需要实现功能
修复上一章的问题(怪物不会移动)
问题出现在 使用的 SimpleMsgMechanism 上,该问题
主要在于只能
使用一次
知识点
完整代码
弃用之前所写的消息机制代码
SimplePlayerAni
using UnityEngine;
public class SimplePlayerAni : MonoBehaviour
{
private Animator _animator;
void Awake()
{
_animator = GameObject.Find("MainPlayer/Player").GetComponent<Animator>();
}
void Update()
{
SetMoveAni();
}
/// <summary>
/// 设置移动动画
/// </summary>
void SetMoveAni()
{
SimpleMsgMechanism.ReceiveMsg("PlayerMove", objects =>
{
float move = (float) objects[0];
bool isRun = (bool) objects[1];
_animator.SetFloat("ForwardMove",
move * (isRun
? (Mathf.Lerp(_animator.GetFloat("ForwardMove"), 2f, 0.1f))
: Mathf.Lerp(_animator.GetFloat("ForwardMove"), 1f, 0.1f)));
});
}
}
SimplePlayerCtrl
using UnityEngine;
public class SimplePlayerCtrl : MonoBehaviour
{
private Rigidbody _rigidbody;
[Header("角色方向控制变量")] [SerializeField] private Vector2 moveDir = Vector2.zero; //移动方向
[SerializeField] private Vector2 moveDirNormalized = Vector2.zero;
[SerializeField] private float targetDir = 0f; //角色目标方向
[SerializeField] private float moveSpeed = 0f;
[SerializeField] private float walkSpeed = 2f; //行走速度
[SerializeField] private float runSpeed = 6f;
[SerializeField] private bool isRunning = false;
private float _smoothTime = 0.1f; //过渡时间
private float _currentVelocity = 0f;
private float _vMove = 0f; //垂直输入
private float _hMove = 0f; //水平输入
private float dirMag = 0f; //方向大小
private Vector2 toRound = Vector2.zero; //方形转圆形
[Header("键盘输入控制")] [SerializeField] private KeyCode keyA = KeyCode.LeftShift;
[SerializeField] private KeyCode keyB = KeyCode.None;
[SerializeField] private KeyCode keyC = KeyCode.None;
[SerializeField] private KeyCode keyD = KeyCode.None;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody>();
}
private void Update()
{
_hMove = Input.GetAxis("Horizontal");
_vMove = Input.GetAxis("Vertical");
SetMoveDir();
SetRun();
toRound = SimpleTools.Vec2Rect2Round(new Vector2(_hMove, _vMove));
dirMag = Mathf.Sqrt(toRound.x * toRound.x + toRound.y * toRound.y);
SimpleMsgMechanism.SendMsg("PlayerMove", dirMag, isRunning);
}
private void FixedUpdate()
{
PlayerMove();
}
/// <summary>
/// 设置朝向
/// </summary>
void SetMoveDir()
{
moveDir = new Vector2(_hMove, _vMove); //获取到输入的值
moveDirNormalized = moveDir.normalized; //将值归一化(获取方向)
targetDir = Mathf.Atan2(moveDirNormalized.x, moveDirNormalized.y) * Mathf.Rad2Deg; //计算朝向目标的角度
if (moveDirNormalized != Vector2.zero) //当输入的值不为0时,转向目标角度
{
_rigidbody.transform.eulerAngles =
Vector3.up * Mathf.SmoothDampAngle(_rigidbody.transform.eulerAngles.y, targetDir,
ref _currentVelocity, _smoothTime);
}
}
/// <summary>
/// 角色移动
/// </summary>
void PlayerMove()
{
moveSpeed = isRunning ? runSpeed : walkSpeed;
Vector3 output = SimpleTools.Vec3Rect2Round(new Vector3(_hMove, 0, _vMove));
_rigidbody.velocity = new Vector3(moveSpeed * output.x, _rigidbody.velocity.y, moveSpeed * output.z);
}
/// <summary>
/// 设置角色奔跑
/// </summary>
void SetRun()
{
isRunning = Input.GetKey(keyA);
