Unity类银河战士恶魔城学习总结(P117 Ice And Fire Item Effec 制作一把冰火属性的剑)
【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/
制作一把双重属性的剑,我取名为冰与火之歌
IceAndFire_Effect.cs
- 这个脚本的作用是在玩家第三次攻击时生成一个冰火技能预制体,预制体会根据玩家的朝向以设定的速度向前飞行。
- 该技能的核心特性是结合了玩家的连击次数(第三次连击时触发)和物理效果(通过
Rigidbody2D
控制速度)。 - 生成的技能物体在 10 秒后自动销毁,以保持场景的清洁。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[CreateAssetMenu(fileName = "Ice and Fire effect", menuName = "Data/Item effect/Ice and Fire")]
public class IceAndFire_Effect : ItemEffect
{
[SerializeField] private GameObject iceAndFirePrefab;//冰火技能预制体
[SerializeField] private float xVelocity;//冰火技能的水平速度
public override void ExcuteEffect(Transform _respawnPositon)
{
Player player = PlayerManager.instance.player;
bool thirdAttack =player.GetComponent<Player>().primaryAttack.comboCounter == 2;//第三次攻击才能释放冰火技能
if (thirdAttack)
{
GameObject newIceAndFire = Instantiate(iceAndFirePrefab, _respawnPositon.position, player.transform.rotation);
newIceAndFire.GetComponent<Rigidbody2D>().velocity = new Vector2 (xVelocity *player.facingDir,0);//修改朝向
Destroy(newIceAndFire, 10);
}
}
}
IceAndFire_Controller.cs
简单的覆盖碰撞触发器
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class IceAndFire_Controller : ThunderStrike_Controller
{
protected override void OnTriggerEnter2D(Collider2D collision)
{
base.OnTriggerEnter2D(collision);
}
}
PlayerAnimationTriggers.cs
using UnityEngine;
public class PlayerAnimationTriggers : MonoBehaviour
{
private Player player => GetComponentInParent<Player>();
private void AnimationTrigger()
{
player.AnimationTrigger();
}
private void AttackTrigger()//攻击触发函数
{
Collider2D[] colliders = Physics2D.OverlapCircleAll(player.attackCheck.position, player.attackCheckRadius);//检测区域内的敌人
foreach (var hit in colliders)//遍历检测到的对象
{
if (hit.GetComponent<Enemy>() != null)
{
EnemyStats _target = hit.GetComponent<EnemyStats>();//判断是否是敌人
if (_target != null) //对敌人造成伤害
player.stats.DoDamage(_target);
ItemData_Equipment weaponData = Inventory.instance.GetEquipment(EquipmentType.Weapon);
if (weaponData != null)//应用武器特殊效果
weaponData.Effect(_target.transform);
}
}
}
private void ThrowSword()
{
SkillManager.instance.sword.CreateSword();
}
}
原文地址:https://blog.csdn.net/suzh1qian/article/details/143634360
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