Unity类银河恶魔城学习记录10-14 p102 Applying damage to skills and clean up源代码

 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

Entity.cs
 using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Entity : MonoBehaviour
{[Header("Knockback info")][SerializeField] protected Vector2 knockbackDirection;//被击打后的速度信息[SerializeField] protected float knockbackDuration;//被击打的时间protected bool isKnocked;//此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况[Header("Collision Info")]public Transform attackCheck;//transform类,代表的时物体的位置,用来控制攻击检测的位置public float attackCheckRadius;//检测半径[SerializeField] protected Transform groundCheck;//transform类,代表的时物体的位置,后面会来定位子组件的位置    [SerializeField] protected float groundCheckDistance;[SerializeField] protected Transform wallCheck;//transform类,代表的时物体的位置,后面会来定位子组件的位置    [SerializeField] protected float wallCheckDistance;[SerializeField] protected LayerMask whatIsGround;//LayerMask类,与Raycast配合,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.html#region 定义Unity组件public SpriteRenderer sr { get; private set; }public Animator anim { get; private set; }//这样才能配合着拿到自己身上的animator的控制权public Rigidbody2D rb { get; private set; }//配合拿到身上的Rigidbody2D组件控制权public EntityFX fx { get; private set; }//拿到EntityFXpublic CharacterStats stats { get; private set; }public CapsuleCollider2D cd { get; private set; }#endregionpublic int facingDir { get; private set; } = 1;protected bool facingRight = true;//判断是否朝右public System.Action onFlipped;//一个自身不用写函数,只是接受其他函数并调用他们的函数//https://blog.csdn.net/weixin_44299531/article/details/131343583protected virtual void Awake(){}protected virtual void Start(){anim = GetComponentInChildren<Animator>();//拿到自己子组件身上的animator的控制权sr = GetComponentInChildren<SpriteRenderer>();fx = GetComponent<EntityFX>();拿到的组件上的EntityFX控制权rb = GetComponent<Rigidbody2D>();stats = GetComponent<CharacterStats>();cd = GetComponent<CapsuleCollider2D>();}protected virtual void Update(){}protected virtual void Exit(){}public virtual void DamageImpact(){StartCoroutine("HitKnockback");//调用被击打后产生后退效果的函数//Debug.Log(gameObject.name+"was damaged");}public virtual void SlowEntityBy(float _slowPercentage,float flowDuration)//减缓一切速度函数{}protected virtual void ReturnDefaultSpeed()//动画速度恢复正常函数{anim.speed = 1;}protected virtual IEnumerator HitKnockback(){isKnocked = true;//此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况rb.velocity = new Vector2(knockbackDirection.x * -facingDir, knockbackDirection.y);yield return new WaitForSeconds(knockbackDuration);isKnocked = false;}//被击打后产生后退效果的函数#region 速度函数Velocitypublic virtual void SetZeroVelocity(){if(isKnocked){return;}rb.velocity = new Vector2(0, 0);}//设置速度为0函数public virtual void SetVelocity(float _xVelocity, float _yVelocity){if(isKnocked)return;此值通过卡住SetVelocity函数的方式用来阻止当一个角色被攻击时,会乱动的情况rb.velocity = new Vector2(_xVelocity, _yVelocity);//将rb的velocity属性设置为对应的想要的二维向量。因为2D游戏的速度就是二维向量FlipController(_xVelocity);//在其他设置速度的时候调用翻转控制器}//控制速度的函数,此函数在其他State中可能会使用,但仅能通过player.SeVelocity调用#endregion#region 翻转函数Flippublic virtual void Flip(){facingDir = facingDir * -1;facingRight = !facingRight;transform.Rotate(0, 180, 0);//旋转函数,transform不需要额外定义,因为他是自带的if(onFlipped != null)onFlipped();}//翻转函数public virtual void FlipController(float _x)//目前设置x,目的时能在空中时也能转身{if (_x > 0 && !facingRight)//当速度大于0且没有朝右时,翻转{Flip();}else if (_x < 0 && facingRight){Flip();}}#endregion#region 碰撞函数Collisionpublic virtual bool IsGroundDetected(){return Physics2D.Raycast(groundCheck.position, Vector2.down, groundCheckDistance, whatIsGround);}//通过RayCast检测是否挨着地面,https://docs.unity3d.com/cn/current/ScriptReference/Physics2D.Raycast.html//xxxxxxxx()   => xxxxxxxx  == xxxxxxxxxx() return xxxxxxxxx;public virtual bool IsWallDetected(){return Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, wallCheckDistance, whatIsGround);}//通过RayCast检测是否挨着地面,https://docs.unity3d.com/cn/current/ScriptReference/Physics2D.Raycast.html//xxxxxxxx()   => xxxxxxxx  == xxxxxxxxxx() return xxxxxxxxx;protected virtual void OnDrawGizmos(){Gizmos.DrawLine(groundCheck.position, new Vector3(groundCheck.position.x, groundCheck.position.y - groundCheckDistance));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。