我们打开上一篇78装备齐全特效的项目,
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本章要做的事情是实现宠物跟随功能
首先创建一个宠物召唤界面
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重命名按钮组件为CallPetBtn
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重命名Image组件为PetExample
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宠物资源所在资源文件夹
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在主角预制体中的身后位置设置一个宠物跟随点
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创建宠物动画控制器
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拖拽至Pet01预制体动画控制器框选
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创建脚本:PetFollowTarget.cs
实现宠物到达目标点就播放Idle动画,未到目标点就朝着目标点前进
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cs
using UnityEngine;
public class PetFollowTarget : MonoBehaviour{
Transform target;
float speed = 2f;
Animator animator;
void Start(){
target = GameObject.Find("PlayerNormal/PetsSmallPos").gameObject.transform;
animator = GetComponent<Animator>();
}
void Update(){
if (target != null){
Vector3 direction = target.position - transform.position;
float distance = direction.magnitude;
if (distance > 0.1f){
animator.SetBool("IsMoving", true);
transform.LookAt(target.position);
transform.position = Vector3.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
}
else{
animator.SetBool("IsMoving", false);
}
}
}
}
修改脚本:CallOrHidePet.cs
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cs
using UnityEngine;
using UnityEngine.UI;
public class CallOrHidePet : MonoBehaviour{
Button callBtn;
GameObject petPrefab;
GameObject petInstance;
void Start(){
petPrefab = Resources.Load<GameObject>("Prefabs/Pets/Pet01Small");
callBtn = transform.Find("Image/CallPetBtn").GetComponent<Button>(); ;
callBtn.onClick.AddListener(OnCallButtonClick);
}
public void OnCallButtonClick(){
if (petInstance == null){
petInstance = Instantiate(petPrefab,
GameObject.FindWithTag("Player").transform.position + new Vector3(-2f, 0, -1f),
Quaternion.identity);
petInstance.AddComponent<PetFollowTarget>();
}
else{
if (GameObject.Find("PlayerNormal") == null)
return;
else
Destroy(petInstance);
}
}
void OnDestroy(){
Button callBtn = transform.Find("Image/CallPetBtn").GetComponent<Button>();
if (callBtn != null)
callBtn.onClick.RemoveListener(OnCallButtonClick);
}
}
修改脚本:UIManager.cs
实现开关宠物界面及召唤关闭宠物
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运行项目
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本章做了实现了开关宠物UI界面,召唤取消宠物,宠物跟随主角身后Pos点的功能
接下来的文章内容:
1.宠物随机攻击的巨型化显示
2.窗口可拖拽脚本
3.点击名称寻找地点功能
4.隐藏怪物的生成
5.怪物I攻击范围内的主动攻击
6.掉落坐骑蛋的获取
7.异步传送转换场景
以及开放回合制、坐骑系统、宠物系统、背包系统、神炼系统、商城系统、Boss的目标跟随任务导航系统以及UI播放3D动画效果等等。
具体项目运行效果请关注water1024的b站视频项目演示《破碎纪元》
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