超级豆逻辑,主角吃超级豆相关

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xhxy 2025-03-18 22:32:00 +08:00
parent f65623f699
commit ef10324f3c
13 changed files with 1330 additions and 37 deletions

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View File

@ -5,7 +5,7 @@ using UnityEngine;
public class Dot : MonoBehaviour
{
public float Score;
public bool SuperDot;//閉撰飪赽
private void Awake()
@ -16,7 +16,17 @@ public class Dot : MonoBehaviour
{
if(collision.gameObject.layer == LayerMask.NameToLayer("PacMan"))
{
if (SuperDot && !collision.gameObject.GetComponent<PacMan>().invincible)
{
collision.gameObject.GetComponent<PacMan>().invincible = true;//扢离翋褒拸菩
}
else if(SuperDot)
{
collision.gameObject.GetComponent<PacMan>().timer = 0; //笭离拸菩奀潔
}
GameManager.instance.AddScore(Score);
Destroy(this.gameObject);
}

View File

@ -9,9 +9,11 @@ public class GameManager : MonoBehaviour
public float Score;
public int DotNum;
public float invincibleTime;//无敌时间
public TMPro.TextMeshProUGUI scoreText;//分数文本
public TMPro.TextMeshProUGUI invincibleText;//无敌时间文本
public TMPro.TextMeshProUGUI scoreText;
private void Awake()
@ -27,6 +29,11 @@ public class GameManager : MonoBehaviour
Destroy(gameObject);
}
}
private void Update()
{
UpdateInvincibleTime();
}
// 吃豆加分减少数量
public void AddScore(float amount)
@ -36,7 +43,7 @@ public class GameManager : MonoBehaviour
UpdateScoreDisplay();
if(DotNum<=0)
{
//游戏胜利
}
}
@ -54,4 +61,28 @@ public class GameManager : MonoBehaviour
}
}
private void UpdateInvincibleTime()
{
if (invincibleText != null)
{
invincibleText.text = invincibleTime.ToString();
}
}
public static float GetAnimaTime(Animator animtorName, string animName)//获得动画时长
{
if (animtorName != null)
{
RuntimeAnimatorController AC = animtorName.runtimeAnimatorController;
foreach (var item in AC.animationClips)
{
if (item.name == animName)
{
return item.length;
}
}
}
return 0;
}
}

View File

@ -5,8 +5,12 @@ using UnityEngine;
public class MapDot : MonoBehaviour
{
public GameObject pelletPrefab;
public GameObject DotPrefab;
public GameObject SuperDotPrefab;
public int SuperDotNum;//超级豆子的数量
public LayerMask ObstadeLayer;
public GameObject startPosGameObject;
@ -34,21 +38,48 @@ public class MapDot : MonoBehaviour
float minY = Mathf.Min(startPos.y, endPos.y);
float maxY = Mathf.Max(startPos.y, endPos.y);
List<Vector2> validPositions = new List<Vector2>();//存储可生成的位置
for (float x = minX; x <= maxX; x++)
{
// int ram = Random.Range(0, 101);//随机数
for (float y = minY; y <= maxY; y++)
{
Vector2 checkPos = new Vector2(x, y);
// ¼ì²âWall²ãÅöײÌå
Collider2D hit = Physics2D.OverlapBox(checkPos, Vector2.one * 0.1f, 0, ObstadeLayer);
if (hit == null)
if (!hit)
{
Instantiate(pelletPrefab, checkPos, Quaternion.identity, transform);
GameManager.instance.AddDotNum(1);
validPositions.Add(checkPos);
}
}
}
// 第二阶段:随机选择超级豆位置
List<Vector2> superDotPositions = new List<Vector2>();
int superDotCount = Mathf.Min(SuperDotNum, validPositions.Count);//不会超出范围
// 使用Fisher-Yates洗牌算法进行随机选择
for (int i = 0; i < superDotCount; i++)
{
int randomIndex = Random.Range(i, validPositions.Count);//随机
Vector2 temp = validPositions[i];
validPositions[i] = validPositions[randomIndex];
validPositions[randomIndex] = temp;
superDotPositions.Add(validPositions[i]);
}
// 第三阶段:实例化所有豆子
foreach (Vector2 pos in validPositions)
{
bool isSuperDot = superDotPositions.Contains(pos);//循环当前值是不是超级豆
GameObject prefab = isSuperDot ? SuperDotPrefab : DotPrefab;//三目
Instantiate(prefab, pos, Quaternion.identity, transform);
GameManager.instance.AddDotNum(1);
}
}
}

