Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
Buff_Effcet.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public enum StatType
{strength,agility,intelligence,vitality,damage,critChance,critPower,maxHealth,armor,evasion,magicResistance,fireDamage,iceDamage,lightingDamage
}[CreateAssetMenu(fileName = "BUff effect", menuName = "Data/Item effect/Buff effect")]public class Buff_Effect :ItemEffect
{private PlayerStats stats;[SerializeField] private StatType buffType;[SerializeField] private float buffDuration;[SerializeField] private int buffAmount;public override void ExecuteEffect(Transform _respawnPosition){stats = PlayerManager.instance.player.GetComponent<PlayerStats>();stats.IncreaseStatBy(buffAmount, buffDuration, StatToModify());}private Stat StatToModify(){if (buffType == StatType.strength) return stats.strength;else if (buffType == StatType.agility) return stats.agility;else if (buffType == StatType.intelligence) return stats.intelligence;else if (buffType == StatType.vitality) return stats.vitality;else if (buffType == StatType.damage) return stats.damage;else if (buffType == StatType.critChance) return stats.critChance;else if (buffType == StatType.critPower) return stats.critPower;else if (buffType == StatType.maxHealth) return stats.maxHealth;else if (buffType == StatType.armor) return stats.armor;else if (buffType == StatType.evasion) return stats.evasion;else if (buffType == StatType.magicResistance) return stats.magicResistance;else if (buffType == StatType.fireDamage) return stats.fireDamage;else if (buffType == StatType.iceDamage) return stats.iceDamage;else if (buffType == StatType.lightingDamage) return stats.lightingDamage;return null;}
}
CharacterStats.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class CharacterStats : MonoBehaviour
{private EntityFX fx;[Header("Major stats")]public Stat strength; // 力量 增伤1点 爆伤增加 1% 物抗public Stat agility;// 敏捷 闪避 1% 闪避几率增加 1%public Stat intelligence;// 1 点 魔法伤害 1点魔抗 public Stat vitality;//加血的[Header("Offensive stats")]public Stat damage;public Stat critChance; // 暴击率public Stat critPower; //150% 爆伤[Header("Defensive stats")]public Stat maxHealth;public Stat armor;public Stat evasion;//闪避值public Stat magicResistance;[Header("Magic stats")]public Stat fireDamage;public Stat iceDamage;public Stat lightingDamage;public bool isIgnited; // 持续烧伤public bool isChilded; // 削弱护甲 20%public bool isShocked; // 降低敌人命中率[SerializeField] private float ailmentsDuration = 4;private float ignitedTimer;private float chilledTimer;private float shockedTimer;private float igniteDamageCooldown = .3f;private float ignitedDamageTimer;private int igniteDamage;[SerializeField] private GameObject shockStrikePrefab;private int shockDamage;public System.Action onHealthChanged;//使角色在Stat里调用UI层的函数//此函数调用了更新HealthUI函数public bool isDead { get; private set; }[SerializeField] public int currentHealth;protected virtual void Start(){critPower.SetDefaultValue(150);//设置默认爆伤currentHealth = GetMaxHealthValue();fx = GetComponent<EntityFX>();}protected virtual void Update(){//所有的状态都设置上默认持续时间,持续过了就结束状态ignitedTimer -= Time.deltaTime;chilledTimer -= Time.deltaTime;shockedTimer -= Time.deltaTime;ignitedDamageTimer -= Time.deltaTime;if (ignitedTimer < 0)isIgnited = false;if (chilledTimer < 0)isChilded = false;if (shockedTimer < 0)isShocked = false;//被点燃后,出现多段伤害后点燃停止if(isIgnited)ApplyIgnitedDamage();}public virtual void IncreaseStatBy(int _modifier, float _duration,Stat _statToModify){StartCoroutine(StatModCoroutine(_modifier, _duration, _statToModify));}private IEnumerator StatModCoroutine(int _modifier, float _duration, Stat _statToModify){_statToModify.AddModifier(_modifier);yield return new WaitForSeconds(_duration);_statToModify.RemoveModifier(_modifier);}public virtual void DoDamage(CharacterStats _targetStats)//计算后造成伤害函数{if (TargetCanAvoidAttack(_targetStats))设置闪避{return;}int totleDamage = damage.GetValue() + strength.GetValue();//爆伤设置if (CanCrit()){totleDamage = CalculateCriticalDamage(totleDamage);}totleDamage = CheckTargetArmor(_targetStats, totleDamage);//设置防御_targetStats.TakeDamage(totleDamage);DoMagicaDamage(_targetStats); // 可以去了也可以不去}protected virtual void Die(){isDead = true;}public virtual void TakeDamage(int _damage)//造成伤害是出特效{fx.StartCoroutine("FlashFX");//IEnumertor本质就是将一个函数分块执行,只有满足某些条件才能执行下一段代码,此函数有StartCoroutine调用//https://www.zhihu.com/tardis/bd/art/504607545?source_id=1001DecreaseHealthBy(_damage);GetComponent<Entity>().DamageImpact();if (currentHealth < 0 && !isDead)Die();}public virtual void IncreaseHealthBy(int _amount)//添加回血函数{currentHealth += _amount;if (currentHealth > GetMaxHealthValue())currentHealth = GetMaxHealthValue();if (onHealthChanged != null)onHealthChanged();}protected virtual void DecreaseHealthBy(int _damage)//此函数用来改变当前生命值,不调用特效{currentHealth -= _damage;if (onHealthChanged != null){onHealthChanged();}}#region Magical damage and ailementsprivate void ApplyIgnitedDamage(){if (ignitedDamageTimer < 0 ){DecreaseHealthBy(igniteDamage);if (currentHealth < 0 && !isDead)Die();ignitedDamageTimer = igniteDamageCooldown;}}被点燃后,出现多段伤害后点燃停止public virtual void DoMagicaDamage(CharacterStats _targetStats)//法伤计算和造成元素效果调用的地方{int _fireDamage = fireDamage.GetValue();int _iceDamage = iceDamage.GetValue();int _lightingDamage = lightingDamage.GetValue();int totleMagicalDamage = _fireDamage + _iceDamage + _lightingDamage + intelligence.GetValue();totleMagicalDamage = CheckTargetResistance(_targetStats, totleMagicalDamage);_targetStats.TakeDamage(totleMagicalDamage);//防止循环在所有元素伤害为0时出现死循环if (Mathf.Max(_fireDamage, _iceDamage, _lightingDamage) <= 0)return;//让元素效果取决与伤害//为了防止出现元素伤害一致而导致无法触发元素效果//循环判断触发某个元素效果AttemptyToApplyAilement(_targetStats, _fireDamage, _iceDamage, _lightingDamage);}private void AttemptyToApplyAilement(CharacterStats _targetStats, int _fireDamage, int _iceDamage, int _lightingDamage){bool canApplyIgnite = _fireDamage > _iceDamage && _fireDamage > _lightingDamage;bool canApplyChill = _iceDamage > _lightingDamage && _iceDamage > _fireDamage;bool canApplyShock = _lightingDamage > _fireDamage && _lightingDamage > _iceDamage;while (!canApplyIgnite && !canApplyChill && !canApplyShock){if (Random.value < .25f){canApplyIgnite = true;Debug.Log("Ignited");_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);return;}if (Random.value < .35f){canApplyChill = true;Debug.Log("Chilled");_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);return;}if (Random.value < .55f){canApplyShock = true;Debug.Log("Shocked");_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);return;}}if (canApplyIgnite){_targetStats.SetupIgniteDamage(Mathf.RoundToInt(_fireDamage * .2f));}if (canApplyShock)_targetStats.SetupShockStrikeDamage(Mathf.RoundToInt(_lightingDamage * .1f));//给点燃伤害赋值_targetStats.ApplyAilments(canApplyIgnite, canApplyChill, canApplyShock);}//造成元素效果public void ApplyAilments(bool _ignite, bool _chill, bool _shock)//判断异常状态{bool canApplyIgnite = !isIgnited && !isChilded && !isShocked;bool canApplyChill = !isIgnited && !isChilded && !isShocked;bool canApplyShock = !isIgnited && !isChilded;//使当isShock为真时Shock里的函数仍然可以调用if (_ignite && canApplyIgnite){isIgnited = _ignite;ignitedTimer = ailmentsDuration;fx.IgniteFxFor(ailmentsDuration);}if (_chill && canApplyChill){isChilded = _chill;chilledTimer = ailmentsDuration;float slowPercentage = .2f;GetComponent<Entity>().SlowEntityBy(slowPercentage, ailmentsDuration);fx.ChillFxFor(ailmentsDuration);}if (_shock && canApplyShock){if(!isShocked){ApplyShock(_shock);}else{if (GetComponent<Player>() != null)//防止出现敌人使玩家进入shock状态后也出现闪电return;HitNearestTargetWithShockStrike();}//isShock为真时反复执行的函数为寻找最近的敌人,创建闪电实例并传入数据}}public void ApplyShock(bool _shock){if (isShocked)return;isShocked = _shock;shockedTimer = ailmentsDuration;fx.ShockFxFor(ailmentsDuration);}//触电变色效果private void HitNearestTargetWithShockStrike(){Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, 25);//找到环绕自己的所有碰撞器float closestDistance = Mathf.Infinity;//正无穷大的表示形式(只读)Transform closestEnemy = null;//https://docs.unity3d.com/cn/current/ScriptReference/Mathf.Infinity.htmlforeach (var hit in colliders){if (hit.GetComponent<Enemy>() != null && Vector2.Distance(transform.position, hit.transform.position) > 1)// 防止最近的敌人就是Shock状态敌人自己{float distanceToEnemy = Vector2.Distance(transform.position, hit.transform.position);//拿到与敌人之间的距离if (distanceToEnemy < closestDistance)//比较距离,如果离得更近,保存这个敌人的位置,更改最近距离{closestDistance = distanceToEnemy;closestEnemy = hit.transform;}}if (closestEnemy == null)closestEnemy = transform;}if (closestEnemy != null){GameObject newShockStrike = Instantiate(shockStrikePrefab, transform.position, Quaternion.identity);newShockStrike.GetComponent<ShockStrike_Controller>().Setup(shockDamage, closestEnemy.GetComponent<CharacterStats>());}}//给最近的敌人以雷劈public void SetupIgniteDamage(int _damage) => igniteDamage = _damage;//给点燃伤害赋值public void SetupShockStrikeDamage(int _damage) => shockDamage = _damage;//雷电伤害赋值#endregion#region Stat calculationsprivate int CheckTargetResistance(CharacterStats _targetStats, int totleMagicalDamage)//法抗计算{totleMagicalDamage -= _targetStats.magicResistance.GetValue() + (_targetStats.intelligence.GetValue() * 3);totleMagicalDamage = Mathf.Clamp(totleMagicalDamage, 0, int.MaxValue);return totleMagicalDamage;}private static int CheckTargetArmor(CharacterStats _targetStats, int totleDamage)//防御计算{//被冰冻后,角色护甲减少if (_targetStats.isChilded)totleDamage -= Mathf.RoundToInt(_targetStats.armor.GetValue() * .8f);elsetotleDamage -= _targetStats.armor.GetValue();totleDamage = Mathf.Clamp(totleDamage, 0, int.MaxValue);return totleDamage;}private bool TargetCanAvoidAttack(CharacterStats _targetStats)//闪避计算{int totleEvation = _targetStats.evasion.GetValue() + _targetStats.agility.GetValue();//我被麻痹后//敌人的闪避率提升if (isShocked)totleEvation += 20;if (Random.Range(0, 100) < totleEvation){return true;}return false;}private bool CanCrit()//判断是否暴击{int totleCriticalChance = critChance.GetValue() + agility.GetValue();if (Random.Range(0, 100) <= totleCriticalChance){return true;}return false;}private int CalculateCriticalDamage(int _damage)//计算暴击后伤害{float totleCirticalPower = (critPower.GetValue() + strength.GetValue()) * .01f;float critDamage = _damage * totleCirticalPower;return Mathf.RoundToInt(critDamage);//返回舍入为最近整数的}public int GetMaxHealthValue(){return maxHealth.GetValue() + vitality.GetValue() * 10;}//统计生命值函数#endregion
}