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
Enemy.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;public class Enemy : Entity
{[SerializeField] protected LayerMask whatIsPlayer;[Header("Stun Info")]public float stunnedDuration;//stunned持续时间public Vector2 stunnedDirection;//stunned改变后的速度protected bool canBeStunned;//判断是否可以被反击[SerializeField] protected GameObject counterImage;//一个代表着是否可以被反击的信号[Header("Move Info")]public float moveSpeed;public float idleTime;public float battleTime;//多久能从battle状态中退出来[Header("Attack Info")]public float attackDistance;public float attackCooldown;//攻击冷却[HideInInspector] public float lastTimeAttacked;//最后一次攻击的时间#region 类public EnemyStateMachine stateMachine;#endregionprotected override void Awake(){base.Awake();stateMachine = new EnemyStateMachine();}protected override void Start(){base.Start();}protected override void Update(){base.Update();stateMachine.currentState.Update();//Debug.Log(IsPlayerDetected().collider.gameObject.name + "I see");//这串代码会报错,可能使版本的物体,因为在没有找到Player的时候物体是空的,NULL,你想让他在控制台上显示就报错了}public virtual void OpenCounterAttackWindow()//打开可以反击的信号的函数{canBeStunned = true;counterImage.SetActive(true);}public virtual void CloseCounterAttackWindow()//关闭可以反击的信号的函数{canBeStunned = false;counterImage.SetActive(false);}//protected virtual bool CanBeStunned()//没搞懂//{// if(canBeStunned)// {// CloseCounterAttackWindow();// return true;// }// return false;//}public virtual void AnimationFinishTrigger() => stateMachine.currentState.AnimationFinishTrigger();//动画完成时调用的函数,与Player相同public virtual RaycastHit2D IsPlayerDetected() => Physics2D.Raycast(wallCheck.position, Vector2.right * facingDir, 7, whatIsPlayer);//用于从射线投射获取信息的结构。//该函数的返回值可以变,可以只返回bool,也可以是碰到的结构protected override void OnDrawGizmos(){base.OnDrawGizmos();Gizmos.color = Color.yellow;//把线改成黄色Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + attackDistance * facingDir, transform.position.y));//用来判别是否进入attackState的线}}
Enemy_Skeleton.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEditorInternal;
using UnityEngine;public class Enemy_Skeleton : Enemy
{#region 类Statepublic SkeletonIdleState idleState { get; private set; }public SkeletonMoveState moveState { get; private set; }public SkeletonBattleState battleState { get; private set; }public SkeletonAttackState attackState { get; private set; }public SkeletonStunnedState stunnedState { get; private set; }#endregionprotected override void Awake(){base.Awake();idleState = new SkeletonIdleState(this, stateMachine, "Idle", this);moveState = new SkeletonMoveState(this,stateMachine, "Move", this);battleState = new SkeletonBattleState(this, stateMachine, "Move", this);attackState = new SkeletonAttackState(this, stateMachine, "Attack", this);stunnedState = new SkeletonStunnedState(this, stateMachine, "Stunned", this);}protected override void Start(){base.Start();stateMachine.Initialize(idleState);}protected override void Update(){base.Update();if(Input.GetKeyDown(KeyCode.U)){stateMachine.ChangeState(stunnedState);//暂时用U来控制进入stunned}}//protected override bool CanBeStunned()//{// if(base.CanBeStunned())// {// stateMachine.ChangeState(stunnedState);// return true;// }// return false;//}
}
Enemy_SkeletonAnimationTrigger.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Enemy_SkeletonAnimationTriggers : MonoBehaviour
{private Enemy_Skeleton enemy => GetComponentInParent<Enemy_Skeleton>();//拿到enemy实体private void AnimationTrigger(){enemy.AnimationFinishTrigger();//调用实体上的函数,使triggerCalled为true;}private void AttackTrigger(){Collider2D[] colliders = Physics2D.OverlapCircleAll(enemy.attackCheck.position, enemy.attackCheckRadius);//创建一个碰撞器组,保存所有圈所碰到的碰撞器//https://docs.unity3d.com/2022.3/Documentation/ScriptReference/Physics2D.OverlapCircleAll.htmlforeach (var hit in colliders)//https://blog.csdn.net/m0_52358030/article/details/121722077{if (hit.GetComponent<Player>() != null){hit.GetComponent<Player>().Damage();}}}private void OpenCounterWindow() => enemy.OpenCounterAttackWindow();private void CloseCounter() => enemy.CloseCounterAttackWindow();
}