Unity开发2D类银河恶魔城游戏学习笔记
技能系统
Unity教程(二十一)技能系统 基础部分
Unity教程(二十二)技能系统 分身技能
Unity教程(二十三)技能系统 掷剑技能(上)基础实现
Unity教程(二十四)技能系统 掷剑技能(中)技能变种实现
Unity教程(二十五)技能系统 掷剑技能(下)冻结时间实现
如果你更习惯用知乎
Unity开发2D类银河恶魔城游戏学习笔记目录
文章目录
前言
注意:Udemy上更新了课程,原来的版本删掉了。新版教程与旧版顺序相差较大,并且改用Unity6。但这个笔记已经写到一半了,所以还是按照旧版来。
本文为Udemy课程The Ultimate Guide to Creating an RPG Game in Unity学习笔记,如有错误,欢迎指正。
本节实现角色投剑技能的变种。
对应视频:
Bouncy sword
Setting sword type
Pierce sword
Saw spin sword
一、概述
本节实现投剑技能的几种变种类型,包括常规、弹射、穿刺和盘旋,并实现对敌人的伤害。
二、类型设置
在Sword_Skill脚本中创建枚举类型SwordType表示四种投掷类型。
添加变量Sword_Skill类中添加投剑类型变量,默认为常规。
csharp
public enum SwordType
{
Regular,
Bounce,
Pierce,
Spin
}
csharp
public class Sword_Skill : Skill
{
public SwordType swordType = SwordType.Regular;
}
三、弹射类型的实现
弹射要实现的效果是在击中一个敌人后,在附近敌人身上弹射攻击几次,弹射次数归零后返回。
因此,实现时要在击中某个敌人后,检测以剑为中心一定半径范围内的敌人并记录。依据列表让剑在敌人之间移动,同时设置好动画,击中时取消嵌入,弹射次数归零后返回。
(1)创建参数
首先在Sword_Skill中添加弹射类型需要更改的变量,包括弹射的重力、次数、速度。
在创建剑时判断剑的类型,给剑的重力赋值,将弹跳相关参数传入控制器。这部分要写在设置Sword的参数之前,因为要先给剑的重力赋值再通过SetupSword传入。
csharp
[Header("Bounce Info")]
[SerializeField] private float bounceGravity;
[SerializeField] private int bounceAmount;
[SerializeField] private float bounceSpeed;
public void CreateSword()
{
GameObject newSword = Instantiate(swordPrefab, player.transform.position, transform.rotation);
Sword_Skill_Controller newSwordScript = newSword.GetComponent<Sword_Skill_Controller>();
if(swordType == SwordType.Bounce)
{
swordGravity = bounceGravity;
newSwordScript.SetupBounce(true, bounceAmount, bounceSpeed);
}
newSwordScript.SetupSword(finalDir, swordGravity, player, returnSpeed);
player.AssignNewSword(newSword);
DotsActive(false);
}
在Sword_Skill_Controller中添加弹射所需参数
添加SetupBounce函数设置参数
csharp
[Header("Bounce Info")]
private bool isBouncing;
private int amountOfBounce;
private float bounceSpeed;
public void SetupBounce(bool _isBouncing, int _amountOfBounces , float _bounceSpeed)
{
isBouncing = _isBouncing;
amountOfBounce = _amountOfBounces;
bounceSpeed = _bounceSpeed;
}
(2)弹射的实现
在弹射类型时让剑一直保持旋转动画的状态,并且不挂载到角色下随角色移动。
csharp
private void StuckInto(Collider2D collision)
{
canRotate = false;
cd.enabled = false;
rb.isKinematic = true;
rb.constraints = RigidbodyConstraints2D.FreezeAll;
if(isBouncing)
return;
anim.SetBool("Rotation", false);
transform.parent = collision.transform;
}

在Sword_Skill_Controller中添加列表存储范围内敌人,添加当前索引变量。设置弹射参数时将列表初始化。
在玩家击中第一个敌人时,获取一定范围内的敌人,并将它们存在列表中。
将这部分提取出来,重命名为SetupTargetsForBounce函数。
csharp
[Header("Bounce Info")]
private bool isBouncing;
private int amountOfBounce;
private float bounceSpeed;
private List<Transform> enemyTarget;
private int targetIndex;
public void SetupBounce(bool _isBouncing, int _amountOfBounces , float _bounce)
{
isBouncing = _isBouncing;
amountOfBounce = _amountOfBounces;
enemyTarget = new List<Transform>();
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (isReturning)
return;
SetupTargetsForBounce(collision);
StuckInto(collision);
}
private void SetupTargetsForBounce(Collider2D collision)
{
if (collision.GetComponent<Enemy>() != null)
{
if (isBouncing && enemyTarget.Count <= 0)
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 10);
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null)
enemyTarget.Add(hit.transform);