Gizmos.DrawLine(wallCheck.position, new Vector3(wallCheck.position.x + wallCheckDistance, wallCheck.position.y));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。Gizmos.DrawWireSphere(attackCheck.position, attackCheckRadius);//https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Gizmos.DrawWireSphere.html//绘制具有中心和半径的线框球体。}//画图函数#endregionpublic virtual void Die(){}
}

EntityFX.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class EntityFX : MonoBehaviour
{private SpriteRenderer sr;//定义SR组件来保持要用的组件[Header("Flash FX")][SerializeField] private Material hitMat;//要改成的材料[SerializeField] private float flashDuration;//闪光的时间private Material originalMat;//原来的材料[Header("Aliment colors")][SerializeField] private Color[] chillColor;[SerializeField] private Color[] igniteColor;[SerializeField] private Color[] shockColor;private void Start(){sr = GetComponentInChildren<SpriteRenderer>();//从子组件中拿到SR组件originalMat = sr.material;//拿到原来的材料}public void MakeTransprent(bool isClear){if (isClear)sr.color = Color.clear;elsesr.color = Color.white;}private IEnumerator FlashFX()//被打后该触发的函数{sr.material = hitMat;//修复在元素效果期间击中,颜色变红的情况Color currentColor = sr.color;sr.color = Color.white;yield return new WaitForSeconds(flashDuration);sr.color = currentColor;sr.material = originalMat;} //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//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001private void RedColorBlink()//使角色闪烁的函数{if (sr.color != Color.white){sr.color = Color.white;}else{sr.color = Color.red;}}private void CancelColorChange()//使角色停止闪烁的函数{CancelInvoke();//取消该 MonoBehaviour 上的所有 Invoke 调用。//https://docs.unity3d.com/cn/current/ScriptReference/MonoBehaviour.CancelInvoke.htmlsr.color = Color.white;}public void ShockFxFor(float _second){InvokeRepeating("ShockColorFx", 0, .3f);Invoke("CancelColorChange", _second);}public void ChillFxFor(float _second){InvokeRepeating("ChillColor", 0, .3f);Invoke("CancelColorChange", _second);}public void IgniteFxFor(float _second){InvokeRepeating("IgniteColorFX", 0, .3f);Invoke("CancelColorChange", _second);}private void IgniteColorFX(){if (sr.color != igniteColor[0])sr.color = igniteColor[0];elsesr.color = igniteColor[1];}private void ShockColorFx(){if (sr.color != shockColor[0])sr.color = shockColor[0];elsesr.color = shockColor[1];}private void ChillColor(){if (sr.color != chillColor[0])sr.color = chillColor[0];elsesr.color = chillColor[1];}}
CharacterStats.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class CharacterStats : MonoBehaviour
{private EntityFX fx;[Header("Major stats")]public Stat strength; // 力量 增伤1点 爆伤增加 1% 物抗public Stat agility;// 敏捷 闪避 1% 闪避几率增加 1%public Stat intelligence;// 1 点 魔法伤害 1点魔抗 public Stat vitality;//加血的[Header("Offensive stats")]public Stat damage;public Stat critChance;      // 暴击率public Stat critPower;       //150% 爆伤[Header("Defensive stats")]public Stat maxHealth;public Stat armor;public Stat evasion;//闪避值public Stat magicResistance;[Header("Magic stats")]public Stat fireDamage;public Stat iceDamage;public Stat lightingDamage;public bool isIgnited;  // 持续烧伤public bool isChilded;  // 削弱护甲 20%public bool isShocked;  // 降低敌人命中率[SerializeField] private float ailmentsDuration = 4;private float ignitedTimer;private float chilledTimer;private float shockedTimer;private float igniteDamageCooldown = .3f;private float ignitedDamageTimer;private int igniteDamage;[SerializeField] private GameObject shockStrikePrefab;private int shockDamage;public System.Action onHealthChanged;//使角色在Stat里调用UI层的函数protected bool isDead;[SerializeField] public int currentHealth;protected virtual void