类银河恶魔城学习记录1-7-DashState源代码 P34

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

【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili

Player.cs
using System.Collections;
using System.Collections.Generic;
using Unity.VisualScripting;
using UnityEngine;

public class Player : MonoBehaviour
{
    [Header("Move Info")]
    public float moveSpeed;//定义速度,与xInput相乘控制速度的大小
    public float jumpForce;
    public float dashSpeed;//冲刺速度
    public float dashDuration;//持续时间
    [Header("Collision Info")]
    [SerializeField] private Transform groundCheck;//transform类,代表的时物体的位置,后面会来定位子组件的位置    
    [SerializeField] private float groundCheckDistance;
    [SerializeField] private Transform wallCheck;//transform类,代表的时物体的位置,后面会来定位子组件的位置    
    [SerializeField] private float wallCheckDistance;
    [SerializeField] private LayerMask whatIsGround;//LayerMask类,与Raycast配合,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.html

    public int facingDir { get; private set; } = 1;
    private bool facingRight = true;//判断是否朝右
    #region 定义Unity组件
    public Animator anim { get; private set; }//这样才能配合着拿到自己身上的animator的控制权
    public Rigidbody2D rb { get; private set; }//配合拿到身上的Rigidbody2D组件控制权
    #endregion
    #region 定义States
    public PlayerStateMachine stateMachine { get; private set; }
    public PlayerIdleState idleState { get; private set; }
    public PlayerMoveState moveState { get; private set; }
    public PlayerJumpState jumpState { get; private set; }
    public PlayerAirState airState { get; private set; }
    public PlayerDashState dashState { get; private set; }
    #endregion
    private void Awake()
    {
        stateMachine = new PlayerStateMachine();
        //通过构造函数,在构造时传递信息
        idleState = new PlayerIdleState(this, stateMachine, "Idle");
        moveState = new PlayerMoveState(this, stateMachine, "Move");
        jumpState = new PlayerJumpState(this, stateMachine, "Jump");
        airState  = new PlayerAirState(this, stateMachine, "Jump");
        dashState = new PlayerDashState(this, stateMachine, "Dash");
        //this 就是 Player这个类本身
    }//Awake初始化所以State,为所有State传入各自独有的参数,及animBool,以判断是否调用此动画(与animatoin配合完成)
    private void Start()
    {
        anim = GetComponentInChildren();//拿到自己身上的animator的控制权
        rb = GetComponent();
        stateMachine.Initialize(idleState);
    }
    #region 定时器设置
    public float timer;
    public float cooldown;
    #endregion
    private void Update()//在mano中update会自动刷新但其他没有mano的不会故,需要在这个updata中调用其他脚本中的函数stateMachine.currentState.update以实现 //stateMachine中的update

    {
        stateMachine.currentState.Update();//反复调用CurrentState的Update函数
        timer -= Time.deltaTime;
       
    }

    public void SetVelocity(float _xVelocity,float _yVelocity)
    {
        rb.velocity = new Vector2(_xVelocity, _yVelocity);//将rb的velocity属性设置为对应的想要的二维向量。因为2D游戏的速度就是二维向量
        FlipController(_xVelocity);//在其他设置速度的时候调用翻转控制器
    }//控制速度的函数,此函数在其他State中可能会使用,但仅能通过player.SeVelocity调用
    public bool IsGroundDetected()
    {
        return Physics2D.Raycast(groundCheck.position, Vector2.down, groundCheckDistance, whatIsGround);
    }//通过RayCast检测是否挨着地面,https://docs.unity3d.com/cn/current/ScriptReference/Physics.Raycast.html
    //xxxxxxxx()   => xxxxxxxx  == xxxxxxxxxx() return xxxxxxxxx;
    private void OnDrawGizmos()
    {
        Gizmos.DrawLine(groundCheck.position, new Vector3(groundCheck.position.x, groundCheck.position.y - groundCheckDistance));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。
        Gizmos.DrawLine(wallCheck.position, new Vector3(wallCheck.position.x + wallCheckDistance, wallCheck.position.y ));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。
    }//画线函数
    public void Flip()
    {
        facingDir = facingDir * -1;
        facingRight = !facingRight;
        transform.Rotate(0, 180, 0);//旋转函数,transform不需要额外定义,因为他是自带的
    }//翻转函数

    public void FlipController(float _x)//目前设置x,目的时能在空中时也能转身
    {
        if(_x > 0 &&!facingRight)//当速度大于0且没有朝右时,翻转
        {
            Flip();
        }
        else if(_x < 0 && facingRight)
        {
            Flip();
        }
    }
}

PlayerState.cs
using System.Collections;
using System.Collections.Generic;
using System.Security.Authentication.ExtendedProtection;
using UnityEngine;
//被继承的总类,后面的所以state都需要继承它
//实际上Player并没有进入过这个状态,没有调用此脚本,所有的调用均属于此脚本的子脚本
public class PlayerState
{
    protected PlayerStateMachine stateMachine;//创建PlayerStateMachine类,以承接来自Player.cs传过来的东西
    protected Player player;//创建Player类,以承接来自Player.cs传过来的东西
    protected float stateTimer;

