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groundLayer: + serializedVersion: 2 + m_Bits: 64 + isGround: 0 + touchLeftWall: 0 + touchRightWall: 0 --- !u!1 &2123108044 GameObject: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/Enemy.meta b/Assets/Scripts/Enemy.meta new file mode 100644 index 0000000..7621da4 --- /dev/null +++ b/Assets/Scripts/Enemy.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1032089eaa9dde845a606d353e3de05f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/Boar.cs b/Assets/Scripts/Enemy/Boar.cs new file mode 100644 index 0000000..2e590bc --- /dev/null +++ b/Assets/Scripts/Enemy/Boar.cs @@ -0,0 +1,12 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Boar : Enemy +{ + public override void Move() + { + base.Move(); + anim.SetBool("walk", true); + } +} diff --git a/Assets/Scripts/Enemy/Boar.cs.meta b/Assets/Scripts/Enemy/Boar.cs.meta new file mode 100644 index 0000000..4afff98 --- /dev/null +++ b/Assets/Scripts/Enemy/Boar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 28a60360e97884d4e92bf7323b25f2db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Enemy/Enemy.cs b/Assets/Scripts/Enemy/Enemy.cs new file mode 100644 index 0000000..b9af1de --- /dev/null +++ b/Assets/Scripts/Enemy/Enemy.cs @@ -0,0 +1,132 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class Enemy : MonoBehaviour +{ + Rigidbody2D rb; + protected Animator anim; + PhysicsCheck physicsCheck; + + [Header("基本参数")] + public float normalSpeed;//正常速度 + public float chaseSpeed;//追击速度 + public float currentSpeed;//当前速度 + public Vector3 faceDir;//面朝方向 + public float hurtForce;//受伤的力 + + public Transform attacker;//攻击者 + + + [Header("计时器")] + public float waitTime; + public float waitTimeCounter; + public bool wait; + + [Header("状态")] + public bool isHurt; + public bool isDead; + + private void Awake() + { + rb = GetComponent(); + anim = GetComponent(); + physicsCheck = GetComponent(); + currentSpeed = normalSpeed; + waitTimeCounter = waitTime; + } + + private void Update() + { + faceDir = new Vector3(-transform.localScale.x,0,0); + if (physicsCheck.touchLeftWall && faceDir.x <0 || physicsCheck.touchRightWall && faceDir.x >0) + { + wait = true; + anim.SetBool("walk", false); + } + TimeCounter(); + } + + private void FixedUpdate() + { + if(!isHurt && !isDead) + { + Move(); + } + + } + + public virtual void Move() + { + rb.velocity = new Vector2(currentSpeed * faceDir.x * Time.deltaTime, rb.velocity.y); + } + + + //计时器 + public void TimeCounter() + { + if(wait) + { + waitTimeCounter -= Time.deltaTime; + if(waitTimeCounter <= 0) + { + waitTimeCounter = waitTime; + wait =false; + transform.localScale = new Vector3(faceDir.x, 1, 1); + //Turn(); + } + } + } + + public void OnTakeDamage(Transform attackTrans) + { + attacker = attackTrans; + if(attackTrans.position.x - transform.position.x > 0) + { + transform.localScale = new Vector3(-1,1,1); + } + if (attackTrans.position.x - transform.position.x < 0) + { + transform.localScale = new Vector3(1, 1, 1); + } + + //受伤击退 + isHurt = true; + anim.SetTrigger("hurt"); + Vector2 dir = new Vector2(transform.position.x - attackTrans.position.x, 0).normalized; + + StartCoroutine(OnHurt(dir)); + + + } + IEnumerator OnHurt( Vector2 dir) + { + rb.AddForce(hurtForce * dir, ForceMode2D.Impulse); + yield return new WaitForSeconds(0.5f); + isHurt = false;; + } + + public void OnDie() + { + anim.SetBool("dead", true); + isDead = true; + Destroy(this.gameObject);//动画失效,暂时直接销毁 + } + + public void DestroyAffterAnimation() + { + Destroy(this.gameObject); + } + + /*public void Turn() + { + if (physicsCheck.touchLeftWall) + { + transform.localScale = new Vector3(-1, 1, 1); + } + else if (physicsCheck.touchRightWall) + { + transform.localScale = new Vector3(1, 1, 1); + } + }*/ +} diff --git a/Assets/Scripts/Enemy/Enemy.cs.meta b/Assets/Scripts/Enemy/Enemy.cs.meta new file mode 100644 index 0000000..ad3b770 --- /dev/null +++ b/Assets/Scripts/Enemy/Enemy.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34868498e462dd641a7a048955937763 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/General/PhysicsCheck.cs b/Assets/Scripts/General/PhysicsCheck.cs index 254ebff..a57c38e 100644 --- a/Assets/Scripts/General/PhysicsCheck.cs +++ b/Assets/Scripts/General/PhysicsCheck.cs @@ -4,8 +4,14 @@ using UnityEngine; public class PhysicsCheck : MonoBehaviour { + private CapsuleCollider2D coll; + [Header("检测参数")] - public Vector2 bottomOffest; + public bool manual;//手动 + + public Vector2 bottomOffest;//偏移 + public Vector2 leftOffest; + public Vector2 rightOffest; public float checkRaduis; @@ -13,6 +19,20 @@ public class PhysicsCheck : MonoBehaviour [Header("状态")] public bool isGround; + public bool touchLeftWall;//接触左墙 + public bool touchRightWall; + + + private void Awake() + { + coll = GetComponent(); + + if (!manual)//不手动调整的默认边界值 + { + rightOffest = new Vector2((coll.bounds.size.x+ coll.offset.x) / 2, coll.bounds.size.y / 2); + leftOffest = new Vector2(-rightOffest.x, rightOffest.y); + } + } private void Update() { @@ -21,12 +41,19 @@ public class PhysicsCheck : MonoBehaviour public void Check() { + //地面 isGround = Physics2D.OverlapCircle((Vector2)transform.position+bottomOffest, checkRaduis, groundLayer); + + //墙 + touchLeftWall = Physics2D.OverlapCircle((Vector2)transform.position + leftOffest, checkRaduis, groundLayer); + touchRightWall = Physics2D.OverlapCircle((Vector2)transform.position + rightOffest, checkRaduis, groundLayer); } private void OnDrawGizmosSelected() { Gizmos.DrawWireSphere((Vector2)transform.position + bottomOffest, checkRaduis); + Gizmos.DrawWireSphere((Vector2)transform.position + leftOffest, checkRaduis); + Gizmos.DrawWireSphere((Vector2)transform.position + rightOffest, checkRaduis); } } diff --git a/Assets/Scripts/Player/PlayerController.cs b/Assets/Scripts/Player/PlayerController.cs index 70f7bbf..7970eef 100644 --- a/Assets/Scripts/Player/PlayerController.cs +++ b/Assets/Scripts/Player/PlayerController.cs @@ -108,6 +108,10 @@ public class PlayerController : MonoBehaviour //攻击 private void PlayerAttack(InputAction.CallbackContext context) { + if (!physicsCheck.isGround) + { + return; + } playerAnimation.PlayAttack(); isAttack = true; }