Unity类银河恶魔城学习记录8-5 p81 Blackhole duration源代码

时间:2024-03-17 07:56:14

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

Blackhole_Skill_Controller.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;

public class Blackhole_Skill_Controller : MonoBehaviour
{
    [SerializeField] private GameObject hotKeyPrefab;
    [SerializeField] private List<KeyCode> KeyCodeList;

    private float maxSize;//最大尺寸
    private float growSpeed;//变大速度
    private float shrinkSpeed;//缩小速度
    private float blackholeTimer;

    private bool canGrow = true;//是否可以变大
    private bool canShrink;//缩小
    private bool canCreateHotKeys = true;专门控制后面进入的没法生成热键
    private bool cloneAttackReleased;


    private int amountOfAttacks = 4;
    private float cloneAttackCooldown = .3f;
    private float cloneAttackTimer;

    private List<Transform> targets = new List<Transform>();
    private List<GameObject> createdHotKey = new List<GameObject>();

    public bool playerCanExitState { get; private set; }

    
    public void SetupBlackhole(float _maxSize,float _growSpeed,float _shrinkSpeed,int _amountOfAttacks,float _cloneAttackCooldown,float _blackholeDuration)
    {
        maxSize = _maxSize;
        growSpeed = _growSpeed;
        shrinkSpeed = _shrinkSpeed;
        amountOfAttacks = _amountOfAttacks;
        cloneAttackCooldown = _cloneAttackCooldown;
        blackholeTimer = _blackholeDuration;
    }

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

        if(blackholeTimer <= 0)
        {
            blackholeTimer = Mathf.Infinity;//防止重复检测
            if (targets.Count > 0)//只有有target才释放攻击
            {
                ReleaseCloneAttack();//释放攻击
            }
            else
               
                FinishBlackholeAbility();//缩小黑洞
        }

        if (Input.GetKeyDown(KeyCode.R)&& targets.Count > 0)
        {
            ReleaseCloneAttack();
        }

        CloneAttackLogic();

        if (canGrow && !canShrink)
        {
            //这是控制物体大小的参数
            transform.localScale = Vector2.Lerp(transform.localScale, new Vector2(maxSize, maxSize), growSpeed * Time.deltaTime);
            //类似MoveToward,不过是放大到多少大小 https://docs.unity3d.com/cn/current/ScriptReference/Vector2.Lerp.html
        }
        if (canShrink)
        {
            transform.localScale = Vector2.Lerp(transform.localScale, new Vector2(0, 0), shrinkSpeed * Time.deltaTime);

            if (transform.localScale.x <= 1f)
            {
                Destroy(gameObject);
            }
        }
    }

    private void ReleaseCloneAttack()
    {
        cloneAttackReleased = true;
        canCreateHotKeys = false;

        DestroyHotKeys();
        PlayerManager.instance.player.MakeTransprent(true);
    }

    private void CloneAttackLogic()
    {
        if (cloneAttackTimer < 0 && cloneAttackReleased&&amountOfAttacks>0)
        {
            cloneAttackTimer = cloneAttackCooldown;

            int randomIndex = Random.Range(0, targets.Count);


            //限制攻击次数和设置攻击偏移量
            float _offset;

            if (Random.Range(0, 100) > 50)
                _offset = 1.5f;
            else
                _offset = -1.5f;
 
            SkillManager.instance.clone.CreateClone(targets[randomIndex], new Vector3(_offset, 0, 0));
            amountOfAttacks--;


            if (amountOfAttacks <= 0)
            {
                Invoke("FinishBlackholeAbility", 0.5f);
            }
        }
    }

    private void FinishBlackholeAbility()
    {
        DestroyHotKeys();
        canShrink = true;
        cloneAttackReleased = false;
        playerCanExitState = true;
        
    }

    private void OnTriggerEnter2D(Collider2D collision)
    {
        if(collision.GetComponent<Enemy>()!=null)
        {
            collision.GetComponent<Enemy>().FreezeTime(true);
            CreateHotKey(collision);
        }
    }
    private void OnTriggerExit2D(Collider2D collision)
    {
        if (collision.GetComponent<Enemy>() != null)
        {
            collision.GetComponent<Enemy>().FreezeTime(false);
           
