Unity类银河战士恶魔城学习总结(P120 BUff Item Effect各种增益效果)
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
教程源地址:https://www.udemy.com/course/2d-rpg-alexdev/
演示:给冰与火之歌加上了持续火焰伤害的buff,这样武器后续攻击到的敌人就会收到火焰伤害
Buff_Effect.cs
实现了可以自由创建物品效果,并且通过添加buff来赋予属性
1. 枚举 StatType
的定义
2. Buff_Effect
类的功能
继承自 ItemEffect
,并通过 CreateAssetMenu
特性使其可以在Unity编辑器中创建实例。Buff_Effect
类的主要功能是应用Buff效果来暂时提升玩家角色的某个属性。
3. ExcuteEffect
方法
- 目的:该方法是核心逻辑,用来执行Buff效果,临时增加玩家某个属性。
- 过程:
- 获取当前玩家角色的
PlayerStats
组件,用来访问和修改角色的各项属性。 - 通过调用
stats.IncreaseStatBy()
,给某个特定的属性增加指定数值,并设置Buff的持续时间。
- 获取当前玩家角色的
4. StatToModify
方法
- 目的:根据
buffType
返回需要修改的属性。 - 实现:通过一系列
if-else
条件检查,匹配buffType
枚举值,找到玩家角色对应的属性(例如敏捷、智力等)。如果匹配到StatType.agility
,则返回玩家的敏捷属性stats.agility
。 - 结果:根据不同的Buff类型,该方法会返回玩家角色的相应属性,以便在
ExcuteEffect
中对这个属性施加增益效果。
using UnityEngine;
//2024年11月11日
public enum StatType//枚举 StatType 的定义
{
stealth,
agility,
intelligence,
vitality,
damage,
critChance,
critPower,
health,
armor,
evasion,
magicRes,
fireDamage,
iceDamage,
lightingDamage
}
[CreateAssetMenu(fileName = "Buff Effect", menuName = "Data/Item effect/Buff effect")]
public class Buff_Effect : ItemEffect
{
private PlayerStats stats;
[SerializeField] private StatType buffType;// Buff 的类型
[SerializeField] private int buffAmount; // Buff 的增加量
[SerializeField] private float buffDuration;// Buff 持续时间
public override void ExcuteEffect(Transform _enemyPositon)
{
stats = PlayerManager.instance.player.GetComponent<PlayerStats>();//获取当前玩家角色的 PlayerStats 组件,用来访问和修改角色的各项属性。
stats.IncreaseStatBy(buffAmount, buffDuration, StatToModify());
}
private Stat StatToModify()//根据 buffType 返回需要修改的属性。
{
if (buffType == StatType.stealth) return stats.strength;
else if (buffType == StatType.agility) return stats.agility;
else if (buffType == StatType.intelligence) return stats.intelligence;
else if (buffType == StatType.vitality) return stats.vitality;
else if (buffType == StatType.damage) return stats.damage;
else if (buffType == StatType.critChance) return stats.critChance;
else if (buffType == StatType.critPower) return stats.critPower;
else if (buffType == StatType.health) return stats.maxHealth;
else if (buffType == StatType.armor) return stats.armor;
else if (buffType == StatType.evasion) return stats.evasion;
else if (buffType == StatType.magicRes) return stats.magicResistance;
else if (buffType == StatType.fireDamage) return stats.fireDamage;
else if (buffType == StatType.iceDamage) return stats.iceDamage;
else if (buffType == StatType.lightingDamage) return stats.lightningDamage;
else return null;
}
}
CharacterStats.cs
添加部分
在Update()下方添加这个函数,和Update()平行
public virtual void IncreaseStatBy(int _modifier,float _duration,Stat _statToModify)
{
StartCoroutine(StatModCoruntine(_modifier, _duration, _statToModify));
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//10月25日
//10月26日
public class CharacterStats : MonoBehaviour
{
private EntityFX fx;
[Header("主属性")]
public Stat strength;//力量,1点增加1攻击力和%1爆伤
public Stat agility;//敏捷,1点增加1%闪避和%1暴击率
