This commit is contained in:
JA
2026-06-20 19:34:23 +08:00
parent e5031c0068
commit d442805c3f
4136 changed files with 514641 additions and 0 deletions

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using Manager;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CharacterCombat : CombaSystem
{
[Header("音效")]
public AudioSource audioSource;
public PlayerControler controler;
[Header("特效")]
public GameObject effect;
CameraVR cameraVR;
protected override void Awake()
{
maxHp = PlayerInfo.Instance.info.maxHp;
currentHp = PlayerInfo.Instance.info.currentHp;
attack = PlayerInfo.Instance.info.testAttack;
audioSource = transform.root.GetComponentInChildren<AudioSource>();
_animator = GetComponent<Animator>();
PlayerInfo.Instance.OnUpdateAttrbute += OnChangeAttrbute;
}
private void OnDisable()
{
PlayerInfo.Instance.OnUpdateAttrbute -= OnChangeAttrbute;
}
public override void MelleeAttackAnimEvent()
{
base.MelleeAttackAnimEvent();
Collider2D[] hitColliders = Physics2D.OverlapBoxAll(AttackAreaPos,attackSize,0,layerMasks[0]);
Collider2D[] destructiveColliders = Physics2D.OverlapBoxAll(AttackAreaPos, attackSize, 0,layerMasks[1]);
Collider2D[] treeColliders = Physics2D.OverlapBoxAll(AttackAreaPos, attackSize, 0, layerMasks[2]);
foreach (Collider2D hitInfo in hitColliders)
{
if(hitInfo.tag=="Enemy")
{//小怪
}
if (hitInfo.tag == "Boss")
{
hitInfo.GetComponentInChildren<BossAI>().TakeDamage("hurt-front",GetAttack());
if (_summerClip != null)
SoundManager.Instance.PlayEffect(_audio, _summerClip);
//加入卡肉,特效
if(effect!=null)
{
GameObject go = Instantiate(effect);
go.transform.position = hitInfo.transform.position + new Vector3(0,4,0);
//开始计时
string timerPath = "Perfab/Timer";
GameObject timer = Resloader.Load<GameObject>(timerPath);//寻找预制体
GameObject time = Instantiate(timer);
time.GetComponent<Timer>().CreateTime(0.2f, () =>
{
ManagersMode.Poll.UnSpwan("EffectPoll", effect.name, go);
}, false);
}
cameraVR = UnityExpandFunction.GetCamera();
if (cameraVR != null)
{
cameraVR.ShakeCamera(0.5f, 2);
}
}
}
foreach (Collider2D hitInfo in destructiveColliders)
{
}
foreach (Collider2D hitInfo in treeColliders)//数目
{
Debug.Log("攻击树木");
hitInfo.GetComponentInChildren<Tree>().TakeDamage();
}
}
//受伤
public override void TakeDamage(float atk)
{
currentHp -= atk;
OnHit?.Invoke(currentHp);//UI显示
if(currentHp<=0)
{
//死亡
return;
}
_animator.Play("hurt");
}
private void OnChangeAttrbute(LotteryType type, float value)
{
switch (type)
{
case LotteryType.Hp:
currentHp += value;
if(currentHp>=maxHp)
{
currentHp = maxHp;
}
OnHit?.Invoke(currentHp);
break;
case LotteryType.Mp:
maxHp += value;
OnHit?.Invoke(currentHp);
break;
case LotteryType.Attack:
attack += value;
OnHit?.Invoke(currentHp);
break;
case LotteryType.UpMaxHp:
PlayerInfo.Instance.info.maxHp += value;
maxHp += value;
OnHit?.Invoke(currentHp);
break;
case LotteryType.UpHp:
Date.Instance.ItemDate[1].value += (int)value;
OnHit?.Invoke(currentHp);
break;
case LotteryType.UpAttack:
PlayerInfo.Instance.info.attack += value;
attack += value;
OnHit?.Invoke(currentHp);
break;
default:break;
}
}
/// <summary>
/// 攻击力量
/// </summary>
/// <returns></returns>