Start(){critPower.SetDefaultValue(150);//设置默认爆伤currentHealth = GetMaxHealthValue();fx = GetComponent<EntityFX>();}protected virtual void Update(){//所有的状态都设置上默认持续时间,持续过了就结束状态ignitedTimer -= Time.deltaTime;chilledTimer -= Time.deltaTime;shockedTimer -= Time.deltaTime;ignitedDamageTimer -= Time.deltaTime;if (ignitedTimer < 0)isIgnited = false;if (chilledTimer < 0)isChilded = false;if (shockedTimer < 0)isShocked = false;//被点燃后,出现多段伤害后点燃停止if(isIgnited)ApplyIgnitedDamage();}public virtual void DoDamage(CharacterStats _targetStats)//计算后造成伤害函数{if (TargetCanAvoidAttack(_targetStats))设置闪避{return;}int totleDamage = damage.GetValue() + strength.GetValue();//爆伤设置if (CanCrit()){totleDamage = CalculateCriticalDamage(totleDamage);}totleDamage = CheckTargetArmor(_targetStats, totleDamage);//设置防御_targetStats.TakeDamage(totleDamage);//DoMagicaDamage(_targetStats);}protected virtual void Die(){isDead = true;}public virtual void TakeDamage(int _damage)//造成伤害是出特效{fx.StartCoroutine("FlashFX");//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//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001DecreaseHealthBy(_damage);GetComponent<Entity>().DamageImpact();if (currentHealth < 0 && !isDead)Die();}protected virtual void DecreaseHealthBy(int _damage)//此函数用来改变当前生命值,不调用特效{currentHealth -= _damage;if (onHealthChanged != null){onHealthChanged();}}#region Magical damage and ailementsprivate void ApplyIgnitedDamage(){if (ignitedDamageTimer < 0 ){DecreaseHealthBy(igniteDamage);if (currentHealth < 0 && !isDead)Die();ignitedDamageTimer = igniteDamageCooldown;}}被点燃后,出现多段伤害后点燃停止public virtual void DoMagicaDamage(CharacterStats _targetStats)//法伤计算和造成元素效果调用的地方{int _fireDamage = fireDamage.GetValue();int _iceDamage = iceDamage.GetValue();int _lightingDamage = lightingDamage.GetValue();int totleMagicalDamage = _fireDamage + _iceDamage + _lightingDamage + intelligence.GetValue();totleMagicalDamage = CheckTargetResistance(_targetStats, totleMagicalDamage);_targetStats.TakeDamage(totleMagicalDamage);//防止循环在所有元素伤害为0时出现死循环if (Mathf.Max(_fireDamage, _iceDamage, _lightingDamage) <= 0)return;//让元素效果取决与伤害//为了防止出现元素伤害一致而导致无法触发元素效果//循环判断触发某个元素效果AttemptyToApplyAilement(_targetStats, _fireDamage, _iceDamage, _lightingDamage);}private  void AttemptyToApplyAilement(CharacterStats _targetStats, int _fireDamage, int _iceDamage, int _lightingDamage){bool canApplyIgnite = _fireDamage > _iceDamage && _fireDamage > _lightingDamage;bool canApplyChill = _iceDamage > _lightingDamage && _iceDamage > _fireDamage;bool canApplyShock = _lightingDamage > _fireDamage && _lightingDamage > _iceDamage;while (!canApplyIgnite && !canApplyChill && !canApplyShock){if (Random.value < .25f){canApplyIgnite = true;Debug.Log("Ignited");_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);return;}if (Random.value < .35f){canApplyChill = true;Debug.Log("Chilled");_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);return;}if (Random.value < .55f){canApplyShock = true;Debug.Log("Shocked");_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);return;}}if (canApplyIgnite){_targetStats.SetupIgniteDamage(Mathf.RoundToInt(_fireDamage * .2f));}if (canApplyShock)_targetStats.SetupShockStrikeDamage(Mathf.RoundToInt(_lightingDamage * .1f));//给点燃伤害赋值_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);}//造成元素效果public void ApplyAilments(bool _ignite, bool _chill, bool _shock)//判断异常状态{bool canApplyIgnite = !isIgnited && !isChilded && !isShocked;bool canApplyChill = !isIgnited && !isChilded && !isShocked;bool canApplyShock = !isIgnited && !isChilded;//使当isShock为真时Shock里的函数仍然可以调用if (_ignite && canApplyIgnite){isIgnited = _ignite;ignitedTimer = ailmentsDuration;fx.IgniteFxFor(ailmentsDuration);}if (_chill && canApplyChill){isChilded = _chill;chilledTimer = ailmentsDuration;float slowPercentage = .2f;GetComponent<Entity>().SlowEntityBy(slowPercentage, ailmentsDuration);fx.ChillFxFor(ailmentsDuration);}if (_shock && canApplyShock){if(!isShocked){ApplyShock(_shock);}else{if (GetComponent<Player>() != null)//防止出现敌人使玩家进入shock状态后也出现闪电return;HitNearestTargetWithShockStrike();}//isShock为真时反复执行的函数为寻找最近的敌人,创建闪电实例并传入数据}}public void ApplyShock(bool _shock){if (isShocked)return;isShocked = _shock;shockedTimer = ailmentsDuration;fx.ShockFxFor(ailmentsDuration);}//触电变色效果private void HitNearestTargetWithShockStrike(){Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 25);//找到环绕自己的所有碰撞器float closestDistance = Mathf.Infinity;//正无穷大的表示形式(只读)Transform closestEnemy = null;//https://docs.unity3d.com/cn/current/ScriptReference/Mathf.Infinity.htmlforeach (var hit in colliders){if (hit.GetComponent<Enemy>() != null && Vector2.Distance(transform.position, hit.transform.position) > 1)// 防止最近的敌人就是Shock状态敌人自己{float distanceToEnemy = Vector2.Distance(transform.position, hit.transform.position);//拿到与敌人之间的距离if (distanceToEnemy < closestDistance)//比较距离,如果离得更近,保存这个敌人的位置,更改最近距离{closestDistance = distanceToEnemy;closestEnemy = hit.transform;}}if (closestEnemy == null)closestEnemy = transform;}if (closestEnemy != null){GameObject newShockStrike = Instantiate(shockStrikePrefab, transform.position, Quaternion.identity);newShockStrike.GetComponent<ShockStrike_Controller>().Setup(shockDamage, closestEnemy.GetComponent<CharacterStats>());}}//给最近的敌人以雷劈public void SetupIgniteDamage(int _damage) => igniteDamage = _damage;//给点燃伤害赋值public void SetupShockStrikeDamage(int _damage) => shockDamage = _damage;//雷电伤害赋值#endregion#region Stat calculationsprivate int CheckTargetResistance(CharacterStats _targetStats, int totleMagicalDamage)//法抗计算{totleMagicalDamage -= _targetStats.magicResistance.GetValue() + (_targetStats.intelligence.GetValue() * 3);totleMagicalDamage = Mathf.Clamp(totleMagicalDamage, 0, int.MaxValue);return totleMagicalDamage;}private static int CheckTargetArmor(CharacterStats _targetStats, int totleDamage)//防御计算{//被冰冻后,角色护甲减少if (_targetStats.isChilded)totleDamage -= Mathf.RoundToInt(_targetStats.armor.GetValue() * .8f);elsetotleDamage -= _targetStats.armor.GetValue();totleDamage = Mathf.Clamp(totleDamage, 0, int.MaxValue);return totleDamage;}private bool TargetCanAvoidAttack(CharacterStats _targetStats)//闪避计算{int totleEvation = _targetStats.evasion.GetValue() + _targetStats.agility.GetValue();//我被麻痹后//敌人的闪避率提升if (isShocked)totleEvation += 20;if (Random.Range(0, 100) < totleEvation){return true;}return false;}private bool CanCrit()//判断是否暴击{int totleCriticalChance = critChance.GetValue() + agility.GetValue();if (Random.Range(0, 100) <= totleCriticalChance){return true;}return false;}private int CalculateCriticalDamage(int _damage)//计算暴击后伤害{float totleCirticalPower = (critPower.GetValue() + strength.GetValue()) * .01f;float critDamage = _damage * totleCirticalPower;return Mathf.RoundToInt(critDamage);//返回舍入为最近整数的}public int GetMaxHealthValue(){return maxHealth.GetValue() + vitality.GetValue() * 10;}//统计生命值函数#endregion
}

PlayerStat.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerStat : CharacterStats
{private Player player;protected override void Start(){player = GetComponent<Player>();base.Start();}public override void DoDamage(CharacterStats _targetStats){base.DoDamage(_targetStats);}public override void TakeDamage(int _damage){base.TakeDamage(_damage);}protected override void Die(){base.Die();player.Die();}
}

EnemyStat.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class EnemyStat : CharacterStats
{private Enemy enemy;public override void DoDamage(CharacterStats _targetStats){base.DoDamage(_targetStats);}protected override void Die(){base.Die();enemy.Die();}protected override void Start(){enemy = GetComponent<Enemy>();base.Start();}public override void TakeDamage(int _damage){base.TakeDamage(_damage);}
}
Sword_Skill_Controller.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Sword_Skill_Controller : MonoBehaviour
{private float returnSpeed;private bool isReturning;private Animator anim;private Rigidbody2D rb;private CircleCollider2D cd;private Player player;private bool canRotate = true;private float freezeTimeDuration;[Header("Piece info")][SerializeField] float pierceAmount;[Header("Bounce info")]private float bounceSpeed;//设置弹跳速度private bool isBouncing;//判断是否可以弹跳private int bounceAmount;//弹跳的次数public List<Transform> enemyTargets;//保存所有在剑范围内的敌人的列表private int targetIndex;//设置targetIndex作为敌人计数器[Header("Spin info")]private float maxTravelDistance;//最大攻击距离private float spinDuration;//持续时间private float spinTimer;//计时器private bool wasStopped;//是否停止private bool isSpinning;private float hitTimer;private float hitColldown;private float spinDirection;//用来不断推进剑在x轴上移动的值private void Awake(){anim = GetComponentInChildren<Animator>();rb = GetComponent<Rigidbody2D>();cd = GetComponent<CircleCollider2D>();}private void DestroyMe(){Destroy(gameObject);}public void ReturnSword(){rb.constraints = RigidbodyConstraints2D.FreezeAll;//修复剑只要不触碰到物体就无法收回的bug//rb.isKinematic = false;transform.parent = null;isReturning = true;}public void SetupSword(Vector2 _dir,float _gravityScale,Player _player,float _freezeTimeDuration,float _returnSpeed){player = _player;rb.velocity = _dir;rb.gravityScale = _gravityScale;freezeTimeDuration = _freezeTimeDuration;returnSpeed = _returnSpeed;if(pierceAmount <= 0)anim.SetBool("Rotation", true); //其次在pierceAmount > 0时不启动旋转动画spinDirection = Mathf.Clamp(rb.velocity.x, -1, 1);用来不断推进剑在x轴上移动的值//Mathf.Clamp,当剑使向右飞的时候,direction为1,反之为-1//https://docs.unity3d.com/cn/current/ScriptReference/Mathf.Clamp.htmlInvoke("DestroyMe",7);//在一定时间后自动销毁剑}public void SetupBounce(bool _isBouncing,int _bounceAmount,float _bounceSpeed){isBouncing = _isBouncing;bounceAmount = _bounceAmount;bounceSpeed = _bounceSpeed;}public void SetupPierce(int _pierceAomunt){pierceAmount = _pierceAomunt;}public void SetupSpin(bool _isSpinning, float _maxTravelDistance,float _spinDuration,float _hitCooldown){isSpinning = _isSpinning;maxTravelDistance = _maxTravelDistance;spinDuration = _spinDuration;hitColldown = _hitCooldown;}private void Update(){if (canRotate)transform.right = rb.velocity;//使武器随着速度而改变朝向if (isReturning){transform.position = Vector2.MoveTowards(transform.position, player.transform.position, returnSpeed * Time.deltaTime);//从原来的位置返回到player的位置//并且随着时间增加而增加速度if (Vector2.Distance(transform.position, player.transform.position) < 1)//当剑与player的距离小于一定距离,清除剑{player.CatchTheSword();}}BounceLogic();SpinLogic();}private void SpinLogic(){if (isSpinning)//首先当isSpining为true才可进入{if (Vector2.Distance(player.transform.position, transform.position) > maxTravelDistance && !wasStopped)//当剑与角色到达最大攻击距离,stop为true,停止剑运动,给剑一个倒计时{StopWhenSpinning();}if (wasStopped)//当stop为true,倒计时过了,回归角色{spinTimer -= Time.deltaTime;                                                                    //spinDirection一直是1或者-1,但position是变化的transform.position = Vector2.MoveTowards(transform.position, new Vector2(transform.position.x + spinDirection, transform.position.y), 1.5f * Time.deltaTime);//让剑在x轴上移动的函数if (spinTimer < 0){isReturning = true;isSpinning = false;}hitTimer -= Time.deltaTime;if (hitTimer < 0){hitTimer = hitColldown;Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 1);foreach (var hit in colliders){if (hit.GetComponent<Enemy>() != null){hit.GetComponent<Enemy>().DamageImpact();}}}}}}private void StopWhenSpinning(){wasStopped = true;rb.constraints = RigidbodyConstraints2D.FreezeAll;spinTimer = spinDuration;}private void BounceLogic(){if (isBouncing && enemyTargets.Count > 0){transform.position = Vector2.MoveTowards(transform.position, enemyTargets[targetIndex].position, bounceSpeed * Time.deltaTime);//3.当可以弹跳且列表内数量大于0,调用ToWords,这将使剑能够跳到敌人身上if (Vector2.Distance(transform.position, enemyTargets[targetIndex].position) < .1f){enemyTargets[targetIndex].GetComponent<Enemy>().DamageImpact();targetIndex++;bounceAmount--;//设置弹跳次数if (bounceAmount <= 0){isBouncing = false;isReturning = true;}//这样会使当弹跳次数为0时,返回到角色手中if (targetIndex >= enemyTargets.Count){targetIndex = 0;}}//利用与目标距离的判断,使剑接近目标距离时切换到下一个目标。