public Stat intelligence;//智力,1点增加1法术强度和%1魔抗
public Stat vitality;//活力,1点增加3生命值
[Header("攻击属性")]//offensive stats
public Stat damage;
public Stat critChance;//暴击率
public Stat critPower;//暴击伤害,默认%150
[Header("防守属性")]//defensive stats
public Stat maxHealth;
public Stat armor;//护甲
public Stat evasion;//闪避
public Stat magicResistance;//魔抗
[Header("魔法属性")]//magic stats
public Stat fireDamage;
public Stat iceDamage;
public Stat lightningDamage;
public bool isIgnited;//是否燃烧,持续伤害
public bool isChilled;//是否冻结,削弱护甲20%
public bool isShocked;//是否感电,减少命中率20%
[SerializeField] private float ailmentsDuration = 4;//异常状态持续时间
private float ignitedTimer;
private float chilledTimer;
private float shockedTimer;
private float igniteDamageCoolDown = .3f;//燃烧伤害间隔时间
private float igniteDamageTimer;//燃烧伤害计时器
private int igniteDamage;//燃烧伤害
[SerializeField] private GameObject shockStrikePrefab;
private int shockDamage;
public int currentHealth;
public System.Action onHealthChanged;
public bool isDead { get; private set; }
protected virtual void Start()
{
critPower.SetDefaultValue(150);//暴击伤害默认150%
currentHealth = GetMaxHealthValue();//一开始血条满的
fx = GetComponent<EntityFX>();
}
protected virtual void Update()
{
ignitedTimer -= Time.deltaTime;//燃烧时间减少
chilledTimer -= Time.deltaTime;
shockedTimer -= Time.deltaTime;
igniteDamageTimer -= Time.deltaTime;//燃烧伤害计时器减少
if (ignitedTimer < 0)
isIgnited = false;
if (chilledTimer < 0)
isChilled = false;
if (shockedTimer < 0)
isShocked = false;
if(isIgnited)
ApplyIgniteDamage();
}
public virtual void IncreaseStatBy(int _modifier,float _duration,Stat _statToModify)
{
StartCoroutine(StatModCoruntine(_modifier, _duration, _statToModify));
}
private IEnumerator StatModCoruntine(int _modifier, float _duration, Stat _statToModify)//加buff的协程
{
_statToModify.AddModifier(_modifier);//添加一个buff
yield return new WaitForSeconds(_duration);
_statToModify.RemoveModifier(_modifier);//移除一个buff
}
public virtual void DoDamage(CharacterStats _targetStats)//只是一次物理攻击
{
if (TargetCanAvoidAttack(_targetStats))
return;
int totalDamage = damage.GetValue() + strength.GetValue();
if (Cancrit())
{
//Debug.Log("Crit Hit");
totalDamage = CalculateCriticalDamage(totalDamage);
//Debug.Log(" 总的暴击伤害是"+ totalDamage);//Total crit damage is
}
totalDamage = CheckTargetArmor(_targetStats, totalDamage);
_targetStats.TakeDamage(totalDamage);//把造成的给到继承CharacterStats的类
DoMagicDamage(_targetStats);//如果普通攻击不想要魔法伤害移除
}
#region Magic Damage and ailments
public virtual void DoMagicDamage(CharacterStats _targetStats)//只是一次魔法攻击
{
int _fireDamage = fireDamage.GetValue();
int _iceDamage = iceDamage.GetValue();
int _lightningDamage = lightningDamage.GetValue();
int totalMagicalDamage = _fireDamage + _iceDamage + _lightningDamage + intelligence.GetValue();
totalMagicalDamage = CheckTargetResistance(_targetStats, totalMagicalDamage);
_targetStats.TakeDamage(totalMagicalDamage);//把造成的给到继承CharacterStats的类
//important
if (Mathf.Max(_fireDamage, _iceDamage, _lightningDamage) <= 0)//可以保证下面的while循环不会无限循环
