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
PlayerStat
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerStat : CharacterStats
{
private Player player;
protected override void Start()
{
player = GetComponent<Player>();
base.Start();
}
public override void DoDamage(CharacterStats _targetStats)
{
base.DoDamage(_targetStats);
}
protected override void TakeDamage(int _damage)
{
base.TakeDamage(_damage);
player.DamageEffect();
}
protected override void Die()
{
base.Die();
player.Die();
}
}
EnemyStat
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyStat : CharacterStats
{
private Enemy enemy;
public override void DoDamage(CharacterStats _targetStats)
{
base.DoDamage(_targetStats);
}
protected override void Die()
{
base.Die();
enemy.Die();
}
protected override void Start()
{
enemy = GetComponent<Enemy>();
base.Start();
}
protected override void TakeDamage(int _damage)
{
base.TakeDamage(_damage);
enemy.DamageEffect();
}
}
Entity.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Entity : MonoBehaviour
{
[Header("Knockback info")]
[SerializeField] protected Vector2 knockbackDirection;//被击打后的速度信息
[SerializeField] protected float knockbackDuration;//被击打的时间
protected bool isKnocked;//此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况
[Header("Collision Info")]
public Transform attackCheck;//transform类,代表的时物体的位置,用来控制攻击检测的位置
public float attackCheckRadius;//检测半径
[SerializeField] protected 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] protected float groundCheckDistance;
[SerializeField] protected 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] protected float wallCheckDistance;
[SerializeField] protected LayerMask whatIsGround;//LayerMask类,与Raycast配合,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.html
#region 定义Unity组件
public SpriteRenderer sr { get; private set; }
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
public EntityFX fx { get; private set; }//拿到EntityFX
public CharacterStats stats { get; private set; }
public CapsuleCollider2D cd { get; private set; }
#endregion
public int facingDir { get; private set; } = 1;
protected bool facingRight = true;//判断是否朝右
protected virtual void Awake()
{
}
protected virtual void Start()
{
anim = GetComponentInChildren<Animator>();//拿到自己子组件身上的animator的控制权
sr = GetComponentInChildren<SpriteRenderer>();
fx = GetComponent<EntityFX>();拿到的组件上的EntityFX控制权
rb = GetComponent<Rigidbody2D>();
stats = GetComponent<CharacterStats>();
cd = GetComponent<CapsuleCollider2D>();
}
protected virtual void Update()
{
}
protected virtual void Exit()
{
}
public virtual void DamageEffect()
{
fx.StartCoroutine("FlashFX");//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
//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001
StartCoroutine("HitKnockback");//调用被击打后产生后退效果的函数
Debug.Log(gameObject.name+"was damaged");
}
protected virtual IEnumerator HitKnockback()
{
isKnocked = true;//此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况
rb.velocity = new Vector2(knockbackDirection.x * -facingDir, knockbackDirection.y);
yield return new WaitForSeconds(knockbackDuration);
isKnocked = false;
}
//被击打后产生后退效果的函数
#region 速度函数Velocity
public virtual void SetZeroVelocity()
{
if(isKnocked)
{
return;
}
rb.velocity = new Vector2(0, 0);
}//设置速度为0函数
public virtual void SetVelocity(float _xVelocity, float _yVelocity)
{
if(isKnocked)
return;此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况
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
#endregion
#region 翻转函数Flip
public virtual 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 virtual 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();
}
}
#endregion
#region 碰撞函数Collision
public virtual 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/Physics2D.Raycast.html
//xxxxxxxx() => xxxxxxxx == xxxxxxxxxx() return xxxxxxxxx;
public virtual bool IsWallDetected()
{
return Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, wallCheckDistance, whatIsGround);
}//通过RayCast检测是否挨着地面,https://docs.unity3d.com/cn/current/ScriptReference/Physics2D.Raycast.html
//xxxxxxxx() => xxxxxxxx == xxxxxxxxxx() return xxxxxxxxx;
protected virtual 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。
Gizmos.DrawWireSphere(attackCheck.position, attackCheckRadius);//https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Gizmos.DrawWireSphere.html
//绘制具有中心和半径的线框球体。
}//画图函数
#endregion
public void MakeTransprent(bool isClear)
{
if (isClear)
sr.color = Color.clear;
else
sr.color = Color.white;
}
public virtual void Die()
{
}
}
Player.cs
