RPG项目01_技能释放
基于“RPG项目01_新输入输出”,
修改脚本文件夹中的SkillBase脚本:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
//回复技能,魔法技能,物理技能
public enum SkillType { Up, Magic, Physics };
public class SkillBase : MonoBehaviour{
protected GameObject prefab;
protected SkillType type;//类型
protected string path = "Skill/";
protected string skillName;
protected int attValue;
public int mp;
protected People from;//从人物释放
protected People tPeople;//敌人目标
protected Dictionary<SkillType, UnityAction> typeWithSkill =
new Dictionary<SkillType, UnityAction>();
protected float time = 0;//计时器
protected float skillTime;//技能冷却时间
protected float delayTime;//延迟时间
protected float offset;//偏移量
protected Vector3 skillPoint;//攻击点
public bool IsRelease { get; private set; }//技能是否释放
protected int layer;//技能对哪个一层起作用
protected Collider[] cs;//技能碰撞体
public event UnityAction Handle;//处理方法
protected void Init(){
IsRelease = true;
layer = LayerMask.GetMask("MyPlayer") + LayerMask.GetMask("Enemy");
prefab = LoadManager.LoadGameObject(path + skillName);
typeWithSkill.Add(SkillType.Magic, MagicHurt);
typeWithSkill.Add(SkillType.Physics, PhysicsHurt);
typeWithSkill.Add(SkillType.Up, HpUp);
}
#region 技能
private void MagicHurt(){
cs = GetColliders();
foreach (Collider c in cs){
if (c.tag != from.tag){
c.GetComponent<People>().BeMagicHit(attValue, from);
c.GetComponent<People>().Anim.SetTrigger("Hurt");
}
}
}
private void PhysicsHurt(){
cs = GetColliders();
foreach (Collider c in cs){
if (c.tag != from.tag){
c.GetComponent<People>().BePhysicsHit(attValue, from);
c.GetComponent<People>().Anim.SetTrigger("Hurt");
}
}
}
private void HpUp(){
cs = GetColliders();
foreach (Collider c in cs){
if (c.tag == from.tag){
c.GetComponent<People>().AddHp(attValue);
}
}
}
#endregion
protected virtual Collider[] GetColliders(){
return null;
}
public float GetFillTime(){
if (IsRelease){
return 0;
}
time -= Time.deltaTime;
if (time < 0){
IsRelease = true;
}
return time / skillTime;
}
public void SetEventHandle(UnityAction fun){
Handle += fun;
}
public bool MayRelease(){
return (from.Mp + mp >= 0) && IsRelease;
}
//携程函数-技能释放执行
public virtual IEnumerator SkillPrefab(){
IsRelease = false;
time = skillTime;
yield return new WaitForSeconds(delayTime);//等待延迟时间
typeWithSkill[type]();
from.AddMp(mp);
skillPoint = from.transform.position + from.transform.forward * offset;
Quaternion qua = from.transform.rotation;//施放角度
GameObject effect = Instantiate(prefab, skillPoint, qua);
yield return new WaitForSeconds(3);//等待三秒
Handle?.Invoke();//时间调用
Destroy(effect);//特效销毁
}
}
技能基类创建完后创建技能子类StraightSkill
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class StraightSkill : SkillBase
{//直线技能
float length;
float width;
public StraightSkill(People p, string _name, SkillType _type,
float _length, float _width, int _att, int _mp, float _skillTime, float _delayTime, float _offset){
from = p;
length = _length;
width = _width;
skillName = _name;
mp = _mp;
type = _type;
attValue = _att;
skillTime = _skillTime;
delayTime = _delayTime;
offset = _offset;
Init();
}
protected override Collider[] GetColliders(){
skillPoint = from.transform.position + from.transform.forward * offset;
Vector3 bound = new Vector3(width * width, length);
return Physics.OverlapBox(skillPoint, bound, Quaternion.LookRotation(from.transform.forward), layer);
}
}
再创建球型子类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UIElements;
public class SphereSkill : SkillBase
{//球型技能
float r;
public SphereSkill(People p, string _name, SkillType _type, float _r,
int _att, int _mp, float _skillTime, float _delayTime, float _offset){
from = p;
r = _r;
skillName = _name;
mp = _mp;
type = _type;
attValue = _att;
skillTime = _skillTime;
delayTime = _delayTime;