    #region Unity组件
    protected Rigidbody2D rb;//纯简化,将player.rb --> rb
    #endregion

    private string animBoolName;//控制此时的anim的BOOL值
    protected float xInput;//设置一个可以保存当前是否在按移动键的变量
    public PlayerState(Player _player,PlayerStateMachine _stateMachine,string _animBoolName)
    {
        this.player = _player;
        this.stateMachine = _stateMachine;                                                
        this.animBoolName = _animBoolName;
    }//构造函数,用于传递信息
    
    public virtual void Enter()
    {
        player.anim.SetBool(animBoolName, true);//通过animator自带的函数,将animator里的Bool值改变为想要的值
        rb = player.rb;//纯简化,将player.rb --> rb
        
    }
    public virtual void Update()
    {
        stateTimer -= Time.deltaTime;//https://docs.unity3d.com/cn/current/ScriptReference/Time-deltaTime.html
                                     //从上一帧到当前帧的间隔(以秒为单位)(只读)。这个表达式就是表示每一帧都不断的减少时间
        player.anim.SetFloat("yVelocity", rb.velocity.y);//通过animator自带的函数,将animator里的Float值改变为想要的值,改变yVelocity以控制Jump与Fall动画的切换
        xInput = Input.GetAxisRaw("Horizontal");//对于键盘和游戏杆输入,该值将处于 -1...1 的范围内。 由于未对输入进行平滑处理,键盘输入将始终为 -1、0 或 1。 如果您想自己完成键盘输入的所有平滑处理,这非常有用。
    }
    public virtual void Exit()
    {
        player.anim.SetBool(animBoolName, false);//通过animator自带的函数,将animator里的Bool值改变为想要的值
    }

}

PlayerStateMachine.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerStateMachine
{
    public PlayerState currentState { get; private set; }
    public void Initialize(PlayerState _startState)
    {
        currentState = _startState;
        currentState.Enter();
    }//初始化状态函数,及通过将idleState传送进来,以便于调用idleState中的Enter函数

    public void ChangeState(PlayerState _newState)
    {
        currentState.Exit();
        currentState = _newState;
        currentState.Enter();
    }//更改状态函数
    //1.调用当前状态的Exit函数,使动画为false
    //2.传入新的状态,替换原来的状态
    //3.调用新的状态的Enter函数
}

PlayerGroundState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//GroundState用于保证只有在Idle和Move这两个地面状态下才能调用某些函数,并且稍微减少一点代码量
public class PlayerGroundState : PlayerState
{
    public PlayerGroundState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
    }
    public override void Update()
    {
        base.Update();
        if(Input.GetKeyDown(KeyCode.LeftShift))
        {
            stateMachine.ChangeState(player.dashState);
        }
        if (Input.GetKeyDown(KeyCode.Space)&&player.IsGroundDetected())
        {
            stateMachine.ChangeState(player.jumpState);
        }//空格切换为跳跃状态
    }
    public override void Exit()
    {
        base.Exit();
    }


}

PlayerIdleState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerIdleState : PlayerGroundState//继承函数,获得PlayerState里的所有函数和参数
{
    public PlayerIdleState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }//构造函数,用于传递信息。
     //当外补New出对象时,New出的对象里传入参数

    public override void Enter()
    {
        
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        if(xInput != 0)
        {
            stateMachine.ChangeState(player.moveState);//在这里我们能使用Player里的东西,主要是因为我们通过构造函数传过来Player实体,如果不传,则无法使用已经存在了的Player实体。
        }
    }
}

PlayerMoveState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMoveState : PlayerGroundState
{
    public PlayerMoveState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }//构造函数,用于传递信息。
     //当外补New出对象时,New出的对象里传入参数

    public override void Enter()
    {
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        player.SetVelocity(xInput*player.moveSpeed, rb.velocity.y);//player.rb.velocity.y默认的为0,player.moveSpeed在player中定义,但可以在Unity引擎中更改
        if (xInput==0)
        {
            stateMachine.ChangeState(player.idleState);//在这里我们能使用Player里的东西,主要是因为我们通过构造函数传过来Player实体,如果不传,则无法使用已经存在了的Player实体。
        }
    }
}

PlayerJumpState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerJumpState : PlayerState
{
    public PlayerJumpState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
        rb.velocity = new Vector2(rb.velocity.x, player.jumpForce);//将y轴速度改变
    }
    public override void Update()
    {
        base.Update();
        if (rb.velocity.y < 0)//当速度小于0时切换为airState
        {
            stateMachine.ChangeState(player.airState);//与其说是airState,不如说是FallState
        }
    }

    public override void Exit()
    {
        base.Exit();
        
    }

}

PlayerAirState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerAirState : PlayerState
{
    public PlayerAirState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
    }
    public override void Update()
    {
        base.Update();
        if (player.IsGroundDetected())
        {
            stateMachine.ChangeState(player.idleState);
        }
    }
    public override void Exit()
    {
        base.Exit();
    }


}

PlayerDashState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerDashState : PlayerState
{   //由Ground进入
    public PlayerDashState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
        stateTimer = player.dashDuration;设置Dash可以保持的值
        player.SetVelocity(player.dashSpeed * player.facingDir, rb.velocity.y);
    }

    public override void Exit()
    {
        base.Exit();
        player.SetVelocity(0, rb.velocity.y);//当退出时使速度为0防止动作结束后速度不变导致的持续移动
    }

    public override void Update()
    {
        base.Update();
        if (stateTimer < 0)当timer小于0,切换
        {
            stateMachine.ChangeState(player.idleState);
        }
    }
}

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