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UnitySir - 00008-3_完善怪物的控制器--攻击

Posted on By Zj

需要实现功能

怪物在靠近主角时将进行攻击


知识点

Aniamtor Controller中的 StateMachineBehaviour脚本

  1. 使用该脚本中的 OnStateEnter()OnStateExit()

完整代码

StateMachineBehaviour脚本 : InStandResetTrigger

using UnityEngine;

public class InStandResetTrigger : StateMachineBehaviour
{
    public string[] clearEnter;

    public string[] clearExit;

    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        foreach (var enter in clearEnter)
        {
            animator.ResetTrigger(enter);
        }
    }

    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        foreach (var exit in clearExit)
        {
            animator.ResetTrigger(exit);
        }
    }
}

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] public 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 1.8 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
                isAttack = false;//停止攻击
            }
            else
            {
                //当检车到主角时,如果和主角的距离小于等于1.8,则开始攻击
                isMove = false;//停止移动
                isAttack = true;//攻击
            }
        }
        else
        {
            //如果主角退出检测区,怪物就回到出生点
            isAttack = false;//停止攻击
            //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);

            //如果怪物没有在地上
            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;
            }
        }
    }
}

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;
    [Header("是否攻击")] [SerializeField] private bool isAttack;

    private void Start()
    {
        _animator = transform.GetChild(0).GetComponent<Animator>();
        _monsterCtrl = GetComponent<MonsterCtrl>();
    }

    private void Update()
    {
        isMove = _monsterCtrl.isMove;
        _animator.SetInteger("move", isMove ? 1 : 0);

        isAttack = _monsterCtrl.isAttack;
        if (isAttack) _animator.SetTrigger("attack");
    }
}

参考链接


UnitySir (bilibili)

B站ID:UnitySir

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