return;
AttempToApplyAilements(_targetStats, _fireDamage, _iceDamage, _lightningDamage);
}
private void AttempToApplyAilements(CharacterStats _targetStats, int _fireDamage, int _iceDamage, int _lightningDamage)
{
//判断魔法伤害类型
bool canApplyIgnite = _fireDamage > _iceDamage && _fireDamage > _lightningDamage;
bool canApplyChill = _iceDamage > _fireDamage && _iceDamage > _lightningDamage;
bool canApplyShock = _lightningDamage > _fireDamage && _lightningDamage > _iceDamage;
while (!canApplyIgnite && !canApplyChill && !canApplyShock)
{
//三个if同时判断大小,可以完成一个随机属性伤害的boss
if (Random.value < .33f && _fireDamage > 0)//Random.value用于生成一个介于 0.0 和 1.0 之间的随机浮点数
{
canApplyIgnite = true;
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
//Debug.Log("ignited" );
return;
}
if (Random.value < .5f && _lightningDamage > 0)
{
canApplyShock = true;
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
//Debug.Log("shocked" );
return;
}
if (Random.value < .99f && _iceDamage > 0)
{
canApplyChill = true;
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
//Debug.Log("iced" );
return;
}
}
if (canApplyIgnite)
{
_targetStats.SetupIgniteDamage(Mathf.RoundToInt(_fireDamage * .2f));
}
if (canApplyShock)
{
_targetStats.SetupShockDamage(Mathf.RoundToInt(_lightningDamage * .1f));
}
_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);
}
public void ApplyAilments(bool _ignite, bool _chill, bool _shock)//应用异常状态
{
bool canApplyIgnite = !isIgnited && !isChilled && !isShocked;
bool canApplyChill = !isIgnited && !isChilled && !isShocked;
bool canApplyShock = !isIgnited && !isChilled;//没有其他异常状态才能进入一个异常状态
//if (isIgnited || isChilled || isShocked)//如果进入一个异常状态就不能进入其他状态了
// return;
if (_ignite && canApplyIgnite)
{
isIgnited = _ignite;
ignitedTimer = ailmentsDuration;
fx.IgniteFxFor(ailmentsDuration);
}
if (_chill && canApplyChill)
{
isChilled = _chill;
chilledTimer = ailmentsDuration;
float slowPercentage = .2f;//减速百分比
GetComponent<Entity>().SlowEntityBy(slowPercentage, ailmentsDuration);//减速20%
fx.ChillFxFor(ailmentsDuration);
}
if (_shock && canApplyShock)
{
if (!isShocked)
{
ApplyShock(_shock);
}
else
{
if (GetComponent<Player>() != null)//防止敌人打玩家自己被电
return;
HitNearsetTargerWithShockStrike();
}
}
}
public void ApplyShock(bool _shock)
{
if(isShocked)//已经进入感电就不如再次进入
return;
isShocked = _shock;
shockedTimer = ailmentsDuration;
fx.ShockFxFor(ailmentsDuration);
}
private void HitNearsetTargerWithShockStrike()
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 25);//碰撞体检测周围的敌人
float closestDistance = Mathf.Infinity;
Transform closestEnemy = null;
foreach (var hit in colliders)
{
if (hit.GetComponent<Enemy>() != null && Vector2.Distance(transform.position, hit.transform.position) > 1)//如果是敌人并且不是自己,防止自己被电
{
float distanceToEnemy = Vector2.Distance(transform.position, hit.transform.position);
if (distanceToEnemy < closestDistance)
{
closestDistance = distanceToEnemy;
closestEnemy = hit.transform;
}
}
if (closestEnemy == null)