//且如果所有目标都跳完了,切回第一个}}private void OnTriggerEnter2D(Collider2D collision)//传入碰到的物体的碰撞器{if (isReturning){return;}//修复在返回时扔出时没有碰到任何物体,但返回时碰到了物体导致剑的一些性质发生改变的问题,及回来的时候调用了OnTriggerEnter2Dif(collision.GetComponent<Enemy>()!=null){Enemy enemy = collision.GetComponent<Enemy>();SwordSkillDamage(enemy);}SetupTargetsForBounce(collision);StuckInto(collision);}//打开IsTrigger时才可使用该函数private void SwordSkillDamage(Enemy enemy){player.stats.DoDamage(enemy.GetComponent<CharacterStats>());enemy.StartCoroutine("FreezeTimeFor", freezeTimeDuration);}//造成伤害函数private void SetupTargetsForBounce(Collider2D collision){if (collision.GetComponent<Enemy>() != null)//首先得碰到敌人,只有碰到敌人才会跳{if (isBouncing && enemyTargets.Count <= 0){Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 10);foreach (var hit in colliders){if (hit.GetComponent<Enemy>() != null){enemyTargets.Add(hit.transform);}}}}}//https://docs.unity3d.com/cn/current/ScriptReference/Collider2D.OnTriggerEnter2D.htmlprivate void StuckInto(Collider2D collision){if(pierceAmount > 0 && collision.GetComponent<Enemy>()!= null)//本质就是能穿过敌人,在amount>0时不执行能让剑卡在敌人里的语句就行{pierceAmount--;return;}if (isSpinning){StopWhenSpinning();return;}//防止卡在敌人身上canRotate = false;cd.enabled = false;//相当于关闭碰撞后触发函数。//https://docs.unity3d.com/cn/current/ScriptReference/Collision2D-enabled.htmlrb.isKinematic = true;//开启物理学反应 https://docs.unity3d.com/cn/current/ScriptReference/Rigidbody2D-isKinematic.htmlrb.constraints = RigidbodyConstraints2D.FreezeAll;//冻结所有移动if (isBouncing&&enemyTargets.Count>0)//修复剑卡不到墙上的bugreturn;//终止对动画的改变和终止附在敌人上transform.parent = collision.transform;//设置sword的父组件为碰撞到的物体anim.SetBool("Rotation", false);}}

Sword_Skill.cs
using System;
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;//创建应一个enum列表,后面用来判断切换状态[Header("Bounce Info")][SerializeField] private int bounceAmount;[SerializeField] private float bounceGravity;[SerializeField] private float bounceSpeed;[Header("Pierce info")][SerializeField] private int pierceAmount;[SerializeField] private float pierceGravity;[Header("Skill Info")][SerializeField] private GameObject swordPrefab;//sword预制体[SerializeField] private Vector2 launchForce;//发射力度[SerializeField] private float swordGravity;//发射体的重力[SerializeField] private float freezeTimeDuration;[SerializeField] private float returnSpeed;[Header("Spin info")][SerializeField] private float hitCooldown = .35f;//攻击冷却[SerializeField] private float maxTravelDistance = 7;//最大攻击距离[SerializeField] private float spinDuration = 2;//持续时间[SerializeField] private float spinGravity = 1;[Header("Aim dots")][SerializeField] private int numberOfDots;//需要的点的数量[SerializeField] private float spaceBetweenDots;//相隔的距离[SerializeField] private GameObject dotPrefab;//dot预制体[SerializeField] private Transform dotsParent;//不是很懂private GameObject[] dots;//dot组private Vector2 finalDir;protected override void Start(){base.Start();GenerateDots();//生成点函数SetupGravity();}private void SetupGravity()//每个剑的状态都对应了不同的剑重力{if(swordType == SwordType.Pierce){swordGravity = pierceGravity;}if(swordType == SwordType.Bounce){swordGravity = bounceGravity;}if(swordType == SwordType.Spin){swordGravity = spinGravity;}}protected override void Update(){base.Update();if (Input.GetKeyUp(KeyCode.Mouse1)){finalDir = new Vector2(AimDirection().normalized.x * launchForce.x, AimDirection().normalized.y * launchForce.y);//将位移量改为单位向量分别与力度的x,y相乘作为finalDir}if (Input.GetKey(KeyCode.Mouse1)){for (int i = 0; i < dots.Length; i++){dots[i].transform.position = DotsPosition(i * spaceBetweenDots);//用循环为每个点以返回值赋值(传入值为每个点的顺序i*点间距}}}public void CreateSword(){GameObject newSword = Instantiate(swordPrefab, player.transform.position, transform.rotation);//创造实例,初始位置为此时player的位置Sword_Skill_Controller