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
PlayerManager.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;public class PlayerManager : MonoBehaviour
{public static PlayerManager instance;public Player player;//这是通过在外部设置了一个组件,让这个组件能够直接把Player找到,从而减少FInd的方式所带来的高负载private void Awake(){if(instance != null){Destroy(instance.gameObject);}elseinstance = this;}
}
SkillManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class SkillManager : MonoBehaviour
{public static SkillManager instance;private void Awake(){if (instance != null){Destroy(instance.gameObject);}elseinstance = this;}
}
SkeletonGroundState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class SkeletonGroundState : EnemyState
{protected Enemy_Skeleton enemy;protected Transform player;public SkeletonGroundState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy) : base(_enemyBase, _stateMachine, _animBoolName){enemy = _enemy;}public override void Enter(){base.Enter();player = PlayerManager.instance.player.transform;}public override void Exit(){base.Exit();}public override void Update(){base.Update();if(enemy.IsPlayerDetected()||Vector2.Distance(enemy.transform.position,player.transform.position)<2){stateMachine.ChangeState(enemy.battleState);}}
}
SkeletonBattleState.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
//从ground进来的
public class SkeletonBattleState : EnemyState
{private Transform player;//用于给Player定位,好判断怎么跟上他private Enemy_Skeleton enemy;private int moveDir;public SkeletonBattleState(Enemy _enemyBase, EnemyStateMachine _stateMachine, string _animBoolName,Enemy_Skeleton _enemy ) : base(_enemyBase, _stateMachine, _animBoolName){enemy = _enemy;}public override void Enter(){base.Enter();//player = GameObject.Find("Player").transform;//全局找Player位置player = PlayerManager.instance.player.transform;}public override void Exit(){base.Exit();}public override void Update(){base.Update();//退出此状态的方式if(enemy.IsPlayerDetected()){stateTimer = enemy.battleTime;if (enemy.IsPlayerDetected().distance < enemy.attackDistance)//当距离小于攻击距离,变为攻击状态{if (CanAttack())stateMachine.ChangeState(enemy.attackState);}}else//当没有看见player后,才会根据没有看到的时间来使其退出battle状态{if(stateTimer < 0||Vector2.Distance(player.transform.position,enemy.transform.position)>7)//根据距离来判断是否结束battle状态{stateMachine.ChangeState(enemy.idleState);}}//下面为移动方向设置if(player.position.x > enemy.transform.position.x)//在右,向右移动{moveDir = 1;}else if(player.position.x<enemy.transform.position.x)//在左,向左移动{moveDir = -1;}if(Vector2.Distance(player.transform.position,enemy.transform.position)>1)enemy.SetVelocity(enemy.moveSpeed * moveDir, rb.velocity.y);else{enemy.SetZeroVelocity();}//我自己设置了一个敌人接近一定距离就停下来的设置,防止出现敌人乱晃的情况}private bool CanAttack(){if(Time.time > enemy.lastTimeAttacked + enemy.attackCooldown){enemy.lastTimeAttacked = Time.time;return true;}return false;}
}