offset = _offset;
Init();
}
protected override Collider[] GetColliders(){
skillPoint = from.transform.position + from.transform.forward * offset;
return Physics.OverlapSphere(skillPoint, r, layer);
}
}
接下来在角色类中修改代码添加技能:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class MyPlayer : People{
[Header("==============子类变量==============")]
public Transform toolPanel;//道具面板
public Transform skillPanel;//技能面板
//public BagPanel bag;//背包
CharacterController contro;
Controls action;
float rvalue;
float spdFast = 1;
bool isHold;//握刀
GameObject sword;
GameObject swordBack;
public Image imageHp;
public Image imageMp;
new void Start() {
base.Start();
//获取自身角色控制器
contro = GetComponent<CharacterController>();
SetInput();
}
void SetInput(){
action = new Controls();
action.Enable();
action.MyCtrl.Move.started += Move;
action.MyCtrl.Move.performed += Move;
action.MyCtrl.Move.canceled += StopMove;
action.MyCtrl.Jump.started += Jump;
action.MyCtrl.Rotate.started += Rotate;
action.MyCtrl.Rotate.performed += Rotate;
action.MyCtrl.Fast.started += FastSpeed;
action.MyCtrl.Fast.performed += FastSpeed;
action.MyCtrl.Fast.canceled += FastSpeed;
action.MyCtrl.GetTool.started += ClickNpcAndTool;
action.MyCtrl.HoldRotate.performed += Hold;
action.MyCtrl.HoldRotate.canceled += Hold;
action.MyAtt.Att.started += Attack;
action.MyAtt.SwordOut.started += SwordOut;
}
private void SwordOut(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
Anim.SetBool("SwordOut", !Anim.GetBool("SwordOut"));
}
private void Attack(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
if (EventSystem.current.IsPointerOverGameObject())
{
return;
}
if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight"))
{
Anim.SetInteger("Att", 1);
Anim.SetTrigger("AttTrigger");
}
else
{
int num = Anim.GetInteger("Att");
if (num == 6)
{
return;
}
if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Light_Attk_" + num))
{
Anim.SetInteger("Att", num + 1);
}
}
}
public void PlayerAttack(string hurt)
{
Collider[] cs = Physics.OverlapBox(attPoint.position, Vector3.one * 0.5f,
attPoint.rotation, LayerMask.GetMask("Enemy"));
if (cs.Length <= 0)
{
return;
}
int value = (int)(Att * Anim.GetInteger("Att") * 0.5f);
foreach (Collider c in cs)
{
print(value);
}
}
public void PlayerAttackHard(string hurt)
{
Collider[] cs = Physics.OverlapBox(attPoint.position, Vector3.one * 0.5f,
attPoint.rotation, LayerMask.GetMask("Enemy"));
if (cs.Length <= 0)
{
return;
}
int value = (int)(Att * Anim.GetInteger("Att") * 0.5f);
foreach (Collider c in cs)
{
print(value);
print("让敌人播放击倒特效");
}
}
private void Hold(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
if (context.phase == InputActionPhase.Canceled)
{
isHold = false;
}
else
{
isHold = true;
}
}
private void ClickNpcAndTool(InputAction.CallbackContext context)
{
//throw new NotImplementedException();
}
private void FastSpeed(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Run") ||
Anim.GetCurrentAnimatorStateInfo(0).IsName("Run_Inplace"))
{
if (context.phase == InputActionPhase.Canceled)
{
spdFast = 1;
}
else
{
spdFast = 2;
}
}
}
private void Rotate(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
rvalue = context.ReadValue<float>();
}
private void Jump(InputAction.CallbackContext obj){
Anim.SetTrigger("Jump");
}
private void StopMove(InputAction.CallbackContext context){
Anim.SetBool("IsRun", false);
}
private void Move(InputAction.CallbackContext context){
if (GameManager.gameState != GameState.Play) {
return;
}
Anim.SetBool("IsRun", true);
}
void Ctrl()
{
if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Run") ||
Anim.GetCurrentAnimatorStateInfo(0).IsName("Run_Inplace") ||
Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle")||
Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight")){
float f = action.MyCtrl.Move.ReadValue<float>();
contro.Move(transform.forward * f * Time.deltaTime * spdFast * Spd);
contro.Move(transform.up * -9.8f * Time.deltaTime);
if (isHold)
{
transform.Rotate(transform.up * rvalue * 0.3f);
}
}
}
void Update()
{
if (GameManager.gameState != GameState.Play)
{
return;
}
Ctrl();
}
#region 技能
protected override void InitSkill()
{
SphereSkill thunderBombCut = new SphereSkill(this, "雷爆斩", SkillType.Magic, 3, Att * 10, -100, 20, 0.3f, 0);
skills.Add(1, thunderBombCut);
SphereSkill windCircleCut = new SphereSkill(this, "旋风斩", SkillType.Physics, 3, Att * 8, -50, 20, 0.2f, 0);
skills.Add(2, windCircleCut);
StraightSkill thunderLightCut = new StraightSkill(this, "雷光斩", SkillType.Physics, 7, 0.5f, Att * 7, -50, 20, 0.2f, 0);
skills.Add(3, thunderLightCut);
SphereSkill oneCut = new SphereSkill(this, "归一斩", SkillType.Physics, 7, Att * 7, -30, 8, 0.2f, 0);
skills.Add(4, oneCut);
StraightSkill crossCut = new StraightSkill(this, "十字斩", SkillType.Physics, 25, 0.5f, Att * 3, -40, 20, 0.2f, 0);
skills.Add(5, crossCut);
SphereSkill thunderLargeCut = new SphereSkill(this, "轰雷斩", SkillType.Magic, 7, Att * 15, -120, 25, 0.35f, 0);
skills.Add(6, thunderLargeCut);
}
#endregion
}
在新输入系统中添加Skill文件包
在People基类添加基类
修改MyPlayer代码:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.UI;
public class MyPlayer : People{
[Header("==============子类变量==============")]
public Transform toolPanel;//道具面板
public Transform skillPanel;//技能面板
//public BagPanel bag;//背包
CharacterController contro;
Controls action;
float rvalue;
float spdFast = 1;
bool isHold;//握刀
GameObject sword;
GameObject swordBack;
public Image imageHp;
public Image imageMp;
new void Start() {
base.Start();
//获取自身角色控制器
contro = GetComponent<CharacterController>();
SetInput();
}
void SetInput(){
action = new Controls();
action.Enable();
action.MyCtrl.Move.started += Move;
action.MyCtrl.Move.performed += Move;
action.MyCtrl.Move.canceled += StopMove;
action.MyCtrl.Jump.started += Jump;
action.MyCtrl.Rotate.started += Rotate;
action.MyCtrl.Rotate.performed += Rotate;
action.MyCtrl.Fast.started += FastSpeed;
action.MyCtrl.Fast.performed += FastSpeed;
action.MyCtrl.Fast.canceled += FastSpeed;
action.MyCtrl.GetTool.started += ClickNpcAndTool;
action.MyCtrl.HoldRotate.performed += Hold;
action.MyCtrl.HoldRotate.canceled += Hold;
action.MyAtt.Att.started += Attack;
action.MyAtt.SwordOut.started += SwordOut;
action.Skill.F1.started += SkillAtt;
action.Skill.F2.started += SkillAtt;
action.Skill.F3.started += SkillAtt;
action.Skill.F4.started += SkillAtt;
action.Skill.F5.started += SkillAtt;
action.Skill.F6.started += SkillAtt;
}
private void SkillAtt(InputAction.CallbackContext context)
{
if (!Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight"))
{
return;
}
string[] str = context.control.ToString().Split('/');
int num = int.Parse(str[2][1].ToString());
SkillBase skill = skills[num];
if (!skill.MayRelease())
{
return;
}
Anim.SetTrigger("CSkill" + num);
ReleaseSkill(skill);
}
public void SkillClick(int num)
{
if (!Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight"))
{
return;
}
SkillBase skill = skills[num];
if (!skill.MayRelease())
{
return;
}
Anim.SetTrigger("CSkill" + num);
ReleaseSkill(skill);
}
void UpdateSkillTime()
{
for (int i = 0; i < skillPanel.childCount; i++)
{
if (skills[i + 1].IsRelease)
{
continue;
}
Image image = skillPanel.GetChild(i).GetChild(0).GetComponent<Image>();
image.fillAmount = skills[i + 1].GetFillTime();
}
}
private void SwordOut(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
Anim.SetBool("SwordOut", !Anim.GetBool("SwordOut"));
