学习游戏制作记录(实现克隆攻击的克隆复制和水晶代替克隆)8.3
1.实现克隆攻击的克隆复制
Clone_Skill脚本:
[Header("Can Duplicate Clone")]
[SerializeField]private bool canDuplicateClone;//是否可以进行复制
[SerializeField] private float chanceToDuplicateClone;//克隆的概率
public void CreatClone(Transform newtransform,Vector3 offset)
{
GameObject newclone= GameObject.Instantiate(ClonePrefab,newtransform.position,Quaternion.identity);
newclone.GetComponent<Clone_Skill_Control>().SetupClone(newtransform, cloneDuration, canAttack,offset,FindClosetEnemy(newclone.transform),canDuplicateClone,chanceToDuplicateClone);
}
//传入参数到Clone_Skill_Control脚本中
Clone_Skill_Control脚本:
private bool canDuplicateClone;
private float chanceToDuplicateClone;
private float facingDir=1;//朝向
private void FacingClosestEnemy()
{
if(closestEnemy!=null)
{
if(transform.position.x>closestEnemy.position.x)
{
facingDir = -1;//翻转时克隆朝向为-1
transform.Rotate(0, 180, 0);
}
}
}
private void AttackTrigger()
{
Collider2D[] collider2Ds = Physics2D.OverlapCircleAll(attackCheck.position, attackCheckRadius);
foreach (var hit in collider2Ds)
{
if (hit.GetComponent<Enemy>() != null)
{
hit.GetComponent<Enemy>().Damage();
if(canDuplicateClone)//如果可以复制
{
if(Random.Range(0,100)<chanceToDuplicateClone)
{
SkillManage.instance.clone.CreatClone(hit.transform,new Vector3(.5f*facingDir,0));//在克隆的朝向偏移位置处重新生成克隆
}
}
}
}
}
这样可以形成一种两面夹击的效果
2.实现水晶代替克隆
Crystal_Skill脚本:
public void CreateCrystal()//创建水晶的函数,从已有代码中提取出来
{
currentCrystal = Instantiate(crystalPrefab, player.transform.position, Quaternion.identity);
Crystal_Skill_Control newcrystalScript = currentCrystal.GetComponent<Crystal_Skill_Control>();
newcrystalScript.SetupCrystal(crystalDuration, canExplode, canMoveToEnemy, moveSpeed, FindClosetEnemy(currentCrystal.transform));
}
Clone_Skill脚本:
[Header("Crystal Instead Clone")]
[SerializeField] private bool canCrystalInsteadClone;
public void CreatClone(Transform newtransform,Vector3 offset)
{
if(canCrystalInsteadClone)//如果可以替换则只执行创建水晶的功能
{
SkillManage.instance.crystal.CreateCrystal();
return;
}
GameObject newclone= GameObject.Instantiate(ClonePrefab,newtransform.position,Quaternion.identity);
newclone.GetComponent<Clone_Skill_Control>().SetupClone(newtransform, cloneDuration, canAttack,offset,FindClosetEnemy(newclone.transform),canDuplicateClone,chanceToDuplicateClone);
}
3.实现黑洞技能里克隆水晶并向随机敌人射击
Blackhole_Skill_Control脚本:
public float GetBlackholeRedius()//返回水晶的检测范围,与黑洞半径保持一致
{
return maxSize / 2;
}
Crystal_Skill_Control脚本:
[SerializeField] private LayerMask WhatIsEnemy;//敌人图层
public void ChooseRandomEnemy()
{
float radius = SkillManage.instance.blackhole.GetBlackholeRedius();//检测范围内敌人
Collider2D[] collider2Ds = Physics2D.OverlapCircleAll(transform.position,radius,WhatIsEnemy);
if(collider2Ds.Length > 0 )
{
closestTarget = collider2Ds[Random.Range(0,collider2Ds.Length)].transform;//随机选取
}
}
Crystal_Skill脚本:
public void CurrentCystalChooseRandomEnemy() => currentCrystal.GetComponent<Crystal_Skill_Control>().ChooseRandomEnemy();//其它技能中可以调用的函数
Blackhole_Skill_Control脚本:
if(SkillManage.instance.clone.canCrystalInsteadClone)//SetupBlackhole()函数中
{
playerCanDisper = false;//设置发射水晶时玩家不消失
}
if (SkillManage.instance.clone.canCrystalInsteadClone)//AttackLogic()函数中
{
SkillManage.instance.crystal.CreateCrystal();
SkillManage.instance.crystal.CurrentCystalChooseRandomEnemy();//创建水晶并选取随机敌人
}
else
{
SkillManage.instance.clone.CreatClone(EnemyTarget[randomIndex], new Vector3(xoffest, 0));
}