newSwordScript = newSword.GetComponent<Sword_Skill_Controller>();//获得Controllerif(swordType == SwordType.Bounce){newSwordScript.SetupBounce(true, bounceAmount,returnSpeed);}else if(swordType == SwordType.Pierce){newSwordScript.SetupPierce(pierceAmount);}else if(swordType == SwordType.Spin){newSwordScript.SetupSpin(true, maxTravelDistance, spinDuration,hitCooldown);}newSwordScript.SetupSword(finalDir, swordGravity, player,freezeTimeDuration,bounceSpeed);//调用Controller里的SetupSword函数,给予其速度和重力和player实例player.AssignNewSword(newSword);//调用在player中保存通过此方法创造出的sword实例DotsActive(false);//关闭点的显示}#region Aim regionpublic Vector2 AimDirection(){Vector2 playerPosition = player.transform.position;//拿到玩家此时的位置Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);//https://docs.unity3d.com/cn/current/ScriptReference/Camera.ScreenToWorldPoint.html//大概就是返回屏幕上括号里的参数的位置,这里返回了鼠标的位置//拿到此时鼠标的位置Vector2 direction = mousePosition - playerPosition;//获得距离的绝对向量return direction;//返回距离向量}public void DotsActive(bool _isActive){for (int i = 0; i < dots.Length; i++){dots[i].SetActive(_isActive);//设置每个点是否显示函数}}private void GenerateDots()//生成点函数{dots = new GameObject[numberOfDots];//为dot赋予实例数量for (int i = 0; i < numberOfDots; i++){dots[i] = Instantiate(dotPrefab, player.transform.position, Quaternion.identity, dotsParent);//对象与世界轴或父轴完全对齐//https://docs.unity3d.com/cn/current/ScriptReference/Quaternion-identity.htmldots[i].SetActive(false);//关闭dot}}private Vector2 DotsPosition(float t)//传入顺序相关的点间距{Vector2 position = (Vector2)player.transform.position +new Vector2(AimDirection().normalized.x * launchForce.x,AimDirection().normalized.y * launchForce.y) * t  //基本间距+ .5f * (Physics2D.gravity * swordGravity) * (t * t)//重力影响;//t是控制之间点间距的return position;//返回位置}//设置点间距函数#endregion
}
Clone_Skill_Controller.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;//Clone_Skill_Controller是绑在Clone体上的也就是Prefah上的
public class Clone_Skill_Controller : MonoBehaviour
{private Player player;private Animator anim;//声明animatorprivate SpriteRenderer sr;//定义Sr[SerializeField] private float colorLoosingSpeed;//加速消失时间 private float cloneTimer;//定时器[SerializeField]private Transform attackCheck;[SerializeField] private float attackCheckRadius = .8f;private Transform closestEnemy;private int facingDir = 1;//这个是控制位置的,产生的克隆体的位置能在敌人外侧private bool canDuplicateClone;private float chanceToDuplicate;private void Awake(){sr = GetComponent<SpriteRenderer>();//拿到Sranim = GetComponent<Animator>();//拿到anim}private void Update(){cloneTimer -= Time.deltaTime;if(cloneTimer < 0){sr.color = new Color(1, 1, 1,sr.color.a-(Time.deltaTime * colorLoosingSpeed));//设置sr消失}if(sr.color.a<0){Destroy(gameObject);}}public void SetupClone(Transform _newTransform,float _cloneDuration,bool _canAttack,Vector3 _offset,Transform _closestEnemy,bool _canDuplicateClone,float _chanceToDuplicate,Player _player){if(_canAttack){                                     anim.SetInteger("AttackNumber", Random.Range(1, 3));//返回[minInclusive..maxInclusive](范围包括在内)内的随机浮点值。如果minInclusive大于maxInclusive,则数字会自动交换。}player = _player;//Random.Range()//https://docs.unity3d.com/cn/current/ScriptReference/Random.Range.htmltransform.position = _newTransform.position+_offset;//这个函数实现了将克隆出来的对象的位置与Dash之前的位置重合的效果cloneTimer = _cloneDuration;closestEnemy = _closestEnemy;canDuplicateClone = _canDuplicateClone;chanceToDuplicate = _chanceToDuplicate;FaceCloseTarget();}private void AnimationTrigger(){cloneTimer = -.1f;}private void AttackTrigger(){Collider2D[] colliders = Physics2D.OverlapCircleAll(attackCheck.position, attackCheckRadius);//创建一个碰撞器组,保存所有圈所碰到的碰撞器//https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Physics2D.OverlapCircleAll.htmlforeach (var hit in colliders)//https://blog.csdn.net/m0_52358030/article/details/121722077{if (hit.GetComponent<Enemy>() != null){player.stats.DoDamage(hit.GetComponent<CharacterStats>());//使角色克隆体的攻击有概率产生新的克隆体if (canDuplicateClone){if(Random.Range(1,100)<chanceToDuplicate){SkillManager.instance.clone.CreateClone(hit.transform, new Vector3(1.5f*facingDir, 0));}}}}}private void FaceCloseTarget(){if(closestEnemy != null){if(transform.position.x>closestEnemy.position.x)//敌人在左面,转一圈{facingDir = -1;//这个是控制位置的transform.Rotate(0,180,0);}}}