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;
public float swordReturnImpact;//在player里设置swordReturnImpact作为击退的参数
[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 PlayerDeadState deadState { get; private set; }
public PlayerPrimaryAttackState primaryAttack { get; private set; }
public PlayerCounterAttackState counterAttack { get; private set; }
public PlayerAimSwordState aimSword { get; private set; }
public PlayerCatchSwordState catchSword { get; private set; }
public PlayerBlackholeState blackhole { get; private set; }
public SkillManager skill { get; private set; }
public GameObject sword{ get; private set; }//声明sword
#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
deadState = new PlayerDeadState(this, stateMachine, "Die");
primaryAttack = new PlayerPrimaryAttackState(this, stateMachine, "Attack");
counterAttack = new PlayerCounterAttackState(this, stateMachine, "CounterAttack");
aimSword = new PlayerAimSwordState(this,stateMachine, "AimSword");
catchSword = new PlayerCatchSwordState(this, stateMachine, "CatchSword");
blackhole = new PlayerBlackholeState(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)
protected override void Start()
{
base.Start();
stateMachine.Initialize(idleState);
skill = SkillManager.instance;
}
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();
if(Input.GetKeyDown(KeyCode.F))
{
skill.crystal.CanUseSkill();
}
}
public void AssignNewSword(GameObject _newSword)//保持创造的sword实例的函数
{
sword = _newSword;
}
public void CatchTheSword()//通过player的CatchTheSword进入,及当剑消失的瞬间进入
{
stateMachine.ChangeState(catchSword);
Destroy(sword);
}
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()
{
if (IsWallDetected())
{
return;
}//修复在wallslide可以dash的BUG
if (Input.GetKeyDown(KeyCode.LeftShift) && skill.dash.CanUseSkill())//将DashTimer<0 的判断 改成DashSkill里的判断
{
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
public override void Die()
{
base.Die();
stateMachine.ChangeState(deadState);
}
}
PlayerDeadState.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerDeadState : PlayerState
{
public PlayerDeadState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
{
}
public override void AnimationFinishTrigger()
{
base.AnimationFinishTrigger();
}
public override void Enter()
{
base.Enter();
}
public override void Exit()
{
base.Exit();
}
public override void Update()
{
base.Update();
player.SetZeroVelocity();
}
}
Enemy.cs
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
private float defaultMoveSpeed;
[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 { get; private set; }
public string lastingAnimBoolName{ get; private set; }
public virtual void AssignLastAnimName(string _animBoolName)
{
lastingAnimBoolName = _animBoolName;
}
#endregion
protected override void Awake()
{
base.Awake();
stateMachine = new EnemyStateMachine();
defaultMoveSpeed = moveSpeed;
}
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 FreezeTime(bool _timeFrozen)
{
if(_timeFrozen)
{
moveSpeed = 0;
anim.speed = 0;
}
else
{
moveSpeed = defaultMoveSpeed;
anim.speed = 1;
}
}
protected virtual IEnumerator FreezeTimeFor(float _seconds)
{
FreezeTime(true);
yield return new WaitForSeconds(_seconds);
FreezeTime(false);
}
#region Counter Attack Window
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);
}
#endregion
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
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);
enemyBase.AssignLastAnimName(animBoolName);
}
//动画完成时调用的函数,与Player相同
public virtual void AnimationFinishTrigger()
{
triggerCalled = true;
}
}
EnemyState.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; }
public SkeletonAttackState attackState { get; private set; }
public SkeletonStunnedState stunnedState { get; private set; }
public SkeletonDeadState deadState { 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);
deadState = new SkeletonDeadState(this, stateMachine, "Idle", 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
public override void Die()
{
base.Die();
stateMachine.ChangeState(deadState);
}
}
SkeletonDeadState.cs
cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SkeletonDeadState : EnemyState
{
private Enemy_Skeleton enemy;
public SkeletonDeadState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName)
{
this.enemy = _enemy;
}
public override void Enter()
{
base.Enter();
enemy.anim.SetBool(enemy.lastingAnimBoolName, true);
enemy.anim.speed = 0;
enemy.cd.enabled = false;
stateTimer = .1f;
}
public override void Update()
{
base.Update();
if (stateTimer > 0)
rb.velocity = new Vector2(0, 10);
}
}