}
private void Attack(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
if (EventSystem.current.IsPointerOverGameObject())
{
return;
}
if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight"))
{
Anim.SetInteger("Att", 1);
Anim.SetTrigger("AttTrigger");
}
else
{
int num = Anim.GetInteger("Att");
if (num == 6)
{
return;
}
if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Light_Attk_" + num))
{
Anim.SetInteger("Att", num + 1);
}
}
}
public void PlayerAttack(string hurt)
{
Collider[] cs = Physics.OverlapBox(attPoint.position, Vector3.one * 0.5f,
attPoint.rotation, LayerMask.GetMask("Enemy"));
if (cs.Length <= 0)
{
return;
}
int value = (int)(Att * Anim.GetInteger("Att") * 0.5f);
foreach (Collider c in cs)
{
print(value);
}
}
public void PlayerAttackHard(string hurt)
{
Collider[] cs = Physics.OverlapBox(attPoint.position, Vector3.one * 0.5f,
attPoint.rotation, LayerMask.GetMask("Enemy"));
if (cs.Length <= 0)
{
return;
}
int value = (int)(Att * Anim.GetInteger("Att") * 0.5f);
foreach (Collider c in cs)
{
print(value);
print("让敌人播放击倒特效");
}
}
private void Hold(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
if (context.phase == InputActionPhase.Canceled)
{
isHold = false;
}
else
{
isHold = true;
}
}
private void ClickNpcAndTool(InputAction.CallbackContext context)
{
//throw new NotImplementedException();
}
private void FastSpeed(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Run") ||
Anim.GetCurrentAnimatorStateInfo(0).IsName("Run_Inplace"))
{
if (context.phase == InputActionPhase.Canceled)
{
spdFast = 1;
}
else
{
spdFast = 2;
}
}
}
private void Rotate(InputAction.CallbackContext context)
{
if (GameManager.gameState != GameState.Play)
{
return;
}
rvalue = context.ReadValue<float>();
}
private void Jump(InputAction.CallbackContext obj){
Anim.SetTrigger("Jump");
}
private void StopMove(InputAction.CallbackContext context){
Anim.SetBool("IsRun", false);
}
private void Move(InputAction.CallbackContext context){
if (GameManager.gameState != GameState.Play) {
return;
}
Anim.SetBool("IsRun", true);
}
void Ctrl()
{
if (Anim.GetCurrentAnimatorStateInfo(0).IsName("Run") ||
Anim.GetCurrentAnimatorStateInfo(0).IsName("Run_Inplace") ||
Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle")||
Anim.GetCurrentAnimatorStateInfo(0).IsName("Idle_Fight")){
float f = action.MyCtrl.Move.ReadValue<float>();
contro.Move(transform.forward * f * Time.deltaTime * spdFast * Spd);
contro.Move(transform.up * -9.8f * Time.deltaTime);
if (isHold)
{
transform.Rotate(transform.up * rvalue * 0.3f);
}
}
}
void Update()
{
if (GameManager.gameState != GameState.Play)
{
return;
}
Ctrl();
}
#region 技能
protected override void InitSkill()
{
SphereSkill thunderBombCut = new SphereSkill(this, "雷爆斩", SkillType.Magic, 3, Att * 10, -100, 20, 0.3f, 0);
skills.Add(1, thunderBombCut);
SphereSkill windCircleCut = new SphereSkill(this, "旋风斩", SkillType.Physics, 3, Att * 8, -50, 20, 0.2f, 0);
skills.Add(2, windCircleCut);
StraightSkill thunderLightCut = new StraightSkill(this, "雷光斩", SkillType.Physics, 7, 0.5f, Att * 7, -50, 20, 0.2f, 0);
skills.Add(3, thunderLightCut);
SphereSkill oneCut = new SphereSkill(this, "归一斩", SkillType.Physics, 7, Att * 7, -30, 8, 0.2f, 0);
skills.Add(4, oneCut);
StraightSkill crossCut = new StraightSkill(this, "十字斩", SkillType.Physics, 25, 0.5f, Att * 3, -40, 20, 0.2f, 0);
skills.Add(5, crossCut);
SphereSkill thunderLargeCut = new SphereSkill(this, "轰雷斩", SkillType.Magic, 7, Att * 15, -120, 25, 0.35f, 0);
skills.Add(6, thunderLargeCut);
}
#endregion
}
修改MyPlayer代码:
将技能预制体包导入:
运行即可释放技能:
按E拔刀后按F1/F2/F3/F4/F5/F6键释放技能
同一个技能不能连续释放是因为冷却,
如果不同技能释放一个后另一个释放不了是因为mp不够,
设置mp初始及mp最大容量
即可释放完F1技能后还可以释放F2/F3/F4/F5/F6技能: