学习游戏制作记录(各种水晶能力以及多晶体)8.1

1.实现创建水晶并且能与水晶进行交换位置的能力

创建好水晶的预制体,添加动画控制器,传入待机和爆炸的动画

创建Crystal_Skill_Control脚本:

挂载在水晶预制体上

private float crystalExstTime;//水晶存在时间

public void SetupCrystal(float _crystalDuration)
{
crystalExstTime = _crystalDuration;
}

private void Update()
{
crystalExstTime -= Time.deltaTime;

if(crystalExstTime < 0 )
{
SelfDestroy();//超时自毁
}
}

public void SelfDestroy() => Destroy(gameObject);

创建Crystal_Skill脚本:

挂载在技能管理器上,并在SkillManage脚本上初始化

SerializeField private float crystalDuration;//传入上面的控制脚本
SerializeField private GameObject crystalPrefab;//预制体
private GameObject currentCrystal;

public override void UseSkill()
{
base.UseSkill();

if(currentCrystal==null)//不存在则创建
{
currentCrystal =Instantiate(crystalPrefab,player.transform.position,Quaternion.identity);

Crystal_Skill_Control newcrystalScript= currentCrystal.GetComponent<Crystal_Skill_Control>();

newcrystalScript.SetupCrystal(crystalDuration);

}
else//如果场上有水晶则传送玩家并销毁水晶
{
player.transform.position = currentCrystal.transform.position;

Destroy(currentCrystal);
}
}

Player脚本:

if(Input.GetKeyDown(KeyCode.F)) //update中
{
skill.crystal.CanbeUsed();
}

2.实现水晶爆炸和变大的功能

给水晶爆炸动画选取中间一帧调用伤害函数,在结束添加帧事件调用自毁函数

动画控制器添加触发Explode

Crystal_Skill_Control脚本:

private Animator anim =>GetComponent<Animator>();//获取碰撞器和动画器
private CircleCollider2D cd =>GetComponent<CircleCollider2D>();

private bool canExplode;//是否可以爆炸
private bool canMove;//是否可以移动
private bool canGrow=false;//是否可以变大

private float moveSpeed;
private float growSpeed=5f;//增大速度

public void SetupCrystal(float _crystalDuration,bool _canExplode,bool _canMove,float _moveSpeed)
{
crystalExstTime = _crystalDuration;
canExplode = _canExplode;
canMove = _canMove;
moveSpeed = _moveSpeed;

}

if(canGrow)//update()中
{
transform.localScale = Vector2.Lerp(transform.localScale,new Vector3(3,3),growSpeed*Time.deltaTime);//变大

}

public void AnimationExplodeEvent()//伤害事件
{
Collider2D\[\] collider2Ds = Physics2D.OverlapCircleAll(transform.position,cd.radius);//用碰撞器的半径

foreach (var hit in collider2Ds)
{
if (hit.GetComponent<Enemy>() != null)
{
hit.GetComponent<Enemy>().Damage();
}
}
}

public void FinishCrystal()
{
if (canExplode)//如果可以爆炸
{
canGrow = true;//设置变大
anim.SetTrigger("Explode");//播放爆炸动画
}
else
{
SelfDestroy();
}
}

Crystal_Skill脚本:

Header("Explode crystal")
SerializeField private bool canExplode;

Header("Moving crystal")
SerializeField private bool canMove;
SerializeField private float moveSpeed;

else//修改
{
Vector2 playerPos= player.transform.position;

player.transform.position = currentCrystal.transform.position;

currentCrystal.transform.position = playerPos;//交换水晶与玩家

currentCrystal.GetComponent<Crystal_Skill_Control>().FinishCrystal();
}

3.实现水晶的移动

Skill脚本:

protected virtual Transform FindClosetEnemy(Transform _checkTransform)//这是之前写克隆攻击时用到的代码,现将它放在skill上,用于找到指定组件附近最近的敌人
{
Collider2D\[\] collider2Ds = Physics2D.OverlapCircleAll(_checkTransform.position, 25);
float closestEnemyDistance = Mathf.Infinity;
Transform closestEnemy = null;
foreach (var hit in collider2Ds)
{

