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
LostCurrencyController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class LostCurrencyController : MonoBehaviour
{public int currency;private void OnTriggerEnter2D(Collider2D collision){if(collision.GetComponent<Player>() != null){PlayerManager.instance.currency += currency;Destroy(this.gameObject);}}
}
GameManager.cs
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;//关于场景的操作public class GameManager : MonoBehaviour, ISaveManager
{public static GameManager instance;private Transform player;[SerializeField] private Checkpoint[] checkpoints;[SerializeField] private string closestCheckpointId;[Header("Lost currency")][SerializeField] private GameObject lostCurrencyPerfab;public int lostCurrencyAmount;[SerializeField] private float lostCurrencyX;[SerializeField] private float lostCurrencyY;private void Awake(){if (instance != null){Destroy(instance.gameObject);}elseinstance = this;checkpoints = FindObjectsOfType<Checkpoint>();player = PlayerManager.instance.player.transform;}private void Start(){checkpoints = FindObjectsOfType<Checkpoint>();}public void RestratScene()//场景重开函数{SaveManager.instance.SaveGame();Scene scene = SceneManager.GetActiveScene();//获得初始场景SceneManager.LoadScene(scene.name);//获取的场景必须通过字符串载入}public void LoadData(GameData _data){foreach (KeyValuePair<string, bool> pair in _data.checkpoints){foreach (Checkpoint checkpoint in checkpoints){if (checkpoint.id == pair.Key && pair.Value == true){checkpoint.ActivateCheckpoint();}}}closestCheckpointId = _data.closestCheckpointId;PlacePlayerAtClosestCheckpoint();LoadLostCurrency(_data);}private void LoadLostCurrency(GameData _data)//产生可以捡到的钱尸体函数{lostCurrencyAmount = _data.lostCurrencyAmount;lostCurrencyX = _data.lostCurrencyX;lostCurrencyY = _data.lostCurrencyY;if(lostCurrencyAmount > 0){GameObject newLostCurrency = Instantiate(lostCurrencyPerfab, new Vector3(lostCurrencyX, lostCurrencyY), Quaternion.identity);newLostCurrency.GetComponent<LostCurrencyController>().currency = lostCurrencyAmount;}lostCurrencyAmount = 0;}private void PlacePlayerAtClosestCheckpoint()//传送至最近检查点函数{foreach (Checkpoint checkpoint in checkpoints){if (closestCheckpointId == checkpoint.id && checkpoint.activationStatus){PlayerManager.instance.player.transform.position = checkpoint.transform.position;}}}public void SaveData(ref GameData _data){_data.lostCurrencyAmount = lostCurrencyAmount;//此地方的钱是player死后stats赋值的_data.lostCurrencyX = player.position.x;_data.lostCurrencyY = player.position.y;if(FindClosestCheckpoint()!=null)_data.closestCheckpointId = FindClosestCheckpoint().id;//Save后调用_data.checkpoints.Clear();foreach (Checkpoint checkpoint in checkpoints){_data.checkpoints.Add(checkpoint.id, checkpoint.activationStatus);}}private Checkpoint FindClosestCheckpoint()//寻找最近检查点的函数{float closetDistance = Mathf.Infinity;Checkpoint closestCheckpoint = null;foreach (var checkpoint in checkpoints)//遍历检查点比较距离寻找最近的检查点{float distanceToCheckpoint = Vector2.Distance(PlayerManager.instance.player.transform.position, checkpoint.transform.position);if (distanceToCheckpoint < closetDistance && checkpoint.activationStatus == true){closetDistance = distanceToCheckpoint;closestCheckpoint = checkpoint;}}return closestCheckpoint;}
}
GameData.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class GameData
{public int currency;public SerializableDictionary<string, bool> skillTree;public SerializableDictionary<string, int> inventory;public List<string> equipmentId;public SerializableDictionary<string, bool> checkpoints;public string closestCheckpointId;public float lostCurrencyX;public float lostCurrencyY;public int lostCurrencyAmount;public GameData(){this.lostCurrencyX = 0;this.lostCurrencyY = 0;this.lostCurrencyAmount = 0;this.currency = 0;skillTree = new SerializableDictionary<string, bool>();inventory = new SerializableDictionary<string, int>();equipmentId = new List<string>();closestCheckpointId = string.Empty;checkpoints = new SerializableDictionary<string, bool>();}
