Unity 回合制战斗系统(初级篇)

项目文件找出来了(后面中级/高级的),老版本的脚本有报错,我在新版2019.4.21f1c1下解决了报错,战斗场景可以正常跑的。

需要的同学点下面地址下载(关注就行啦不用积分),祝大家都早日学成

项目包下载

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最近学习了Unity之后,结合各种网上的教材和资料后自己实现了一套简单的回合制战斗系统,如下

系统实现效果简介:

1. 目前为1V1的固定回合战斗

2. 玩家操作通过界面按钮输入,怪物操作为自动

3. 包含了简单的游戏状态控制(菜单状态、战斗状态、结束状态)

4. 单位攻击、受击、死亡时播放对应动画

装备工作:

1. 模型动画资源

下载自AssetStore,资源名:Animated Knight and Slime Monster(免费)

2. 场景添加玩家和怪物模型

为了方便,怪物和角色用了相同的模型和Animator,创建空物体用于挂载控制回合战斗的脚本

3. 为角色模型添加Animator

,添加待机、攻击和受击3个动画片段至Animator,设置待机动画为默认状态

创建从Any State到待机、攻击和死亡的状态转移,并添加trigger类型的Parameters,作为对应状态转移的条件,不勾选Has Exit Time

脚本:

添加到玩家对象的脚本

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerControl : MonoBehaviour {
    //主角属性
    public int hp = 100;
    public int attack = 10;
    public int defence = 2;

