.idleState);
}
}
}
SkeletonBattleState.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SkeletonBattleState : EnemyState
{
private Transform player;//用于给Player定位,好判断怎么跟上他
private Enemy_Skeleton enemy;
private int moveDir;
public SkeletonBattleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy ) : base(_enemyBase, _stateMachine, _animBoolName)
{
enemy = _enemy;
}
public override void Enter()
{
base.Enter();
player = GameObject.Find("Player").transform;//全局找Player位置
}
public override void Exit()
{
base.Exit();
}
public override void Update()
{
base.Update();
if(enemy.IsPlayerDetected().distance < enemy.attackDistance)
{
Debug.Log("I Attack");
enemy.ZeroVelocity();
return;
}
if(player.position.x > enemy.transform.position.x)
{
moveDir = 1;
}
else if(player.position.x<enemy.transform.position.x)
{
moveDir = -1;
}
enemy.SetVelocity(enemy.moveSpeed * moveDir, rb.velocity.y);
}
}