closestEnemy = transform;
}
//寻找最近的敌人然后雷击
if (closestEnemy != null)
{
GameObject newShockStrike = Instantiate(shockStrikePrefab, transform.position, Quaternion.identity);
newShockStrike.GetComponent<ShockStrike_Controller>().Setup(shockDamage, closestEnemy.GetComponent<CharacterStats>());
}
}//闪电攻击附近的目标
private void ApplyIgniteDamage()
{
if (igniteDamageTimer < 0 )
{
DecreaseHealthBy(igniteDamage);
//currentHealth -= igniteDamage;
if (currentHealth < 0 && !isDead)
Die();
igniteDamageTimer = igniteDamageCoolDown;
}
}
public void SetupIgniteDamage(int _damage) => igniteDamage = _damage;//设置燃烧伤害
public void SetupShockDamage(int _damage) => shockDamage = _damage;//设置感电伤害
#endregion
public virtual void TakeDamage(int _damage)//造成伤害函数,返回伤害值
{
DecreaseHealthBy(_damage);
GetComponent<Entity>().DamageImpact();
fx.StartCoroutine("FlashFX");
Debug.Log(_damage);
if (currentHealth < 0 && !isDead)
Die();//人被杀就会死
}
public virtual void IncreaseHealthBy(int _amount)//加血函数
{
currentHealth += _amount;
if (currentHealth > GetMaxHealthValue())
currentHealth = GetMaxHealthValue();
if (onHealthChanged != null)
onHealthChanged();
}
protected virtual void DecreaseHealthBy(int _damage)//受到伤害的数值变化
{
currentHealth -= _damage;
if (onHealthChanged != null)
onHealthChanged();
}
protected virtual void Die()
{
isDead = true;
}
#region Stat calculations
private int CheckTargetResistance(CharacterStats _targetStats, int totalMagicalDamage)//计算魔法伤害(魔抗
{
totalMagicalDamage -= _targetStats.magicResistance.GetValue() + (_targetStats.intelligence.GetValue() * 3);//减去魔抗值
totalMagicalDamage = Mathf.Clamp(totalMagicalDamage, 0, int.MaxValue);//Clamp限制血量数值
return totalMagicalDamage;
}
private int CheckTargetArmor(CharacterStats _targetStats, int totalDamage)//计算物理伤害(护甲
{
if (_targetStats.isChilled)
totalDamage -= Mathf.RoundToInt(_targetStats.armor.GetValue() * .8f);//减去对方的护甲值
else
totalDamage -= _targetStats.armor.GetValue();//减去对方的护甲值
totalDamage = Mathf.Clamp(totalDamage, 0, int.MaxValue);//最小值是0,最大值是int.MaxValue,防止别人打我加血
return totalDamage;
}
private bool TargetCanAvoidAttack(CharacterStats _targetStats)//检测闪避
{
int totalEvasion = _targetStats.evasion.GetValue() + _targetStats.agility.GetValue();//总的闪避率
if (isShocked)
totalEvasion += 20;
if (Random.Range(0, 100) < totalEvasion)
{
Debug.Log("Attack Avoided");
return true;
}
return false;
}
private bool Cancrit()//暴击检测
{
int totalCritChance = critChance.GetValue() + agility.GetValue();//总的暴击率
if (Random.Range(0, 100) < totalCritChance)
{
return true;
}
return false;
}
private int CalculateCriticalDamage(int _damage)//计算爆伤
{
float totalCritPower = (critPower.GetValue() + strength.GetValue()) * .01f;
//Debug.Log("总的暴击率: " + totalCritPower);//total crit power
float critDamage = _damage * totalCritPower;
//Debug.Log("取整之后的爆伤" + critDamage);//crit damage before round up
return Mathf.RoundToInt(critDamage);
}
public int GetMaxHealthValue()
{
return maxHealth.GetValue() + vitality.GetValue() * 5;
}//获取最大生命值
#endregion
}