    //回合控制脚本
    private TurnC
回合制自己写的 战斗DEMO 加动画状态 Q键移动并攻击。 代码很简单。不要抱有太大希望 。作为新手学习使用。 public enum HeroStatus { idle = 0, //空闲 attack, //攻击 other, //其他 hit, //受击 die, //死亡 defense, //防御 cast, //施法 miss, //闪避 seriousInjury, //重伤 move, //移动 exit, //获取下一个状态 MAX, } public class hero : MonoBehaviour { public UISpriteAnimation m_spriteAnimation = null; public HeroStatus m_staus = HeroStatus.exit; //身体碰撞盒 public BoxCollider m_bodyBC = null; public string m_name = ""; public AttackCrash m_attackCrash = null; public byte m_posIndex = 0; void Awake() { m_spriteAnimation = transform.GetComponent(); m_bodyBC = transform.GetComponent(); } // Use this for initialization void Start () { m_spriteAnimation.AddFrameCallBack("attack", 1, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 4, AttackCallBack); m_spriteAnimation.AddFrameCallBack("attack", 7, AttackCallBack); } public float m_speed = 1f; public float m_offset = 0.5f; public Vector3 m_destination = Vector3.zero; public List m_actionList = new List(); // Update is called once per frame void Update () { switch (m_staus) { case HeroStatus.idle: //空闲状态 if (m_actionList.Count > 0) m_staus = HeroStatus.exit; break; case HeroStatus.attack: if (!m_spriteAnimation.isPlaying) { //攻击动画播放完毕 m_staus = HeroStatus.exit; } break; case HeroStatus.defense: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.hit: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.die: break; case HeroStatus.cast: break; case HeroStatus.miss: break; case HeroStatus.seriousInjury: break; case HeroStatus.move: transform.position = Vector3.MoveTowards(transform.position, m_destination, m_speed * Time.deltaTime); if (transform.position == m_destination) m_staus = HeroStatus.exit; break; case HeroStatus.exit: //获取下一个状态 if (m_actionList.Count > 0) { string str = "idle"; switch(m_actionList[0].status) { case HeroStatus.move: str = "idle"; break; default: str = Enum.GetName(typeof(HeroStatus), m_actionList[0].status); break; } m_spriteAnimation.namePrefix = str; m_spriteAnimation.loop = m_actionList[0].loop; m_destination = m_actionList[0].destinationMove; m_speed = m_actionList[0].speed; m_spriteAnimation.ResetToBeginning(); m_staus = m_actionList[0].status; m_actionList.RemoveAt(0); } else { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } break; // case HeroStatus.moveback: // //transform.position = Vector3.SmoothDamp(transform.position, destinationMove, ref cameraVelocity, smoothTime); // transform.position = Vector3.MoveTowards(transform.position, destinationMove, m_speed * Time.deltaTime); // if (transform.position == destinationMove) // m_staus = HeroStatus.idle; // break; } } public void SetPosition(byte pos, float x, float y) { m_posIndex = pos; transform.localPosition = new Vector3(x, y); } public void AttackCallBack() { //创建攻击特效 A攻击B B掉血222 B反击A闪避 UnityEngine.Object sourceObj = Resources.Load("AttackCrash"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(-70, 0, 0); } private void OnCollisionEnter(Collision co) { //进入碰撞 Debug.Log("进入碰撞!"); UnityEngine.Object sourceObj = Resources.Load("Effect"); GameObject go = UnityEngine.Object.Instantiate(sourceObj) as GameObject; go.transform.parent = transform; go.transform.localScale = Vector3.one; go.transform.localPosition = new Vector3(0, 0, 0); //Defense(); Hit(); } public void Attack(GameObject aims) { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.move; tmpAD.loop = true; UISprite tmpS = transform.GetComponent(); tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(aims.transform.localPosition.x + (tmpS.width/2), aims.transform.localPosition.y)); tmpAD.speed = Vector3.Distance(transform.position, tmpAD.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.attack; tmpAD1.loop = false; tmpAD1.destinationMove = Vector3.zero; tmpAD1.speed = 0; m_actionList.Add(tmpAD1); ActionData tmpAD2 = new ActionData(); tmpAD2.status = HeroStatus.move; tmpAD2.loop = true; tmpAD2.destinationMove = transform.position; tmpAD2.speed = Vector3.Distance(tmpAD.destinationMove, tmpAD2.destinationMove) * 4; //4/1秒到达目的地 m_actionList.Add(tmpAD2); } public void Defense() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.defense; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.25f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Hit() { ActionData tmpAD = new ActionData(); tmpAD.status = HeroStatus.hit; tmpAD.loop = false; tmpAD.destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(transform.localPosition.x - 25, transform.localPosition.y)); tmpAD.speed = 0.3f; //4/1秒到达目的地 m_actionList.Add(tmpAD); ActionData tmpAD1 = new ActionData(); tmpAD1.status = HeroStatus.move; tmpAD1.loop = false; tmpAD1.destinationMove = transform.position; tmpAD1.speed = 0.8f; //4/1秒到达目的地 m_actionList.Add(tmpAD1); } public void Idle() { m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); m_spriteAnimation.loop = true; m_spriteAnimation.ResetToBeginning(); m_staus = HeroStatus.idle; } public void Move() { // //transform.GetComponent().depth = 99; // GameObject go = GameObject.Find("enemy").gameObject; // destinationMove = GameObject.Find("UI Root/Camera").transform.TransformPoint(new Vector3(go.transform.localPosition.x + 98,go.transform.localPosition.y,go.transform.localPosition.z)); // m_speed = Vector3.Distance(transform.position, destinationMove) * 4; //4/1秒到达目的地 // m_staus = HeroStatus.moveto; // m_spriteAnimation.namePrefix = Enum.GetName(typeof(HeroStatus), HeroStatus.idle); // m_spriteAnimation.loop = true; // m_spriteAnimation.ResetToBeginning(); }
### 创建回合制战斗系统的关键要素 在 Unity实现回合制战斗系统涉及多个方面,包括但不限于游戏逻辑设计、UI交互以及状态管理。对于此类系统的开发而言,理解并合理规划各个组件之间的协作至关重要[^1]。 #### 游戏循环结构 回合制的核心在于定义清晰的游戏流程框架。通常情况下,这会涉及到玩家行动的选择阶段、执行阶段以及轮次切换机制的设计。通过精心安排这些环节可以有效提升用户体验感。 ```csharp public class TurnManager : MonoBehaviour { private List<Player> players; void Start() { InitializePlayers(); StartCoroutine(GameLoop()); } IEnumerator GameLoop(){ while(true){ foreach(var player in players){ yield return new WaitUntil(()=>player.IsTurnOver); //处理每一轮结束后的结算工作 } } } } ``` #### 用户界面集成 良好的 UI 设计能够帮助玩家更好地理解和操作回合制战斗过程。应当提供直观的操作提示,并确保所有必要的信息都能够在屏幕上显示出来以便于决策制定。 - 使用 `Canvas` 和其他 UI 组件来搭建场景中的菜单布局。 - 利用按钮事件触发特定角色的动作指令提交给后台逻辑层处理。 #### 数据保存与加载功能 为了支持存档读取等功能,在项目初期就应该考虑好数据持久化的方案。可以通过序列化技术将游戏中重要的变量存储起来,在下次启动时恢复之前的状态继续游玩。 ```json { "PlayerData": [ {"Name":"Hero","HP":80,"MP":50}, {"Name":"Enemy","HP":70,"MP":40} ], "CurrentTurnIndex":0, ... } ``` #### 资源推荐 针对希望深入了解如何利用Unity打造高质量回合制战棋类作品的学习者来说,网络上存在大量优质的教程资料可供参考学习: - 官方文档提供了丰富的API说明和技术指南; - YouTube平台上有许多开发者分享的经验视频; - GitHub仓库里也能找到开源项目的实例代码作为研究对象;
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