}
}
MonsterAni
using System;
using UnityEngine;
public class MonsterAni : MonoBehaviour
{
[SerializeField] private Animator _animator;
[SerializeField] private MonsterCtrl _monsterCtrl;
[Header("是否移动")] [SerializeField] private bool isMove;
private void Start()
{
_animator = transform.GetChild(0).GetComponent<Animator>();
_monsterCtrl = GetComponent<MonsterCtrl>();
}
private void Update()
{
isMove = _monsterCtrl.isMove;
_animator.SetInteger("move", isMove ? 1 : 0);
}
}
MonsterCtrl
using UnityEngine;
public class MonsterCtrl : MonoBehaviour
{
[SerializeField] private CharacterController monsterController;
[Header("是否进入怪物检测区")] [SerializeField] private bool isInCheck;
[Header("主角与怪物的距离")] [SerializeField] private float distance;
[Header("怪物的出生点位置")] [SerializeField] private Vector3 monsterBronPointPos = Vector3.zero;
[Header("怪物的位置")] [SerializeField] private Vector3 monsterPos = Vector3.zero;
[Header("怪物是否移动")] [SerializeField] public bool isMove;
[Header("怪物是否开始攻击")] [SerializeField] private bool isAttack;
[Header("怪物是否死亡")] [SerializeField] private bool isDeath;
[Header("主角对象")] [SerializeField] private GameObject playerObj;
[Header("主角当前的位置")] [SerializeField] private Vector3 playerPos = Vector3.zero;
//怪物控制必须要有以下几个条件 :
//怪物需要实时计算与主角的距离:
//1.主角进入了怪物的检测区 (范围 = (25))
//此时怪物会向主角移动,播放移动动画
//2.怪物的攻击区 (范围 = (1.8))
//当角色进入怪物的攻击区,怪物才会攻击,此时播放攻击动画
//3.怪兽死亡
//当怪物血量低于0时,播放死亡动画
//4.主角退出了怪物的检测区 (范围 = (25))
//此时怪物会回到生成区
private void Awake()
{
monsterController = GetComponent<CharacterController>();
monsterPos = transform.position;
}
private void Start()
{
monsterBronPointPos = transform.position; //获取出生点
playerObj = GameObject.FindWithTag("Player");
}
private void Update()
{
playerPos = playerObj.transform.position; //主角实时位置
monsterPos = transform.position; //怪物的实时位置
distance = Vector3.Distance(playerPos, monsterPos);
isInCheck = distance < 25f;
Debug.DrawLine(playerPos, monsterPos);
if (isInCheck)
{
//如果角色进入检测区,怪物实时看着主角并向主角移动
//实时看着主角
transform.LookAt(playerPos);
//获取主角与怪物之间的距离
var distance = Vector3.Distance(playerPos, monsterPos);
//获取主角和怪物之间的偏移
var offset = (playerPos - monsterPos);
//如果怪物没有接触地面
if (!monsterController.isGrounded)
{
//应用重力
offset.y -= 20f * Time.deltaTime;
}
if (distance > 1.8f)
{
//当主角和怪物之间的的距离大于 0.1 时 ,怪物就向主角移动
//获取到目标方向
offset = offset.normalized * 1.2f;
//移动到目标点
monsterController.Move(offset * Time.deltaTime);
isMove = true; //移动
}
else
{
//当检车到主角时,如果和主角的距离小于等于2,则开始攻击
isMove = false;
}
}
else
{
//如果主角退出检测区,怪物就回到出生点
isAttack = false;
//怪物要实时看着出生点
transform.LookAt(monsterBronPointPos);
//获取出生点与怪物之间的距离
var distance = Vector3.Distance(monsterBronPointPos, monsterPos);
//获取出生点和怪物之间的偏移
var offset = (monsterBronPointPos - monsterPos);
if (!monsterController.isGrounded)
{
//应用重力
offset.y -= 20f * Time.deltaTime;
}
if (distance > 1f)
{
//获取到目标方向
offset = offset.normalized * 1.5f;
//移动到目标点
monsterController.Move(offset * Time.deltaTime);
isMove = true; //移动
}
else
{
isMove = false;
}
}
}
}