}
}
}
}
在Update中实现剑在敌人中弹射移动。当处于弹射类型且在上面步骤中能获取到敌人时,让剑以一定速度从现在的位置向当前索引敌人位置移动。移动到剑与敌人间距很小时,将索引增加,换向下一个目标弹射。
由于敌人数目可能小于弹射次数,可以进行取模操作,当弹射完整个列表的敌人时,从列表第一个敌人再次开始弹射。
每次弹射时,将弹射次数减一,弹射次数小于等于零时,结束弹射并让剑返回。
将弹射的实现部分提取成函数BounceLogic。
csharp
private void Update()
{
if (canRotate)
{
transform.right = rb.velocity;
}
if (isReturning)
{
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, returnSpeed * Time.deltaTime);
if (Vector2.Distance(transform.position, player.transform.position) < 1)
player.CatchTheSword();
}
BounceLogic();
}
private void BounceLogic()
{
if (isBouncing && enemyTarget.Count > 0)
{
transform.position = Vector2.MoveTowards(transform.position, enemyTarget[targetIndex].position, bounceSpeed * Time.deltaTime);
if (Vector2.Distance(transform.position, enemyTarget[targetIndex].position) < 0.1f)
{
targetIndex = (targetIndex + 1) % enemyTarget.Count;
bounceAmount--;
if (bounceAmount <= 0)
{
isBouncing = false;
isReturning = true;
}
}
}
}
将骷髅复制一个方便测试。
在技能管理器中给弹射参数赋上合适的值。
效果如下:
(3)弹射伤害的实现
每次距离接近时调用当前敌人的Damage函数即可。
csharp
private void BounceLogic()
{
if (isBouncing && enemyTarget.Count > 0)
{
transform.position = Vector2.MoveTowards(transform.position, enemyTarget[targetIndex].position, bounceSpeed * Time.deltaTime);
if (Vector2.Distance(transform.position, enemyTarget[targetIndex].position) < 0.1f)
{
enemyTarget[targetIndex].GetComponent<Enemy>().Damage();
targetIndex = (targetIndex + 1) % enemyTarget.Count;
bounceAmount--;
if (bounceAmount <= 0)
{
isBouncing = false;
isReturning = true;
}
}
}
}

(3)问题改进
这时存在一个问题,剑如果在碰撞在地面和墙体上会一直空转。
解决方式很简单,在实现嵌入墙体功能的StuckInto函数中,修改弹射类型返回的条件。当处于弹射类型且击中了其他东西时,由于没有与敌人发生碰撞,因此获取不到敌人的列表,只需添加条件获取到的敌人数量大于0时才可返回即可。
csharp
private void StuckInto(Collider2D collision)
{
canRotate = false;
cd.enabled = false;
rb.isKinematic = true;
rb.constraints = RigidbodyConstraints2D.FreezeAll;
if(isBouncing && enemyTarget.Count > 0)
return;
anim.SetBool("Rotation", false);
transform.parent = collision.transform;
}

由于剑的碰撞面积过大,容易出现卡在边角的情况,修改碰撞盒大小,还可以增加一点偏移,调一下碰撞盒位置。
这里发现一个小问题,敌人和敌人之间不应该碰撞,改变碰撞矩阵。
三、穿刺类型的实现
穿刺要实现的效果是根据穿刺次数,直线穿过所有敌人造成伤害。
实现直线穿刺可以将剑的重力设置小一些,就会产生直线的轨迹。穿刺时关闭旋转动画取消嵌入,检测敌人并造成伤害。
(1)创建参数
首先在Sword_Skill中添加穿刺类型需要更改的变量,包括穿刺的重力、次数。
由于每个类型都要设置重力,就直接将设置重力提出来作为一个函数,为每个类型设置不同重力,在Start中调用函数。
CreateSword中依旧调用控制器中的设置函数,设置不同类型的参数,将穿刺次数传入。
csharp
[Header("Pierce Info")]
[SerializeField] private int pierceAmount;
[SerializeField] private float pierceGravity;
protected override void Start()
{
base.Start();
GenerateDots();
SetupGravity();
}
private void SetupGravity()
{
if (swordType == SwordType.Bounce)
swordGravity = bounceGravity;
else if (swordType == SwordType.Pierce)
swordGravity = pierceGravity;
}
public void CreateSword()
{
GameObject newSword = Instantiate(swordPrefab, player.transform.position, transform.rotation);
Sword_Skill_Controller newSwordScript = newSword.GetComponent<Sword_Skill_Controller>();
if (swordType == SwordType.Bounce)
newSwordScript.SetupBounce(true, bounceAmount, bounceSpeed);
else if (swordType == SwordType.Pierce)
newSwordScript.SetupPierce(pierceAmount);
newSwordScript.SetupSword(finalDir, swordGravity, player, returnSpeed);
player.AssignNewSword(newSword);
DotsActive(false);