View File

@ -3,22 +3,27 @@ using System.Collections.Generic;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.InputSystem;
using UnityEngine.SocialPlatforms.Impl;
public class PacMan : MonoBehaviour
{
public PacManInput pacManInputControl;//输入系统
public Rigidbody2D rb;
public Animator animator;
public Animator anim;
public Vector2 inputDirection;//输入方向的数值
public float speed;//速度
public bool invincible;//无敌
public float invincibleTime;//无敌时间
public float timer;//计时器
private void Awake()
{
pacManInputControl = new PacManInput();//new一个新的输入系统
rb = GetComponent<Rigidbody2D>();
animator = GetComponent<Animator>();
anim = GetComponent<Animator>();
}
private void OnEnable()
@ -34,8 +39,12 @@ public class PacMan : MonoBehaviour
private void Update()
{
inputDirection = pacManInputControl.PacManInputSystem.Move.ReadValue<Vector2>();//读取数值
if (invincible)
{
PacManInvincible();
}
}
private void FixedUpdate()
{
Move();
@ -49,7 +58,20 @@ public class PacMan : MonoBehaviour
public void PacManAnimation()
{
animator.SetFloat("H",inputDirection.x);
animator.SetFloat("V", inputDirection.y);
anim.SetFloat("H",inputDirection.x);
anim.SetFloat("V", inputDirection.y);
anim.SetBool("invincible", invincible);//无敌动画
}
public void PacManInvincible()
{
timer += Time.deltaTime;
GameManager.instance.invincibleTime = (int)(invincibleTime-timer+1);
if (timer >= invincibleTime)
{
invincible = false;
timer = 0f; // 重置计时器
}
}
}

View File

@ -1,18 +1,123 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RedGhost : MonoBehaviour
{
// Start is called before the first frame update
void Start()
// ========== 状态枚举 ==========
public enum GhostState
{
Idle, //开局的待机
Start, //离开重生点出发
Chase, // 追击模式
Frightened, // 恐惧模式,逃跑
Die // 死亡重生
}
public GhostState curstate;//当前枚举
[Header("基础配置")]
public Rigidbody2D rb;
public Animator anim;
public GameObject pacMan;//吃豆人主角
public LayerMask obstadeLayer;//墙的层级
[Header("追击逃跑逻辑相关")]
private Vector2 currentDirection;
public float speed;//基础速度
public float frightenedSpeed;//逃跑速度
private void Awake()
{
rb = GetComponent<Rigidbody2D>();
// anim = GetComponent<Animator>();
pacMan = GameObject.Find("PacManPlayer");//找到主角
}
// Update is called once per frame
void Update()
private void Update()
{
switch (curstate)
{
case GhostState.Idle:
Idle();
break;
case GhostState.Start:
GhostStart();
break;
case GhostState.Chase:
Chase();
break;
case GhostState.Frightened:
Frightened();
break;
case GhostState.Die:
Die();
break;
}
}
private void Idle()
{
curstate = GhostState.Chase;
}
private void GhostStart()
{
throw new NotImplementedException();
}
private void Chase()
{
UpdateMovement(pacMan.transform.position, true);
//anim.SetBool("Frightened", false);
}
private void Frightened()
{
throw new NotImplementedException();
}
private void Die()
{
throw new NotImplementedException();
}
// 核心移动逻辑(追击/逃跑共用)
private void UpdateMovement(Vector2 targetPos, bool isChasing)
{
Vector2[] directions = { Vector2.up, Vector2.down, Vector2.left, Vector2.right };
Vector2 bestDir = Vector2.zero;
float bestValue = isChasing ? Mathf.Infinity : -Mathf.Infinity;//正无穷大,负无穷大
foreach (Vector2 dir in directions)
{
if (dir == -currentDirection) continue; // 循环到的方向等于当前的负方向,继续执行,禁止直接回头
RaycastHit2D hit = Physics2D.Raycast(transform.position, dir, 1f, obstadeLayer);//起始点,方向,长度,过滤器
if (hit.collider != null) continue;
// 计算方向价值
float distance = Vector2.Distance(rb.position + dir, targetPos);//当前坐标加方向向量和目标主角坐标的差值
float currentValue = isChasing ? distance : -distance;//是追击还是逃跑
if ((isChasing && currentValue < bestValue) || (!isChasing && currentValue > bestValue))
{
bestValue = currentValue;
bestDir = dir;
}
}
if (bestDir != Vector2.zero)
{
currentDirection = bestDir;
rb.velocity = currentDirection * (curstate == GhostState.Frightened ? frightenedSpeed : speed);
//anim.SetFloat("DirX", currentDirection.x);
//anim.SetFloat("DirY", currentDirection.y);
}
}
}

View File

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@ -20,11 +20,12 @@ TextureImporter:
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@ -63,6 +64,7 @@ TextureImporter:
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@ -75,8 +77,9 @@ TextureImporter:
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