昨晚研究了一晚Boss近战判定,也找了一些方法,但始终找不到合适的
今天终于让我找到了[泪目]
让我们先看演示
这个效果是我们的Boss挥刀时不造成伤害,当火焰冒出来时再对主角造成伤害。
这个我讲详细点吧
步骤:
首先,我们创建两个空对象
左伤害和右伤害,当主角在攻击范围内时进行攻击,
然后我们挂载伤害脚本和点碰撞体
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class MeleeAttack : MonoBehaviour
{// Start is called before the first frame updatepublic float hurt;void Start(){}// Update is called once per framevoid Update(){}private void OnTriggerEnter2D(Collider2D other){foxcontroller fox = other.gameObject.GetComponent<foxcontroller>();Rigidbody2D rb = other.gameObject.GetComponent<Rigidbody2D>();if (fox != null){Vector2 Force = new Vector2(transform.position.x - rb.position.x, 0);fox.ChangeHealth(-2);//近战攻击扣两滴血,要是难度太高再削rb.AddForce(-Force * hurt);//这里是击退效果,其实可以不加负号,我前面写反了这里图方便加了个负号}}
}
对主角造成伤害并击退
然后是动画控制
目前是三个,但是我还在做,后面还有其他的状态
public GameObject LeftAttack;public GameObject RightAttack;public float MeleeAttackRadial;private bool Attacking;public bool canAttack = true;public float canAttackingTime = 4f;public float Timerr;void Start(){Timer = changeTime;animator = GetComponent<Animator>();Timerr = canAttackingTime;}// Update is called once per framevoid Update(){Attack();runNormal();if (Timerr > 0){Timerr -= Time.deltaTime;canAttack = false;}else canAttack = true;}private void Attack(){if (fox.transform.position.x - transform.position.x > 9 || fox.transform.position.x - transform.position.x < -9){LeftAttack.SetActive(false);RightAttack.SetActive(false);}if (!canAttack){Attacking = false;animator.SetBool("Attacking", false);return;}if (fox.transform.position.x - transform.position.x < 9 && fox.transform.position.x - transform.position.x > 0&&direction == 1){Timerr = canAttackingTime;Attacking = true;//RightAttack.SetActive(true);animator.SetFloat("look", fox.transform.position.x - transform.position.x);animator.SetBool("Attacking", true);}else if (fox.transform.position.x - transform.position.x > -9 && fox.transform.position.x - transform.position.x < 0&&direction == -1){Timerr = canAttackingTime;Attacking = true;//LeftAttack.SetActive(true);animator.SetFloat("look", fox.transform.position.x - transform.position.x);animator.SetBool("Attacking", true);}else{Attacking = false;LeftAttack.SetActive(false);RightAttack.SetActive(false);animator.SetBool("Attacking", false);}}
攻击代码,当Boss攻击冷却好并且主角处于攻击范围内并面朝主角时,开始攻击主角,脚本里我只播放攻击动画,判定我在Animation工具里解决
这里我点击Add Property,添加事件,在播放动画时,在冒火的帧上将前面我们设置的空对象设置成true,也就是leftAttack.SetActive(true);
这样我们就能够在特定的帧上面对主角进行伤害了,Boss控制脚本我们就播放动画,伤害在Animation里解决