}
UI.cs
using System.Collections;
using UnityEngine;public class UI : MonoBehaviour
{[Header("End screen")][SerializeField] private UI_FadeScreen fadeScreen;[SerializeField] private GameObject endText;[SerializeField] private GameObject restartButton;[Space][SerializeField] private GameObject characterUI;[SerializeField] private GameObject skillTreeUI;[SerializeField] private GameObject craftUI;[SerializeField] private GameObject optionsUI;[SerializeField] private GameObject inGameUI;public UI_itemTooltip itemToolTip;public UI_statToolTip statToopTip;public Ui_SkillToolTip skillToolTip;public UI_CraftWindow craftWindow;public void Awake(){SwitchTo(skillTreeUI);//修复可能出现skill没法加载成功的bug}public void Start(){SwitchTo(inGameUI);itemToolTip.gameObject.SetActive(false);statToopTip.gameObject.SetActive(false);}private void Update(){if (Input.GetKeyDown(KeyCode.C)){SwitchWithKeyTo(characterUI);}if (Input.GetKeyDown(KeyCode.B)){SwitchWithKeyTo(craftUI);}if (Input.GetKeyDown(KeyCode.K)){SwitchWithKeyTo(skillTreeUI);}if (Input.GetKeyDown(KeyCode.O)){SwitchWithKeyTo(optionsUI);}}public void SwitchTo(GameObject _menu)//切换窗口函数{for (int i = 0; i < transform.childCount; i++){bool fadeScreen = transform.GetChild(i).GetComponent<UI_FadeScreen>() != null;//保证存在淡入淡出效果的函数时才会为真,才会使darkScreen保持存在if (!fadeScreen)transform.GetChild(i).gameObject.SetActive(false);}if (_menu != null){_menu.SetActive(true);}}public void SwitchWithKeyTo(GameObject _menu)//键盘切换窗口函数{if (_menu != null && _menu.activeSelf)//通过判断是否传入mune和mune是否激活来决定使设置为可视或不可使{_menu.SetActive(false);CheckForInGameUI();return;}SwitchTo(_menu);}private void CheckForInGameUI()//当其他UI不在时自动切换值InGameUI函数{for (int i = 0; i < transform.childCount; i++){if (transform.GetChild(i).gameObject.activeSelf && transform.GetChild(i).GetComponent<UI_FadeScreen>() == null) //修复InGameUI在fadeScreen打开后,没法存在的问题return;}SwitchTo(inGameUI);}public void SwitchOnEndScreen()//死亡综合效果函数{SwitchTo(null);fadeScreen.FadeOut();StartCoroutine(EndScreenCorutine());}IEnumerator EndScreenCorutine()//死亡显示文本函数{yield return new WaitForSeconds(1);endText.SetActive(true);yield return new WaitForSeconds(1.5f);restartButton.SetActive(true);}public void RestartGameButton()//场景重开函数{GameManager.instance.RestratScene();//调用GameManager的重开函数}
}
UI_InGame.cs
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;public class UI_InGame : MonoBehaviour
{[SerializeField] private PlayerStats playerStats;[SerializeField] Slider slider;[SerializeField] private Image dashImage;[SerializeField] private Image parryImage;[SerializeField] private Image crystalImage;[SerializeField] private Image swordImage;[SerializeField] private Image blackholeImage;[SerializeField] private Image flaskholeImage;[Header("Souls info")][SerializeField] private TextMeshProUGUI currentSouls;[SerializeField] private float soulsAmount;//灵魂数量[SerializeField] private float increaseRate = 100;//增长速率private SkillManager skills;void Start() {if(playerStats != null){playerStats.onHealthChanged += UpdateHealthUI;}skills = SkillManager.instance;}// Update is called once per framevoid Update(){UpdateSoulsUI();//货币随着时间变化的特效函数if (Input.GetKeyDown(KeyCode.LeftShift) && skills.dash.dashUnlocked)//使用技能后图标变黑{SetCoolDownOf(dashImage);}if (Input.GetKeyDown(KeyCode.Q) && skills.parry.parryUnlocked){SetCoolDownOf(parryImage);}if (Input.GetKeyDown(KeyCode.F) && skills.crystal.crystalUnlocked){SetCoolDownOf(crystalImage);}if (Input.GetKeyDown(KeyCode.Mouse1) && skills.sword.swordUnlocked){SetCoolDownOf(swordImage);}if (Input.GetKeyDown(KeyCode.R) && skills.blackhole.blackholeUnlocked){SetCoolDownOf(blackholeImage);}if (Input.GetKeyDown(KeyCode.Alpha1) && Inventory.instance.GetEquipment(EquipmentType.Flask) != null){SetCoolDownOf(flaskholeImage);}CheckCooldown(dashImage, skills.dash.cooldown);CheckCooldown(parryImage, skills.parry.cooldown);CheckCooldown(crystalImage, skills.crystal.cooldown);CheckCooldown(swordImage, skills.sword.cooldown);CheckCooldown(blackholeImage, skills.blackhole.cooldown);CheckCooldown(flaskholeImage, Inventory.instance.flaskCooldown);}private void UpdateSoulsUI()//货币随着时间变化的特效函数{//逻辑是判断目前的钱少于实际的钱,则以速率*时间的方式增加直到相同或者大于后等于实际的钱if (soulsAmount < PlayerManager.instance.GetCurrency()){soulsAmount += Time.deltaTime * increaseRate;}elsesoulsAmount = PlayerManager.instance.GetCurrency();currentSouls.text = ((int)soulsAmount).ToString();}private void UpdateHealthUI()//更新血量条函数,此函数由Event触发{slider.maxValue = playerStats.GetMaxHealthValue();slider.value = playerStats.currentHealth;}private void SetCoolDownOf(Image _image)//使用技能后使图标变黑的函数{if (_image.fillAmount <= 0)_image.fillAmount = 1;}private void CheckCooldown(Image _image,float _cooldown)//使图标根据cd逐渐变白的函数{if(_image.fillAmount > 0){_image.fillAmount -= 1 / _cooldown * Time.deltaTime;}}
}
PlayerStat.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class PlayerStats : 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();GameManager.instance.lostCurrencyAmount = PlayerManager.instance.currency;PlayerManager.instance.currency = 0;GetComponent<PlayerItemDrop>()?.GenerateDrop();}protected override void DecreaseHealthBy(int _damage){base.DecreaseHealthBy(_damage);ItemData_Equipment currentArmor = Inventory.instance.GetEquipment(EquipmentType.Armor);if(currentArmor != null){currentArmor.Effect(player.transform);}}public override void OnEvasion(){player.skill.dogge.CreateMirageOnDoDogge();}public void CloneDoDamage(CharacterStats _targetStats,float _multiplier){if (TargetCanAvoidAttack(_targetStats))设置闪避{return;}int totleDamage = damage.GetValue() + strength.GetValue();if(_multiplier > 0){totleDamage = Mathf.RoundToInt(totleDamage * _multiplier);}//爆伤设置if (CanCrit()){totleDamage = CalculateCriticalDamage(totleDamage);}totleDamage = CheckTargetArmor(_targetStats, totleDamage);//设置防御_targetStats.TakeDamage(totleDamage);DoMagicaDamage(_targetStats); // 可以去了也可以不去}
}
EnemyStat.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.WSA;public class EnemyStats : CharacterStats
{private Enemy enemy;private ItemDrop myDropSystem;public Stat soulsDropAmount;//金币掉落[Header("Level details")][SerializeField] private int leval = 1;[Range(0f, 1f)]//一个使数值设置成为一定范围的设置[SerializeField] private float percantageModifier = .4f;//设置等级和成长比例public override void DoDamage(CharacterStats _targetStats){base.DoDamage(_targetStats);}protected override void Die(){base.Die();enemy.Die();PlayerManager.instance.currency += soulsDropAmount.GetValue();myDropSystem.GenerateDrop();}protected override void Start(){soulsDropAmount.SetDefaultValue(100);//改变伤害和生命值//解决初始血量在升级后不满ApplyLevelModifier();enemy = GetComponent<Enemy>();base.Start();myDropSystem = GetComponent<ItemDrop>();}private void ApplyLevelModifier(){Modify(strength);Modify(agility);Modify(intelligence);Modify(vitality);Modify(damage);Modify(critChance);Modify(critPower);Modify(Health);Modify(armor);Modify(evasion);Modify(magicResistance);Modify(fireDamage);Modify(iceDamage);Modify(lightingDamage);Modify(soulsDropAmount);}//专门对某个数值进行提升的函数private void Modify(Stat _stat){for(int i =1;i<leval;i++){float modifier = _stat.GetValue() * percantageModifier;_stat.AddModifier(Mathf.RoundToInt(modifier));}}public override void TakeDamage(int _damage){base.TakeDamage(_damage);}
}