}
在Sword_Skill_Controller中添加穿刺所需参数
添加SetupPierce函数设置参数
csharp
[Header("Pierce Info")]
private float pierceAmount;
public void SetupPierce(int _pierceAmount)
{
pierceAmount = _pierceAmount;
}
(2)穿刺的实现
在穿刺类型时让剑在穿刺次数不为零时,不打开旋转动画,且穿过敌人不嵌入其中。
在Sword_Skill_Controller中添加
csharp
public void SetupSword(Vector2 _dir, float _gravityScale, Player _player, float _returnSpeed)
{
player = _player;
rb.velocity = _dir;
rb.gravityScale = _gravityScale;
returnSpeed = _returnSpeed;
if(pierceAmount<=0)
anim.SetBool("Rotation", true);
}
private void StuckInto(Collider2D collision)
{
if(pierceAmount >0 && collision.GetComponent<Enemy>() != null)
{
pierceAmount--;
return;
}
canRotate = false;
cd.enabled = false;
rb.isKinematic = true;
rb.constraints = RigidbodyConstraints2D.FreezeAll;
if(isBouncing && enemyTarget.Count > 0)
return;
anim.SetBool("Rotation", false);
transform.parent = collision.transform;
}
在技能管理器中选择穿刺类型,并给穿刺的参数赋上合适的值。
(3)穿刺伤害的实现
在触发器函数中调用,当剑的触发器检测到敌人时,敌人调用Damage函数。
教程里用了C#中的 ?. Null条件运算符。详情请见C#官方文档
在这里的作用是判断获取的敌人是否为空,不为空则调用Damage函数。
csharp
private void OnTriggerEnter2D(Collider2D collision)
{
if (isReturning)
return;
collision.GetComponent<Enemy>()?.Damage();
SetupTargetsForBounce(collision);
StuckInto(collision);
}
private void SetupTargetsForBounce(Collider2D collision)
{
if (collision.GetComponent<Enemy>() != null)
{
if (isBouncing && enemyTarget.Count <= 0)
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 10);
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null)
enemyTarget.Add(hit.transform);
}
}
}
}

(4)问题改进
现在创建的剑会一直存在,在某些角度下会飞出去很远很难收回,因此需要添加剑在一定时间后自动销毁。
创建销毁剑的函数DestroyMe。使用Invoke在一定时间后调用。
csharp
private void DestroyMe()
{
Destroy(gameObject);
}
public void SetupSword(Vector2 _dir, float _gravityScale, Player _player, float _returnSpeed)
{
player = _player;
rb.velocity = _dir;
rb.gravityScale = _gravityScale;
returnSpeed = _returnSpeed;
if(pierceAmount<=0)
anim.SetBool("Rotation", true);
Invoke("DestroyMe", 7);
}
为了方便观察效果,我先把销毁时间调一个很小的数。
四、盘旋类型的实现
盘旋要实现的效果是扔出剑后,剑命中敌人或达到最远距离后,悬停对敌人造成伤害,持续时间结束后返回。
盘旋状态分为两段,前半段剑正常移动,判断最远距离和击中敌人两个条件,达成时切换到悬停状态。悬停状态每隔一段冷却时间检测敌人对敌人造成伤害,悬停持续时长结束后返回。
(1)创建参数
首先在Sword_Skill中添加盘旋类型需要更改的变量,包括盘旋的最远距离、持续时长、冷却时间等。设置重力,调用SetupSpin设置参数。
这里if-else如果觉得别扭,也可Alt+Enter进入子菜单,转换为switch语句。
csharp
[Header("Spin Info")]
[SerializeField] private float maxTravelDistance;
[SerializeField] private float spinDuration;
[SerializeField] private float spinGravity;
private void SetupGravity()
{
if (swordType == SwordType.Bounce)
swordGravity = bounceGravity;
else if (swordType == SwordType.Pierce)
swordGravity = pierceGravity;
else if(swordType == SwordType.Spin)
swordGravity = spinGravity;
}
public void CreateSword()
{
GameObject newSword = Instantiate(swordPrefab, player.transform.position, transform.rotation);
Sword_Skill_Controller newSwordScript = newSword.GetComponent<Sword_Skill_Controller>();
if (swordType == SwordType.Bounce)
newSwordScript.SetupBounce(true, bounceAmount, bounceSpeed);
else if (swordType == SwordType.Pierce)
newSwordScript.SetupPierce(pierceAmount);
else if (swordType== SwordType.Spin)
newSwordScript.SetupSpin(true, maxTravelDistance, spinDuration);
