基于 项目02《游戏-13-开发》Unity3D ,
任务:战斗系统之击败怪物与怪物UI血条信息
using UnityEngine;
public abstract class Living : MonoBehaviour{
protected float hp;
protected float attack;
protected float define;
protected bool isDead;
public float Hp {
get {
return hp;
}
set {
hp = value;
}
}
public Animator Anim { get; set; }
public virtual void onHurt(float attack) {
float lost = attack - this.define;
if (lost <= 0)
return;
this.hp -= lost;
if (this.hp < 0) {
this.isDead = true;
//播放死亡动画
Anim.SetTrigger("DeathTrigger");
if (isDead == true)
return;
}
}
protected void Start(){
InitValue();
}
protected virtual void InitValue() {
this.hp = 10;
this.attack = 3;
this.define = 1;
this.isDead = false;
Anim = GetComponent<Animator>();
}
}
using UnityEngine;
public class Enemy : Living{
protected override void InitValue(){
this.hp = 30;
this.attack = 3;
this.define = 1;
this.isDead = false;
Anim = GetComponent<Animator>();
}
}
using UnityEngine;
public class Weapon : MonoBehaviour{
float damage = 3f;
public Animator Anim { get; set; }
bool isdead;
void Awake()
{
isdead = false;
Anim = GetComponent<Animator>();
}
void OnTriggerEnter(Collider other)
{
Debug.Log("怪物碰撞武器");
if (other.CompareTag("Enemy"))
{
Enemy enemy = other.GetComponent<Enemy>();
if (enemy != null)
{
if (enemy.Hp <= 0)
{
if (isdead == true)
return;
isdead = true;
enemy.GetComponent<Animator>().SetTrigger("DeathTrigger");
}
enemy.Hp -= damage;
enemy.GetComponent<Animator>().SetTrigger("HitTrigger");
}
}
}
}
using UnityEngine;
using UnityEngine.UI;
public class EnemyInfo : MonoBehaviour{
Enemy enemy;
Slider health1;
void Start(){
var enemyObj = GameObject.FindGameObjectWithTag("Enemy");
enemy = enemyObj.GetComponent<Enemy>();
health1 = GameObject.Find("H/Slider3").GetComponent<Slider>();
}
void Update(){
if (health1 != null)
health1.value = enemy.Hp;
}
}
using UnityEngine;
public class Cage : MonoBehaviour{
private GameObject uiPrefabInstance; //敌人信息实例化UI
void OnTriggerEnter(Collider other){
Debug.Log("角色进入牢笼");
if (other.CompareTag("Player")){
GameObject prefab = Resources.Load<GameObject>("Prefabs/Panel/Package/EnemyInfo");
uiPrefabInstance = Instantiate(prefab, new Vector3(0f, -100, 0f), Quaternion.identity);
uiPrefabInstance.transform.SetParent(GameObject.Find("Canvas").transform, false);
}
}
private void OnTriggerExit(Collider other){
if (other.CompareTag("Player"))
GameObject.Find("EnemyInfo(Clone)").gameObject.SetActive(false);
}
}
实现效果:
进入牢笼后,
退出牢笼后,
击打怪物,
当血量减为0,
离开牢笼,
End.