        }
    }

    private void CreateHotKey(Collider2D collision)
    {
        if(KeyCodeList.Count == 0)//当所有的KeyCode都被去除,就不在创建实例
        {
            return;
        }

        if(!canCreateHotKeys)//这是当角色已经开大了,不在创建实例
        {
            return;
        }
        
        //创建实例
        GameObject newHotKey = Instantiate(hotKeyPrefab, collision.transform.position + new Vector3(0, 2), Quaternion.identity);

        //将实例添加进列表
        createdHotKey.Add(newHotKey);


        //随机KeyCode传给HotKey,并且传过去一个毁掉一个
        KeyCode choosenKey = KeyCodeList[Random.Range(0, KeyCodeList.Count)];

        KeyCodeList.Remove(choosenKey);

        Blackhole_Hotkey_Controller newHotKeyScript = newHotKey.GetComponent<Blackhole_Hotkey_Controller>();

        newHotKeyScript.SetupHotKey(choosenKey, collision.transform, this);
    }
    public void AddEnemyToList(Transform _myEnemy)
    {
        targets.Add(_myEnemy);
    }

    //销毁Hotkey
    private void DestroyHotKeys()
    {

        if(createdHotKey.Count <= 0)
        {
            return;
        }
        for (int i = 0; i < createdHotKey.Count; i++)
        {
            Destroy(createdHotKey[i]); 
        }

    }
    
}

Blackhole_Skill.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Blackhole_Skill : Skill
{

    [SerializeField]private float maxSize;//最大尺寸
    [SerializeField] private float growSpeed;//变大速度
    [SerializeField] private float shrinkSpeed;//缩小速度

    [SerializeField] private GameObject blackholePrefab;
    [Space]

    [SerializeField] private float blackholeDuration;
    [SerializeField] int amountOfAttacks = 4;
    [SerializeField] float cloneAttackCooldown = .3f;


    



    Blackhole_Skill_Controller currentBlackhole;

    public override bool CanUseSkill()
    {
        return base.CanUseSkill();
    }

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

        GameObject newBlackhole = Instantiate(blackholePrefab,player.transform.position,Quaternion.identity);

        currentBlackhole = newBlackhole.GetComponent<Blackhole_Skill_Controller>();

        currentBlackhole.SetupBlackhole(maxSize,growSpeed,shrinkSpeed,amountOfAttacks,cloneAttackCooldown,blackholeDuration);
    }

    protected override void Start()
    {
        base.Start();
    }

    protected override void Update()
    {
        base.Update();
    }

    public bool SkillCompleted()
    {
        if(currentBlackhole == null)
         return false;
        if (currentBlackhole.playerCanExitState)
        {
            return true;
        }
        else
        {
            return false;
        }
    }
}
Player.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 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


        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();
        
    }
    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
    
   
    
}

PlayerBlackholeState.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class PlayerBlackholeState : PlayerState
{
    private float flyTime = .4f;//飞行时间
    private bool skillUsed;//技能是否在被使用
    private float defaultGravity;

    public PlayerBlackholeState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void AnimationFinishTrigger()
    {
        base.AnimationFinishTrigger();
    }

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

        skillUsed = false;
        stateTimer = flyTime;
        defaultGravity = rb.gravityScale;
        rb.gravityScale = 0;
    }

    public override void Exit()
    {
        base.Exit();
        rb.gravityScale = defaultGravity;
        player.MakeTransprent(false);
    }

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

        //使角色释放技能后能飞起来
        if (stateTimer > 0)
        {
            rb.velocity = new Vector2(0, 15);
        }

        if(stateTimer < 0)
        {
            rb.velocity = new Vector2(0, -.1f);

            if(!skillUsed)
            {
                if(player.skill.blackhole.CanUseSkill())//创建实体
                skillUsed = true;
            }
        }

        if(player.skill.blackhole.SkillCompleted())
        {
            stateMachine.ChangeState(player.airState);
        }
    }
    
    
}