Unity类银河恶魔城学习记录(P162 Improving skeleton)

本章节修复了骷髅在玩家死亡后依旧进行攻击,为骷髅添加了随机快慢攻击

教程:【Unity教程】从0编程制作类银河恶魔城游戏

源代码

SkeletonBattleState.cs

using UnityEngine;

public class SkeletonBattleState : EnemyState
{
    private Transform player;
    private Enemy_Skeleton enemy;
    private int moveDir;

    public SkeletonBattleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName, Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName)
    {
        this.enemy = _enemy;
    }

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

        player = PlayerManager.instance.player.transform;

        //玩家死亡时无法攻击玩家尸体
        if (player.GetComponent<PlayerStats>().isDead)
            stateMachine.ChangeState(enemy.moveState);
    }

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

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

        if (enemy.IsPlayerDetected())
        {
            stateTimer = enemy.battleTime;
            if (enemy.IsPlayerDetected().distance < enemy.attackDistance)
            {
                if (CanAttack())
                {
                    stateMachine.ChangeState(enemy.attackState);
                }
            }
        }
        else
        {
            if (stateTimer < 0 || Vector2.Distance(player.transform.position, enemy.transform.position) > enemy.abandonDistance)
            {
                stateMachine.ChangeState(enemy.idleState);
            }
        }

        if (player.position.x > enemy.transform.position.x)
        {
            moveDir = 1;
        }
        else if (player.position.x < enemy.transform.position.x)
        {
            moveDir = -1;
        }

        enemy.SetVelocity(moveDir * enemy.moveSpeed, enemy.rb.velocity.y);
    }

    private bool CanAttack()
    {
        if (Time.time >= enemy.lastTimeAttacked + enemy.attackCooldown)
        {
            //随机攻击冷却时间
            enemy.attackCooldown = Random.Range(enemy.minAttackCooldown, enemy.maxAttackCooldown);
            return true;
        }
        return false;
    }
}

Enemy.cs

新增两个变量

public float minAttackCooldown;
public float maxAttackCooldown;

完整代码

using System.Collections;
using UnityEngine;

public class Enemy : Entity
{
    [SerializeField] protected LayerMask whatIsPlayer;

    [Header("Stunned info")]
    public float stunDuration;
    public Vector2 stunDirection;
    protected bool canBeStunned;
    [SerializeField] protected GameObject counterImage;

    [Header("Move info")]
    public float moveSpeed;
    public float idleTiem;
    public float battleTime;
    private float defaultMoveSpeed;

    public float abandonDistance;
    public float attantionDistance;


    [Header("Attack info")]
    public float attackDistance;
    public float attackCooldown;
    public float minAttackCooldown;
    public float maxAttackCooldown;
    [HideInInspector] public float lastTimeAttacked;

    public EnemyStateMachine stateMachine { get; private set; }
    public string lastAnimBoolName { get; private set; }

    protected override void Awake()
    {
        base.Awake();

        stateMachine = new EnemyStateMachine();

        defaultMoveSpeed = moveSpeed;
    }

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

        stateMachine.currentState.Update();
    }

    public virtual void AssignLastAnimName(string _animBoolName) => lastAnimBoolName = _animBoolName;

    public override void SlowEnitityBy(float _slowPercentage, float _slowDuration)
    {
        base.SlowEnitityBy(_slowPercentage, _slowDuration);

        moveSpeed = moveSpeed * (1 - _slowPercentage);
        anim.speed = anim.speed * (1 - _slowPercentage);

        Invoke("ReturnDefaultSpeed", _slowDuration);
    }

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

        moveSpeed = defaultMoveSpeed;
    }

    public virtual void FreezeTime(bool _timeFrozen)
    {
        if (_timeFrozen)
        {
            moveSpeed = 0;
            anim.speed = 0;
        }
        else
        {
            moveSpeed = defaultMoveSpeed;
            anim.speed = 1;
        }
    }

    public virtual void FreezeTimeFor(float _duration) => StartCoroutine(FreezeTimeCoroutine(_duration));

    protected virtual IEnumerator FreezeTimeCoroutine(float _seconds)
    {
        FreezeTime(true);

        yield return new WaitForSeconds(_seconds);

        FreezeTime(false);
    }

    #region Counter Attack Window
    public virtual void OpenCounterAttackWindow()
    {
        canBeStunned = true;
        counterImage.SetActive(true);
    }

    public virtual void CloseCounterAttackWindow()
    {
        canBeStunned = false;
        counterImage.SetActive(false);
    }
    #endregion

    public virtual bool CanBeStunned()
    {
        if (canBeStunned)
        {
            CloseCounterAttackWindow();
            return true;
        }

        return false;
    }

    public virtual void AnimationFinishTrigger() => stateMachine.currentState.AnimationFinishTrigger();

    public virtual RaycastHit2D IsPlayerDetected() => Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, 50, whatIsPlayer);

    protected override void OnDrawGizmos()
    {
        base.OnDrawGizmos();

        Gizmos.color = Color.yellow;
        Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + attackDistance * facingDir, transform.position.y));
    }
}

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