public float GetAttack()
{
return attack + (PlayerInfo.Instance.info.Level * 10);
}
}

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using Manager;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class PlayerControler : MonoBehaviour
{
[SerializeField] private InputActions inputActions;
[SerializeField] public Animator animator;
[SerializeField] private Rigidbody2D rb;
[SerializeField] private BoxCollider2D bc;
private CameraVR cameraVR;
[Header("正常速度")]
[SerializeField] private float normalSpeed;
Vector2 InputDir;//移动方向
public float dodgeCoolDown;//闪避Cd时间
public float dodgeSpeed;
private float dodge;
private bool isCanDodge;
private bool isWuDi;
public float wuDiTimer;
public CharacterCombat ch;
public CharacterHp info;
private void Awake()
{
inputActions = new InputActions();
cameraVR = GameObject.FindWithTag("Camera").GetComponentInChildren<CameraVR>();
}
private void Start()
{
inputActions.GamePlay.ComBa_01.started += this.Attack_01;
inputActions.GamePlay.ComBa_02.started += this.Attack_02;
inputActions.GamePlay.Dodge.started += this.Dodge;
inputActions.UI.Stop.started += this.OnStop;
inputActions.UI.Bag.started += this.OpenBag;
dodge = dodgeCoolDown;
isCanDodge = true;
ManagersMode.Poll.CreateGameObjectPoll("Timer", 10);
ManagersMode.Poll.CreateGameObjectPoll("BulletPoll", 3);
ManagersMode.Poll.CreateGameObjectPoll("EffectPoll", 2);
info.Init(ch);
}
private void Update()
{
if(ch.currentHp<=0)
{
UIManager.Instance.Show<UIGameOver>();
ch._animator.Play("die");
}
if(!animator.CheckAnimationTag("Roll"))
{
animator.speed = 1;
}
else
{
this.transform.Translate(InputDir*dodgeSpeed*0.01f);//闪避移动
}
CanDodge();
UseItem();
}
private void OnEnable()
{
inputActions.Enable();
}
private void OnDisable()
{
inputActions.Disable();
}
private void FixedUpdate()
{
if(!animator.CheckAnimationTag("Die"))
{
this.MoveController();
}
else
{
this.rb.velocity =Vector2.zero;
}
}
#region
private void MoveController()
{
InputDir = inputActions.GamePlay.Move.ReadValue<Vector2>().normalized;
animator.SetFloat("Horizontal", InputDir.x);
animator.SetFloat("Vertical", InputDir.y);
animator.SetFloat("Speed", InputDir.sqrMagnitude);
this.rb.velocity = InputDir * normalSpeed;
if (InputDir.x < 0)//向左
{
transform.localScale = new Vector3(1, 1, 1);
}
if (InputDir.x > 0)//向左
{
transform.localScale = new Vector3(-1, 1, 1);
}
}
private void OnStop(InputAction.CallbackContext obj)
{
UIManager.Instance.Show<UIGameOver>();
}
#endregion
/// <summary>
/// 角色攻击
/// </summary>
private void Attack_01(InputAction.CallbackContext obj)
{
animator.SetTrigger("Attack_01");
}
private void Attack_02(InputAction.CallbackContext obj)
{
animator.SetTrigger("Attack_02");
}
private bool CanDodge()
{
if(isCanDodge)
{
return true;
}
dodgeCoolDown -= Time.deltaTime;
if(dodgeCoolDown<=0)
{
isCanDodge = true;
dodgeCoolDown = dodge;
return true;
}
return false;
}
/// <summary>
/// 角色闪避
/// </summary>
private void Dodge(InputAction.CallbackContext obj)
{
//||animator.CheckAnimationTag("Hit")
if (!CanDodge())
{
return;
}
StartCoroutine(nameof(SetWuDi));//无敌状态
isCanDodge = false;
animator.speed = 1f;
if (InputDir.x!=0)
{
animator.Play("roll");