if (hit.GetComponent<Enemy>() != null)
{
float distanceToEnemy = Vector2.Distance(_checkTransform.position, hit.transform.position);

if (distanceToEnemy < closestEnemyDistance)
{
closestEnemyDistance = distanceToEnemy;
closestEnemy = hit.transform;
}
}
}

return closestEnemy;
}

自行修改克隆攻击脚本中的一些代码

Crystal_Skill_Control脚本:

private Transform closestTarget;//最近的敌人目标

if (canMoveToEnemy)
{
transform.position =Vector2.MoveTowards(transform.position,closestTarget.position,moveSpeed*Time.deltaTime);//移动

if(Vector2.Distance(transform.position,closestTarget.position)<1f )//距离小于1时自毁
{
FinishCrystal();
canMoveToEnemy = false;
}
}

Crystal_Skill脚本:

if(currentCrystal==null)
{
currentCrystal =Instantiate(crystalPrefab,player.transform.position,Quaternion.identity);

Crystal_Skill_Control newcrystalScript= currentCrystal.GetComponent<Crystal_Skill_Control>();

newcrystalScript.SetupCrystal(crystalDuration,canExplode,canMoveToEnemy,moveSpeed,FindClosetEnemy(currentCrystal.transform));//传入上面函数返回的最近敌人

}
else
{
if (canMoveToEnemy)//水晶移动时不可以换位
{
return;
}

Vector2 playerPos= player.transform.position;

player.transform.position = currentCrystal.transform.position;

currentCrystal.transform.position = playerPos;

currentCrystal.GetComponent<Crystal_Skill_Control>().FinishCrystal();
}

4.实现多晶体

玩家可以拥有多个晶体并且可以一次性使用它们

Crystal_Skill脚本:

Header("Multi Stacking crystal")
SerializeField private bool canMultiStack;//是否可以使用多晶体
SerializeField private int amountofCrystal;//晶体数量
SerializeField private float MultiCrystalCooldown;//冷却时间
SerializeField private List<GameObject> crystalLeft=new List<GameObject>();//预备储存晶体的列表

if(canMultiCrystal())//update中
{
return;
}

private bool canMultiCrystal()//是否能够发射多晶体
{
if(canMultiStack)
{
if(crystalLeft.Count>0)//如果列表里有晶体
{
cooldown = 0;//可以连发
GameObject crystaclToSpawn = crystalLeftcrystalLeft.Count-1;//取最后一个晶体
GameObject newCrystal =Instantiate(crystaclToSpawn,player.transform.position,Quaternion.identity);//生成

crystalLeft.Remove(crystaclToSpawn);//从列表中移除
Crystal_Skill_Control newcrystalScript = newCrystal.GetComponent<Crystal_Skill_Control>();

newcrystalScript.SetupCrystal(crystalDuration, canExplode, canMoveToEnemy, moveSpeed, FindClosetEnemy(newCrystal.transform));

if(crystalLeft.Count<=0)//无晶体重新填装
{
cooldown = MultiCrystalCooldown;//设置冷却
RefillCrystal();
}

return true;
}
}
return false;
}

public void RefillCrystal()//填装晶体
{
for(int i = 0;i<amountofCrystal;i++)
{
crystalLeft.Add(crystalPrefab);
}
}

5.实现发射晶体的时间窗口

即当玩家只发射一颗晶体时,经过一定时间后也会进入冷却并重新填装晶体

Crystal_Skill脚本:

SerializeField private float useTimeWindow;//延迟窗口时间

public void RefillCrystal()
{
int amountToAdd=amountofCrystal-crystalLeft.Count;//确保填装数等于设定的数
for(int i = 0;i<amountToAdd;i++)
{
crystalLeft.Add(crystalPrefab);
}
}

private void ResetAbility()//重置
{
if (coolDownTime > 0)//如果已经在冷却则返回
return;

cooldown = MultiCrystalCooldown;
RefillCrystal();
}

if(crystalLeft.Count>0)
{
if(amountofCrystal==crystalLeft.Count)//当发射出第一颗时延迟调用
{
Invoke("ResetAbility", useTimeWindow);
}