newSwordScript.SetupSword(finalDir, swordGravity, player, returnSpeed);
player.AssignNewSword(newSword);
DotsActive(false);
}
在Sword_Skill_Controller中添加盘旋所需参数
添加SetupSpin函数设置参数
csharp
[Header("Spin Info")]
private bool isSpinning;
private float maxTravelDistance;
private float spinDuration;
private float spinTimer;
private bool wasStopped;
public void SetupSpin(bool _isSpinning, float _maxTravelDistance,float _spinDuration)
{
isSpinning = _isSpinning;
maxTravelDistance = _maxTravelDistance;
spinDuration = _spinDuration;
}
(2)盘旋的实现
创建函数SpinLogic进行盘旋的实现,在Update函数中调用它,具体实现如下:
创建函数StopWhenSpinning,进行悬停的操作,将wasStopped设置为true并冻结剑的位置。此时开始悬停,设置盘旋的计时器。
处于盘旋状态时,要判断剑飞出去的距离有没有到达最大距离限制,在到达最大距离时让剑悬停。在StuckInto函数中添加盘旋状态时返回,剑不嵌入物体中。
开始悬停后让计时器递减,直到时间归零让剑停止盘旋返回。
csharp
private void Update()
{
if (canRotate)
{
transform.right = rb.velocity;
}
if (isReturning)
{
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, returnSpeed * Time.deltaTime);
if (Vector2.Distance(transform.position, player.transform.position) < 1)
player.CatchTheSword();
}
BounceLogic();
SpinLogic();
}
private void SpinLogic()
{
if(isSpinning)
{
if(Vector2.Distance(player.transform.position, transform.position) > maxTravelDistance && !wasStopped)
StopWhenSpinning();
}
if(wasStopped)
{
spinTimer -= Time.deltaTime;
if(spinTimer < 0)
{
isReturning = true;
isSpinning = false;
}
}
}
private void StopWhenSpinning()
{
wasStopped = true;
rb.constraints = RigidbodyConstraints2D.FreezePosition;
spinTimer = spinDuration;
}
private void StuckInto(Collider2D collision)
{
if(pierceAmount >0 && collision.GetComponent<Enemy>() != null)
{
pierceAmount--;
return;
}
if (isSpinning)
return;
canRotate = false;
cd.enabled = false;
rb.isKinematic = true;
rb.constraints = RigidbodyConstraints2D.FreezeAll;
if(isBouncing && enemyTarget.Count > 0)
return;
anim.SetBool("Rotation", false);
transform.parent = collision.transform;
}
在技能管理器中设置参数
效果如下:
下边这一一小块选做:
依据教程还有一部分修改,在击中第一个敌人后不管有没有达到最远距离直接进入悬停,只需在StuckInto函数中调用StopWhenSpinning函数。这里根据自己想法设置即可。
注意:
这种做法会产生一个问题,每次和敌人产生碰撞时都会刷新一次悬停持续时间,敌人数量很多时持续时间会多次刷新。但是剑的触发器范围并不大,敌人进入的时间差别也不大,所以影响还可以接受。
如果想改进,可以考虑不将将计时器重置写在StopWhenSpinning中,而是只在超出距离和第一次有敌人进入触发器时重置。或者干脆将spinDuration改成整个盘旋类型的技能持续时长,而不是悬停那一小段的。在这里就不详细实现了。
csharp
private void StuckInto(Collider2D collision)
{
if(pierceAmount >0 && collision.GetComponent<Enemy>() != null)
{
pierceAmount--;
return;
}
if (isSpinning)
{
StopWhenSpinning();
return;
}
canRotate = false;
cd.enabled = false;
rb.isKinematic = true;
rb.constraints = RigidbodyConstraints2D.FreezeAll;
if(isBouncing && enemyTarget.Count > 0)
return;
anim.SetBool("Rotation", false);
transform.parent = collision.transform;
}

(3)盘旋伤害的实现
在Sword_Skill中添加参数hitCoolDown,表示每隔多久攻击一次。将它传入控制器中。
csharp
[Header("Spin Info")]
[SerializeField] private float maxTravelDistance;
[SerializeField] private float spinDuration;
[SerializeField] private float spinGravity;
[SerializeField] private float hitCooldown;
public void CreateSword()
{
GameObject newSword = Instantiate(swordPrefab, player.transform.position, transform.rotation);
Sword_Skill_Controller newSwordScript = newSword.GetComponent<Sword_Skill_Controller>();
if (swordType == SwordType.Bounce)
