Unity 回合制战斗系统(高级篇)

项目文件找出来了,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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今天的这篇名字升级到“高级篇”了,因为战斗这块已经实现了原本的学习预期,接下来准备去搞搞角色创建、数据存储和主场景控制这些东西了。

这次高级篇的效果请看Gif:

新增内容如下:

1. 增加了远程兵种--弓箭手

2. 在单位等待行动阶段添加了特效(显示当前等待指令的是那个单位)

3. 最明显的就是场景加了些修饰

4. Gif因为没有音效不带感,实际是有场景和各种攻击音效的

特效资源也是从Assest Store找的免费的KTK Effect Sample Set.unitypackage,关于特效预制体的使用和参数修改看看教程就行,这里就不介绍啦。

本次涉及修改的内容如下:

UnitStats脚本,增加了一个用于区别单位攻击类型的变量。

    public int attackType = 0;          //单位攻击类型,0为近战,1远程

BattleTurnSystem脚本,

···在选中操作单位时根据单位当前position实例化特效预制体

···在得到攻击目标信息后(玩家的指令已经输入完毕)删除特效

下面先标出改动的几个函数,首先是ToBattle函数中获取当前行动对象时的修改

public void ToBattle()
    {
        remainingEnemyUnits = GameObject.FindGameObjectsWithTag("EnemyUnit");
        remainingPlayerUnits = GameObject.FindGameObjectsWithTag("PlayerUnit");

        //检查存活敌人单位
        if (remainingEnemyUnits.Length == 0)
        {
            Debug.Log("敌人全灭,战斗胜利");
            endImageText.text = "战斗胜利";
            endImageText.color = Color.green;
            endImage.SetActive(true);           //显示胜利界面
        }
        //检查存活玩家单位
        else if (remainingPlayerUnits.Length == 0)
        {
            Debug.Log("我方全灭,战斗失败");
            endImageText.text = "战斗失败";
            endImageText.color = Color.red;
            endImage.SetActive(true);           //显示失败界面
        }
        else
        {
            //取出参战列表第一单位,并从列表移除
            currentActUnit = battleUnits[0];
            battleUnits.Remove(currentActUnit);
            //重新将单位添加至参战列表末尾
            battleUnits.Add(currentActUnit);
            
            //Debug.Log("当前攻击者:" + currentActUnit.name);

            //获取该行动单位的属性组件
            UnitStats currentActUnitStats = currentActUnit.GetComponent<UnitStats>();

            //判断取出的战斗单位是否存活
            if (!currentActUnitStats.IsDead())
            {
                //在该单位脚底下显示特效
                thisPartical = Instantiate(partical_show, currentActUnit.transform.position, Quaternion.identity) as GameObject;
                //选取攻击目标
                FindTarget();
            }
            else
            {
                //Debug.Log("目标死亡,跳过回合");
                ToBattle();
            }
        }
    }

然后是获取到攻击目标后销毁特效,由于玩家和怪物的选取目标方式不一样,所以有2处要增加销毁命令

void FindTarget()
    {
        if (currentActUnit.tag == "EnemyUnit")
        {
            //如果行动单位是怪物则从存活玩家对象中随机一个目标
            int targetIndex = Random.Range(0, remainingPlayerUnits.Length);
            currentActUnitTarget = remainingPlayerUnits[targetIndex];

            Destroy(thisPartical);          //选择完目标后删除标识当前行动单位的特效

            attackTypeName = "无情撕咬";
            //如果是远程单位直接在这里LaunchAttack,就不需要RunToTarget
            if (currentActUnit.GetComponent<UnitStats>().attackType == 1)
            {
                LaunchAttack();
            }
            else
            {
                
                RunToTarget();
            }
        }
        else if (currentActUnit.tag == "PlayerUnit")
        {
            isWaitForPlayerToChooseSkill = true;
        }
    }

以及

void Update()
    {
        if (isWaitForPlayerToChooseTarget)
        {
            targetChooseRay = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(targetChooseRay, out targetHit))
            {
                if (Input.GetMouseButtonDown(0) && targetHit.collider.gameObject.tag == "EnemyUnit")
             
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(); }
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