学习目标:
上期的水平大伙看到我已经写好了Enemy和Player的脚本了,现在就把脚本教给大伙,话不多说搞的不丑
学习内容:
首先是Player的脚本(之前没发现CSDN有这个代码段的,我的我的)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Player : MonoBehaviour
{[Header("玩家移动")][SerializeField] float ySpeed = 10f;[SerializeField] float xSpeed = 10f;[SerializeField] float padding = 1f;[Header("Play Health")][SerializeField] int health = 500;[Header("ProjectTile")][SerializeField] GameObject laserPrefab;[SerializeField] float projectTileSpeed = 10f;[SerializeField] float projectTileFiringPeriod = 0.1f;//战机在屏幕能移动的坐标float xMin;float xMax;float yMin;float yMax;//协程的编程是指在不堵塞主线程的情况下执行某些特定的函数Coroutine fireCoroutine;void Start(){SetUpMoveBoundaries();}private void SetUpMoveBoundaries(){Camera gameCamera = Camera.main;//之前的视频说过,Camera.main.ViewportToWorldPoint()是将摄像机视角的坐标转化为世界坐标然后padding是防止战机出屏幕边缘xMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).x + padding;xMax = gameCamera.ViewportToWorldPoint(new Vector3(1, 0, 0)).x - padding;yMin = gameCamera.ViewportToWorldPoint(new Vector3(0, 0, 0)).y + padding;yMax = gameCamera.ViewportToWorldPoint(new Vector3(0, 1, 0)).y - padding;}void Update(){Move();Fire();}private void Move(){//Input Manager上两个监控键盘上WSAD按键而生成-1到1值的var deltaY = Input.GetAxis("Vertical") * Time.deltaTime * ySpeed;var deltaX = Input.GetAxis("Horizontal") * Time.deltaTime * xSpeed;// Debug.Log(deltaX);//限制移动范围var newXPos = Mathf.Clamp(transform.position.x + deltaX, xMin, xMax);var newYPos = Mathf.Clamp(transform.position.y + deltaY, yMin, yMax);transform.position = new Vector2(newXPos,newYPos);}private void Fire(){if (Input.GetButtonDown("Fire1")){fireCoroutine = StartCoroutine(FireContinuously());}if (Input.GetButtonUp("Fire1"))//这个Fire1也是Input Manager上的{StopCoroutine(fireCoroutine); //暂停某个协程// StopAllCoroutines();}}//协程函数是用关键字迭代器IEnumerator而且一定要用yield关键词返回IEnumerator FireContinuously(){while (true){GameObject laser = Instantiate(laserPrefab, transform.position, Quaternion.identity) as GameObject; //生成子弹laser.GetComponent<Rigidbody2D>().velocity = new Vector2(0, projectTileSpeed); //给子弹一个向上的力yield return new WaitForSeconds(projectTileFiringPeriod); //下一颗子弹发生的间隔时间}}private void OnTriggerEnter2D(Collider2D other){DamageDealer damageDealer = other.gameObject.GetComponent<DamageDealer>();if (!damageDealer) { return; }ProcessHit(damageDealer);}private void ProcessHit(DamageDealer damageDealer){health -= damageDealer.GetDamage(); //减去收到的伤害damageDealer.Hit();if (health <= 0){Destroy(gameObject); //生命值为小于等于0就销毁}}
}
代码中我说的是Input Manager可以在菜单栏上找到
Positive表示的是正向
Negative则是反向的,对于Horizontal 和 Vertical来说,反向意味着是0到-1的负值
DamageDealer是处理收到伤害的时候触发的脚本
内容如下:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class DamageDealer : MonoBehaviour
{[SerializeField] int damage = 100;public int GetDamage(){return damage;}public void Hit(){Destroy(gameObject); }
}
这个脚本使挂载到子弹Laser的游戏对象上的,下一期再讲
然后最后是Enemy脚本
内容如下
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Enemy : MonoBehaviour
{[SerializeField] float health = 100f;[SerializeField] float shotCounter;[SerializeField] float minTimeBetweenShots = 0.2f;[SerializeField] float maxTimeBetweenShot = 1.5f;[SerializeField] GameObject projecttile;[SerializeField] float projecttileSpeed = 10f;void Start(){shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShot);}void Update(){CountDownAndShoot();}private void CountDownAndShoot(){shotCounter -= Time.deltaTime; //计时器,用来当计时器小于等于0时重置发射时间并执行发射函数if(shotCounter <= 0){Fire();shotCounter = Random.Range(minTimeBetweenShots, maxTimeBetweenShot);}}private void Fire(){GameObject laser = Instantiate(projecttile, transform.position, Quaternion.identity) as GameObject;//生成子弹并给它一个向下的力,因为和主角方向反过来的laser.GetComponent<Rigidbody2D>().velocity = new Vector2(0, -projecttileSpeed);}private void OnTriggerEnter2D(Collider2D other){DamageDealer damageDealer = other.gameObject.GetComponent<DamageDealer>();if (!damageDealer) { return; }ProcessHit(damageDealer); //同样也是伤害处理的函数}private void ProcessHit(DamageDealer damageDealer){ health -= damageDealer.GetDamage();damageDealer.Hit();if (health <= 0){Destroy(gameObject);}}
}
学习产出:
别忘了设置好脚本上的参数,以及将我们创建的子弹预设体拖上去
挂载好以后,我们就可以实现Player的上下左右移动以及按住鼠标发射子弹和敌人也发射子弹