newSwordScript.SetupBounce(true, bounceAmount, bounceSpeed);
else if (swordType == SwordType.Pierce)
newSwordScript.SetupPierce(pierceAmount);
else if (swordType== SwordType.Spin)
newSwordScript.SetupSpin(true, maxTravelDistance, spinDuration, hitCooldown);
newSwordScript.SetupSword(finalDir, swordGravity, player, returnSpeed);
player.AssignNewSword(newSword);
DotsActive(false);
}
在Sword_Skill_Controller中,添加冷却时间和计时器。
处于盘旋悬停状态时,每隔一个冷却时间进行一次攻击,由计时器控制。每次计时器归零时,检测周围的敌人,对敌人产生一次伤害,并重置计时器。
csharp
private float hitTimer;
private float hitCooldown;
public void SetupSpin(bool _isSpinning, float _maxTravelDistance,float _spinDuration, float _hitCooldown)
{
isSpinning = _isSpinning;
maxTravelDistance = _maxTravelDistance;
spinDuration = _spinDuration;
hitCooldown = _hitCooldown;
}
private void Update()
{
if (canRotate)
{
transform.right = rb.velocity;
}
if (isReturning)
{
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, returnSpeed * Time.deltaTime);
if (Vector2.Distance(transform.position, player.transform.position) < 1)
player.CatchTheSword();
}
BounceLogic();
SpinLogic();
}
private void SpinLogic()
{
if (isSpinning)
{
if (Vector2.Distance(player.transform.position, transform.position) > maxTravelDistance && !wasStopped)
{
StopWhenSpinning();
}
}
if (wasStopped)
{
spinTimer -= Time.deltaTime;
if (spinTimer < 0)
{
isReturning = true;
isSpinning = false;
}
hitTimer -= Time.deltaTime;
if (hitTimer < 0)
{
hitTimer = hitCooldown;
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 1);
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null)
hit.GetComponent<Enemy>().Damage();
}
}
}
}
设置伤害间隔时间。
效果如下:
总结 完整代码
SwordSkill.cs
添加枚举类型,表示四种投掷方式。
添加三种类型投掷方式的相关参数,并传递到控制器。
添加设置重力的函数。
csharp
//Sword_Skill:掷剑技能
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum SwordType
{
Regular,
Bounce,
Pierce,
Spin
}
public class Sword_Skill : Skill
{
public SwordType swordType = SwordType.Regular;
[Header("Skill Info")]
[SerializeField] private GameObject swordPrefab;
[SerializeField] private Vector2 launchForce;
[SerializeField] private float swordGravity;
[SerializeField] private float returnSpeed;
[Header("Aim dots")]
[SerializeField] private int numberOfDots;
[SerializeField] private float spaceBetweenDots;
[SerializeField] private GameObject dotPrefab;
[SerializeField] private Transform dotsParent;
private GameObject[] dots;
private Vector2 finalDir;
[Header("Bounce Info")]
[SerializeField] private float bounceGravity;
[SerializeField] private int bounceAmount;
[SerializeField] private float bounceSpeed;
[Header("Pierce Info")]
[SerializeField] private int pierceAmount;
[SerializeField] private float pierceGravity;
[Header("Spin Info")]
[SerializeField] private float maxTravelDistance;
[SerializeField] private float spinDuration;
[SerializeField] private float spinGravity;
[SerializeField] private float hitCooldown;
protected override void Start()
{
base.Start();
GenerateDots();
SetupGravity();
}
protected override void Update()
{
if(Input.GetKeyUp(KeyCode.Mouse1))
finalDir = new Vector2(AimDirection().normalized.x * launchForce.x , AimDirection().normalized.y * launchForce.y);
if(Input.GetKey(KeyCode.Mouse1))
{
for(int i = 0; i < dots.Length; i++)
{