}
if (InputDir.y > 0)
{
animator.Play("roll-up");
}
if (InputDir.y < 0)
{
animator.Play("roll-down");
}
}
IEnumerator SetWuDi()
{
isWuDi = true;
yield return new WaitForSeconds(wuDiTimer);
isWuDi = false;
}
public bool GetIsDodge()
{
return isWuDi;
}
private void OpenBag(InputAction.CallbackContext obj)
{
UIManager.Instance.Show<UIBagInfo>();
}
public void UseItem()
{
if(Input.GetKeyDown(KeyCode.Alpha1))
{
PlayerInfo.Instance.BagMgr.UserItem(1, 1);//回血道具
}
}
}

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using Managers;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
public class PlayerInfo : Singleton<PlayerInfo>
{
public CharInfo info;
public Action OnUpdateBagInfo;
public Action OnUpdateMainUI;
public Action OnUpdateLevel;
public Action<LotteryType, float> OnUpdateAttrbute;
public Managers.BagManager BagMgr;
public void Init(CharInfo date)
{
info = date;
info.playerName = date.playerName;
info.Level = date.Level;
info.exp = date.exp;
info.maxHp = date.maxHp;
info.attack = date.attack;
info.testAttack = date.testAttack;
info.currentHp = date.currentHp;
info.currentMap = date.currentMap;
info.BagInfo = new Dictionary<int, int>();
info.UpInfo = new Dictionary<int, bool>();
for (int i = 0; i < date.BagKey.Count; i++)
{
info.BagInfo.Add(date.BagKey[i], date.BagValue[i]);
}
for (int i = 0; i < date.UpKey.Count; i++)
{
info.UpInfo.Add(date.UpKey[i], date.UpValue[i]);
}
//初始化管理器
BagMgr = new Managers.BagManager(this);
Debug.Log("数据读取完毕");
}
public void Resrt()
{
info.currentHp = info.maxHp; ;
info.testAttack = info.attack;
if(!info.BagInfo.ContainsKey(1))
{
info.BagInfo.Add(1,4);
}
else
{
info.BagInfo[1] = 4;
}
WriteBagInfo();
}
public void KeepData(float max, float current, float attack)
{
info.maxHp = max;
info.currentHp = current;
info.testAttack = attack;
}
public Sprite GetSprite(string path)
{
return Resloader.Load<Sprite>(path);
}
#region
public void AddHp(int num)
{
OnUpdateAttrbute?.Invoke(LotteryType.Hp, num);
}
public void AddMp(int num)
{
OnUpdateAttrbute?.Invoke(LotteryType.Mp, num);
}
public void AddAttack(int num)
{
OnUpdateAttrbute?.Invoke(LotteryType.Attack, num);
}
public void AddUpHp(int num)
{
OnUpdateAttrbute?.Invoke(LotteryType.UpHp, num);
}
public void AddUpMaxHp(int num)
{
OnUpdateAttrbute?.Invoke(LotteryType.UpMaxHp, num);
}
public void AddUpAttack(int num)
{
OnUpdateAttrbute?.Invoke(LotteryType.UpAttack, num);
}
#endregion
#region
public void LevelUp()
{
int need = NeedExp();
if (need < info.exp)
{
info.exp -= need;
info.Level++;
LevelUp();
SaveSystem.SaveDate(info.DatePath, info);
}
}
public int NeedExp()
{
int needExp;
return needExp = info.Level * (1000);
}
public void ItemLevel(LevelUpDefine item)
{
switch (item.type)
{
case LotteryType.UpMaxHp:
AddUpMaxHp(item.value);
break;
case LotteryType.UpAttack:
AddUpAttack(item.value);
break;
case LotteryType.UpHp:
AddUpHp(item.value);
break;
}
}
#endregion
//重写数据
public void WriteBagInfo()
{
info.BagKey.Clear();
info.BagValue.Clear();
foreach (var data in info.BagInfo)
{
info.BagKey.Add(data.Key);
info.BagValue.Add(data.Value);
}
}
}

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