}

Clone_Skill.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Clone_Skill : Skill
{[Header("Clone Info")][SerializeField] private GameObject clonePrefab;//克隆原型[SerializeField] private float cloneDuration;//克隆持续时间[SerializeField] private bool canAttack;// 判断是否可以攻击[SerializeField] private bool createCloneOnDashStart;[SerializeField] private bool createCloneOnDashOver;[SerializeField] private bool canCreateCloneOnCounterAttack;[Header("Clone can duplicate")][SerializeField] private bool canDuplicateClone;[SerializeField] private float chanceToDuplicate;[Header("Crystal instead of clone")]public bool crystalInsteadOfClone;public void CreateClone(Transform _clonePosition,Vector3 _offset)//传入克隆位置{if(crystalInsteadOfClone){SkillManager.instance.crystal.CreateCrystal();return;}//让所有的生成克隆的技能都变成生成水晶GameObject newClone = Instantiate(clonePrefab);//创建新的克隆//克隆 original 对象并返回克隆对象。//https://docs.unity3d.com/cn/current/ScriptReference/Object.Instantiate.htmlnewClone.GetComponent<Clone_Skill_Controller>().SetupClone(_clonePosition,cloneDuration,canAttack,_offset,FindClosestEnemy(newClone.transform),canDuplicateClone,chanceToDuplicate,player);//调试clone的位置,同时调试克隆持续时间                                                                                            //Controller绑在克隆原型上的,所以用GetComponent                                                                                        }//让冲刺留下来的克隆在开始和结束各有一个public void CreateCloneOnDashStart(){if (createCloneOnDashStart)CreateClone(player.transform, Vector3.zero);}public void CreateCloneOnDashOver(){if(createCloneOnDashOver)CreateClone(player.transform, Vector3.zero);}//反击后产生一个克隆被刺敌人public void CanCreateCloneOnCounterAttack(Transform _enemyTransform){if (canCreateCloneOnCounterAttack)StartCoroutine(CreateCloneWithDelay(_enemyTransform, new Vector3(1 * player.facingDir, 0, 0)));}//整个延迟生成private IEnumerator CreateCloneWithDelay(Transform _enemyTransform, Vector3 _offset){yield return new WaitForSeconds(.4f);CreateClone(_enemyTransform, _offset);}
}

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 bool playerCanDisaper = true;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;if (SkillManager.instance.clone.crystalInsteadOfClone)//释放水晶时角色不消失playerCanDisaper = false;}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}elseFinishBlackholeAbility();//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);}}}//释放技能private void ReleaseCloneAttack(){cloneAttackReleased = true;canCreateHotKeys = false;DestroyHotKeys();if(playerCanDisaper){playerCanDisaper = false;PlayerManager.instance.player.fx.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;if (SkillManager.instance.clone.crystalInsteadOfClone){SkillManager.instance.crystal.CreateCrystal(); //让生成克隆变成生成水晶SkillManager.instance.crystal.CurrentCrystalChooseRandomTarget(); //让黑洞里替换出来的水晶能够随机选择目标}else{SkillManager.instance.clone.CreateClone(targets[randomIndex], new Vector3(_offset, 0, 0));}amountOfAttacks--;if (amountOfAttacks <= 0){Invoke("FinishBlackholeAbility", 0.5f);}}}//完成黑洞技能后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);}}//创建QTE函数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);}//添加点击hotkey后对应的敌人进入敌人列表public void AddEnemyToList(Transform _myEnemy){targets.Add(_myEnemy);}//销毁Hotkeyprivate void DestroyHotKeys(){if(createdHotKey.Count <= 0){return;}for (int i = 0; i < createdHotKey.Count; i++){Destroy(createdHotKey[i]); }}}

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.fx.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);}}}

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