dots[i].transform.position = DotsPosition(i * spaceBetweenDots);
}
}
}
private void SetupGravity()
{
if (swordType == SwordType.Bounce)
swordGravity = bounceGravity;
else if (swordType == SwordType.Pierce)
swordGravity = pierceGravity;
else if(swordType == SwordType.Spin)
swordGravity = spinGravity;
}
public void CreateSword()
{
GameObject newSword = Instantiate(swordPrefab, player.transform.position, transform.rotation);
Sword_Skill_Controller newSwordScript = newSword.GetComponent<Sword_Skill_Controller>();
if (swordType == SwordType.Bounce)
newSwordScript.SetupBounce(true, bounceAmount, bounceSpeed);
else if (swordType == SwordType.Pierce)
newSwordScript.SetupPierce(pierceAmount);
else if (swordType== SwordType.Spin)
newSwordScript.SetupSpin(true, maxTravelDistance, spinDuration, hitCooldown);
newSwordScript.SetupSword(finalDir, swordGravity, player, returnSpeed);
player.AssignNewSword(newSword);
DotsActive(false);
}
#region 瞄准
public Vector2 AimDirection()
{
Vector2 playerPosition = player.transform.position;
Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 direction = mousePosition - playerPosition;
return direction;
}
private void GenerateDots()
{
dots = new GameObject[numberOfDots];
for (int i = 0; i < numberOfDots; i++)
{
dots[i] = Instantiate(dotPrefab, player.transform.position, Quaternion.identity, dotsParent);
dots[i].SetActive(false);
}
}
public void DotsActive(bool _isActive)
{
for (int i = 0; i < dots.Length; i++)
{
dots[i].SetActive(_isActive);
}
}
private Vector2 DotsPosition(float t)
{
Vector2 position = (Vector2)player.transform.position +
new Vector2(AimDirection().normalized.x * launchForce.x, AimDirection().normalized.y * launchForce.y) * t +
0.5f * (Physics2D.gravity * swordGravity) * (t * t);
return position;
}
#endregion
}
Sword_Skill_Controller.cs
实现三种投掷类型的具体逻辑,添加对敌人的伤害。
csharp
//Sword_Skill_Controller:掷剑技能控制器
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Sword_Skill_Controller : MonoBehaviour
{
private Animator anim;
private Rigidbody2D rb;
private CircleCollider2D cd;
private Player player;
private bool canRotate = true;
private bool isReturning;
private float returnSpeed = 12;
private float freezeTimeDuration;
[Header("Bounce Info")]
private bool isBouncing;
private int bounceAmount;
private float bounceSpeed;
private List<Transform> enemyTarget;
private int targetIndex;
[Header("Pierce Info")]
private float pierceAmount;
[Header("Spin Info")]
private bool isSpinning;
private float maxTravelDistance;
private float spinDuration;
private float spinTimer;
private bool wasStopped;
private float hitTimer;
private float hitCooldown;
private void Awake()
{
anim = GetComponentInChildren<Animator>();
rb = GetComponent<Rigidbody2D>();
cd = GetComponent<CircleCollider2D>();
}
private void DestroyMe()
{
Destroy(gameObject);
}
public void SetupSword(Vector2 _dir, float _gravityScale, Player _player, float _returnSpeed, float _freezeTimeDuration)
{
player = _player;
rb.velocity = _dir;
rb.gravityScale = _gravityScale;
returnSpeed = _returnSpeed;
freezeTimeDuration = _freezeTimeDuration;
if (pierceAmount<=0)
anim.SetBool("Rotation", true);
Invoke("DestroyMe", 7.0f);
}
