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文章目录
- ⭐前言⭐
- 🎶(==二==) NPC逻辑相关
- (==1==) NPC范围检测
- (==2==) NPC动画添加
- (==3==) NPC和玩家的攻击受伤交互(事件中心)
- (==4==) NPC的受伤特效添加
- (==5==) NPC的死亡特效添加
- ⭐🅰️⭐
⭐前言⭐
🎶(二) NPC逻辑相关
(1) NPC范围检测
using System.Collections;
using System.Collections.Generic;
using UnityEngine;//-------------------------------
//-------功能: NPC交互脚本
//-------创建者: -------
//------------------------------public class NPCContorller : MonoBehaviour
{public PlayerContorller playerCtrl;//范围检测private void OnTriggerEnter(Collider other){playerCtrl.isNearby = true;}private void OnTriggerExit(Collider other){playerCtrl.isNearby = false;}
}
(2) NPC动画添加
(3) NPC和玩家的攻击受伤交互(事件中心)
- EnemyController 敌人
using DG.Tweening;
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UI;//-------------------------------
//-------功能: 敌人控制器
//-------创建者: -------
//------------------------------public class EnemyController : MonoBehaviour
{public GameObject player; //对标玩家public Animator animator; //对标动画机public GameObject enemyNPC; //对标敌人public int hp; //血量public Image hpSlider; //血条private int attack = 10; //敌人的攻击力public float CD_skill ; //技能冷却时间private void Start(){enemyNPC = transform.GetChild(0).gameObject;animator = enemyNPC.GetComponent<Animator>();SendEvent(); //发送相关事件}private void Update(){CD_skill += Time.deltaTime; //CD一直在累加}/// <summary>/// 发送事件/// </summary>private void SendEvent(){//传递怪兽攻击事件(也是玩家受伤时)EventCenter.GetInstance().AddEventListener(PureNotification.PLAYER_INJURY, (int attack) =>{animator.SetBool("attack",true ); //攻击动画激活 });//传递怪兽受伤事件(玩家攻击时)EventCenter.GetInstance().AddEventListener(PureNotification.PLAYER_ATTRACK, ( ) =>{ animator.SetBool("hurt", true); //受伤动画激活});//传递怪兽死亡事件EventCenter.GetInstance().AddEventListener(PureNotification.NPC_Died , () =>{ animator.SetBool("died", true); //死亡动画激活gameObject.SetActive(false); //给物体失活//暴金币});}//碰撞检测private void OnCollisionStay(Collision collision){if (collision.gameObject.tag == "Player") //检测到如果是玩家的标签{if(CD_skill > 2f) //攻击动画的冷却时间{Debug.Log("怪物即将攻击");CD_skill = 0;//触发攻击事件EventCenter.GetInstance().EventTrigger(PureNotification.PLAYER_INJURY, Attack());} }}/// <summary>/// 传递攻击力/// </summary>/// <returns></returns>public int Attack(){return attack;}//碰撞检测private void OnCollisionExit(Collision collision){if (collision.gameObject.tag == "Player") //检测到如果是玩家的标签{animator.SetBool("attack", false); collision.gameObject.GetComponent<PlayerContorller>().animator .SetBool("hurt", false);}}//范围触发检测private void OnTriggerStay(Collider other){if(other.tag == "Player") //检测到如果是玩家的标签{//让怪物看向玩家transform.LookAt(other.gameObject.transform.position);//并且向其移动transform.Translate(Vector3.forward * 1 * Time.deltaTime);}}}
- PlayerContorller玩家
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.UIElements;
using static UnityEditor.Experimental.GraphView.GraphView;//-------------------------------
//-------功能: 玩家控制器
//-------创建者:
//------------------------------public class PlayerContorller : MonoBehaviour
{//-----------------------------------------//---------------成员变量区-----------------//-----------------------------------------public float speed = 1; //速度倍量public Rigidbody rigidbody; //刚体组建的声明public Animator animator; //动画控制器声明public GameObject[] playersitem; //角色数组声明public bool isNearby = false; //人物是否在附近public float CD_skill ; //技能冷却时间public int curWeaponNum; //拥有武器数public int attack ; //攻击力public int defence ; //防御力//-----------------------------------------//-----------------------------------------void Start(){rigidbody = GetComponent<Rigidbody>();SendEvent();//发送事件给事件中心}void Update(){CD_skill += Time.deltaTime; //CD一直在累加InputMonitoring();}void FixedUpdate(){Move();}/// <summary>/// 更换角色[数组]/// </summary>/// <param name="value"></param>public void ChangePlayers(int value){for (int i = 0; i < playersitem.Length; i++){if (i == value){animator = playersitem[i].GetComponent<Animator>();playersitem[i].SetActive(true);}else{playersitem[i].SetActive(false);}}}/// <summary>///玩家移动相关/// </summary>private void Move(){//速度大小float horizontal = Input.GetAxis("Horizontal");float vertical = Input.GetAxis("Vertical");if (Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal") != 0){//方向Vector3 dirction = new Vector3(horizontal, 0, vertical);//让角色的看向与移动方向保持一致transform.rotation = Quaternion.LookRotation(dirction);rigidbody.MovePosition(transform.position + dirction * speed * Time.deltaTime);animator.SetBool("walk", true);//加速奔跑if (Input.GetKey(KeyCode.LeftShift) ){animator.SetBool("run", true);animator.SetBool("walk", true); rigidbody.MovePosition(transform.position + dirction * speed*3 * Time.deltaTime);}else {animator.SetBool("run", false);;animator.SetBool("walk", true);} }else {animator.SetBool("walk", false);}}/// <summary>/// 键盘监听相关/// </summary>public void InputMonitoring(){//人物角色切换if (Input.GetKeyDown(KeyCode.Alpha1)){ChangePlayers(0);}if (Input.GetKeyDown(KeyCode.Alpha2)){ChangePlayers(1);}if (Input.GetKeyDown(KeyCode.Alpha3)){ChangePlayers(2);}//范围检测弹出和NPC的对话框if (isNearby && Input.GetKeyDown(KeyCode.F)){ //发送通知打开面板GameFacade.Instance.SendNotification(PureNotification.SHOW_PANEL, "NPCTipPanel");}//打开背包面板if ( Input.GetKeyDown(KeyCode.Tab)){//发送通知打开面板GameFacade.Instance.SendNotification(PureNotification.SHOW_PANEL, "BackpackPanel");}//打开角色面板if ( Input.GetKeyDown(KeyCode.C)){//发送通知打开面板GameFacade.Instance.SendNotification(PureNotification.SHOW_PANEL, "RolePanel");}//攻击监听if (Input.GetKeyDown(KeyCode.Space) && CD_skill >= 1.0f) //按下空格键攻击,并且技能恢复冷却{if (curWeaponNum > 0) //有武器时的技能相关{animator.speed = 2;animator.SetTrigger("Attack2");}else //没有武器时的技能相关{animator.speed = 1;animator.SetTrigger("Attack1");}CD_skill = 0;#region//技能开始冷却// audioSource.clip = Resources.Load<AudioClip>("music/01");// audioSource.Play();// cd_Put = 0;//var enemys = GameObject.FindGameObjectsWithTag("enemy");//foreach (GameObject enemy in enemys)//{// if (enemy != null)// {// if (Vector3.Distance(enemy.transform.position, this.transform.position) <= 5)// {// enemy.transform.GetComponent<_03EnemyCtrl>().SubSelf(50);// }// }//}//var bosses = GameObject.FindGameObjectsWithTag("boss");//foreach (GameObject boss in bosses)//{// if (boss != null)// {// if (Vector3.Distance(boss.transform.position, this.transform.position) <= 5)// {// boss.transform.GetComponent<boss>().SubHP();// }// }//}#endregion}//if (Input.GetKeyDown(KeyCode.E))//{// changeWeapon = !changeWeapon;//}//if (Input.GetKeyDown(KeyCode.Q))//{// AddHP();// diaPanel.USeHP();//}//if (enemys != null && enemys.transform.childCount <= 0 && key != null)//{// key.gameObject.SetActive(true);//}}/// <summary>/// 发送事件/// </summary>private void SendEvent(){//传递玩家攻击事件EventCenter.GetInstance().AddEventListener(PureNotification.PLAYER_ATTRACK, () =>{});//传递玩家受伤事件(怪物攻击时)EventCenter.GetInstance().AddEventListener(PureNotification.PLAYER_INJURY , (int attack) =>{animator.SetBool("hurt", true);Debug.Log(attack + "掉血了"); }); }
}
(4) NPC的受伤特效添加
/// <summary>/// 碰撞检测/// </summary>/// <param name="collision"></param>private void OnCollisionStay(Collision collision){//若碰到敌人,并进行攻击if (collision.gameObject.tag == "enemy" && Input.GetKeyDown(KeyCode.Space)){Debug.Log("造成伤害");enemyController = collision.gameObject.GetComponent<EnemyController>();//触发攻击事件enemyController.animator.SetBool("hurt", true); //怪物受伤动画激活enemyController.transform.GetChild(2).GetChild(0).GetComponent<ParticleSystem>().Play();enemyController.hp -= attack;//减少血量enemyController. hpSlider.fillAmount = (enemyController.hp / 100.0f);if (enemyController.hp <= 0) //死亡判断{collision.transform.GetChild(0).GetComponent<Animator>() .SetBool("died", true); //死亡动画激活//播放动画collision.transform.GetChild(2).GetChild(0).GetComponent<ParticleSystem>().Play();collision. gameObject.SetActive(false); //将敌人失活//暴钻石(实例化)Instantiate(Resources.Load<GameObject>("Perfab/Prop/damon"), collision.transform.position , Quaternion.identity);Destroy(collision.gameObject, 3);}}}
(5) NPC的死亡特效添加
/// <summary>/// 碰撞检测/// </summary>/// <param name="collision"></param>private void OnCollisionStay(Collision collision){//若碰到敌人,并进行攻击if (collision.gameObject.tag == "enemy" && Input.GetKeyDown(KeyCode.Space)){Debug.Log("造成伤害");enemyController = collision.gameObject.GetComponent<EnemyController>();//触发攻击事件enemyController.animator.SetBool("hurt", true); //怪物受伤动画激活enemyController.transform.GetChild(2).GetChild(0).GetComponent<ParticleSystem>().Play();enemyController.hp -= attack;//减少血量enemyController. hpSlider.fillAmount = (enemyController.hp / 100.0f);if (enemyController.hp <= 0) //死亡判断{collision.transform.GetChild(0).GetComponent<Animator>() .SetBool("died", true); //死亡动画激活//播放动画collision.transform.GetChild(2).GetChild(0).GetComponent<ParticleSystem>().Play();collision. gameObject.SetActive(false); //将敌人失活//暴钻石(实例化)Instantiate(Resources.Load<GameObject>("Perfab/Prop/damon"), collision.transform.position , Quaternion.identity);Destroy(collision.gameObject, 3);}}}
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