public void SetupBounce(bool _isBouncing, int _bounceAmount , float _bounceSpeed)
{
isBouncing = _isBouncing;
bounceAmount = _bounceAmount;
bounceSpeed = _bounceSpeed;
enemyTarget = new List<Transform>();
}
public void SetupPierce(int _pierceAmount)
{
pierceAmount = _pierceAmount;
}
public void SetupSpin(bool _isSpinning, float _maxTravelDistance,float _spinDuration, float _hitCooldown)
{
isSpinning = _isSpinning;
maxTravelDistance = _maxTravelDistance;
spinDuration = _spinDuration;
hitCooldown = _hitCooldown;
}
public void ReturnSword()
{
rb.constraints = RigidbodyConstraints2D.FreezeAll;
transform .parent = null;
isReturning = true;
}
private void Update()
{
if (canRotate)
{
transform.right = rb.velocity;
}
if (isReturning)
{
transform.position = Vector2.MoveTowards(transform.position, player.transform.position, returnSpeed * Time.deltaTime);
if (Vector2.Distance(transform.position, player.transform.position) < 1)
player.CatchTheSword();
}
BounceLogic();
SpinLogic();
}
private void SpinLogic()
{
if (isSpinning)
{
if (Vector2.Distance(player.transform.position, transform.position) > maxTravelDistance && !wasStopped)
{
StopWhenSpinning();
}
}
if (wasStopped)
{
spinTimer -= Time.deltaTime;
if (spinTimer < 0)
{
isReturning = true;
isSpinning = false;
}
hitTimer -= Time.deltaTime;
if (hitTimer < 0)
{
hitTimer = hitCooldown;
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 1);
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null)
hit.GetComponent<Enemy>().Damage();
}
}
}
}
private void BounceLogic()
{
if (isBouncing && enemyTarget.Count > 0)
{
transform.position = Vector2.MoveTowards(transform.position, enemyTarget[targetIndex].position, bounceSpeed * Time.deltaTime);
if (Vector2.Distance(transform.position, enemyTarget[targetIndex].position) < 0.1f)
{
enemyTarget[targetIndex].GetComponent<Enemy>().Damage();
targetIndex = (targetIndex + 1) % enemyTarget.Count;
bounceAmount--;
if (bounceAmount <= 0)
{
isBouncing = false;
isReturning = true;
}
}
}
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (isReturning)
return;
if(collision.GetComponent<Enemy>()!=null)
{
Enemy enemy = collision.GetComponent<Enemy>();
enemy.Damage();
if (!isBouncing && !isSpinning)
enemy.StartCoroutine("FreezeTimeFor", freezeTimeDuration);
}
SetupTargetsForBounce(collision);
StuckInto(collision);
}
private void SetupTargetsForBounce(Collider2D collision)
{
if (collision.GetComponent<Enemy>() != null)
{
if (isBouncing && enemyTarget.Count <= 0)
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 10);
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null)
enemyTarget.Add(hit.transform);
}
}
}
}
private void StopWhenSpinning()
{
wasStopped = true;
rb.constraints = RigidbodyConstraints2D.FreezePosition;
spinTimer = spinDuration;
}
private void StuckInto(Collider2D collision)
{
if(pierceAmount >0 && collision.GetComponent<Enemy>() != null)
{
pierceAmount--;
return;
}
if (isSpinning)
{
//StopWhenSpinning();
return;
}
canRotate = false;
cd.enabled = false;
rb.isKinematic = true;
rb.constraints = RigidbodyConstraints2D.FreezeAll;
if(isBouncing && enemyTarget.Count > 0)
return;
anim.SetBool("Rotation", false);
transform.parent = collision.transform;
}
}