PHASE FIVE
- Sacen视图中选择2D模式,菜单栏选择GameObject→UI→Canvas,重命名Canvas为HUDCanvas,添加组件Canvas Group,不勾选Interactable和Blocks Raycasts;
- 为HUDCanvas添加空的游戏对象命名为HealthUI,通过Anchor Presets,按住Alt和Shift将它的位置和中心点设到左下角,Wdith设为75,Height设为60;
- 右键HealthUI→UI→Image添加图像命名为Heart,设置Width和Height为30,在Heart的Image组件中从源图片中选择Heart;
- 右键HealthUI→UI→Slider添加条形命名为HealthSlider,设置Position X为95、Y为0,展开HealthSlider,删掉其子对象Handle Slide Area;
- 在HealthSlider的Slider组件中,将Transition模式设为None,MaxValue设为100,拖动滑动条Value到100;
- 右键点击HUDCanvas,创建UI→Image,重命名为DamageImage,设置Rect Transform,Alt右键点击右下角的Stretch将其尺寸扩展为全屏大小,在Image组件中,Colour块中Alpha(A)设为0。
PHASE SIX
- 为Player添加脚本PlayerHealth,拖动Hierarchy中的HealthSlider及DamageImage到脚本中的相应位置,为脚本中的Death Clip添加音效Player Death;
- 为Zombunny添加脚本EnemyAttack。
脚本PlayerHealth解析
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;
namespace CompleteProject
{
public class PlayerHealth : MonoBehaviour
{
public int startingHealth = 100;//Player的初始血量100
public int currentHealth; //定义Player的当前血量变量
public Slider healthSlider; //定义引用血条参数
public Image damageImage; //引用受伤时的图像
public AudioClip deathClip;//添加角色死亡的音效
public float flashSpeed = 5f;//设定damageImage的淡出屏幕的速度
public Color flashColour = new Color(1f, 0f, 0f, 0.1f); //设定damageImage的颜色
Animator anim;//引用动画组件参数
AudioSource playerAudio;//引用音效组件参数
PlayerMovement playerMovement;//引用脚本PlayerMovement
PlayerShooting playerShooting;//引用脚本PlayerShooting
bool isDead; //声明bool值判断角色是否死亡
bool damaged;//声明bool值判断角色是否受伤
void Awake ()
{
// Setting up the references.
anim = GetComponent <Animator> ();//设置动画
playerAudio = GetComponent <AudioSource> ();//设置音效
playerMovement = GetComponent <PlayerMovement> ();//指定脚本PlayerMovement
playerShooting = GetComponentInChildren <PlayerShooting> ();//指定脚本PlayerMovement
currentHealth = startingHealth;//将角色初始生命设置为当前生命值
}
void Update ()
{
if(damaged)
{
damageImage.color = flashColour;//角色受伤时,将flashColour赋值给damageImage的color;
}
else
{
damageImage.color = Color.Lerp (damageImage.color, Color.clear, flashSpeed * Time.deltaTime);//通过Lerp,将受伤后屏幕显示的颜色渐变消除
}
damaged = false;//重置角色的受伤状态为否;
}
public void TakeDamage (int amount)
{
damaged = true;//改变角色受伤状态为真
currentHealth -= amount;//当前血量减少,减少值为受到的伤害值
healthSlider.value = currentHealth;//将当前血量赋值给血条
playerAudio.Play ();//播放角色受伤的音效,引用的是Player的音效组件中的Player Hurt
if(currentHealth <= 0 && !isDead)
{
Death ();//当Player的血量小于等于0,isDead为flase时;
}
}
void Death ()
{
isDead = true;//Player判定为死亡
playerShooting.DisableEffects ();//调用playerShooting脚本中的DisableEffects方法关闭射击特效
anim.SetTrigger ("Die");//通过触发器播放Player的死亡动画
playerAudio.clip = deathClip;//音效组件引用脚本中的音效deathClip,Player Hurt的音效会停止播放
playerAudio.Play ();//播放音效组件中的deathClip音效
playerMovement.enabled = false;//关闭脚本PlayerMovemonet
playerShooting.enabled = false;//关闭脚本PlayerShooting
}
public void RestartLevel ()
{
SceneManager.LoadScene (0);//重载当前的场景
}
}
}
脚本EnemyAttack解析
using UnityEngine;
using System.Collections;
namespace CompleteProject
{
public class EnemyAttack : MonoBehaviour
{
public float timeBetweenAttacks = 0.5f;//攻击的间隔时间
public int attackDamage = 10; //攻击的伤害值
Animator anim; //声明引用动画的参数
GameObject player; //声明引用游戏对象的参数
PlayerHealth playerHealth;//声明引用脚本PlayerHealth的参数
EnemyHealth enemyHealth; //声明引用脚本EnemyHealth的参数
bool playerInRange;//定义角色是否在被攻击范围的布尔值
float timer;//定义下次攻击的计时器
void Awake ()
{
// Setting up the references.
player = GameObject.FindGameObjectWithTag ("Player");//通过标签设置引用的游戏对象为Player
playerHealth = player.GetComponent <PlayerHealth> ();//引用脚本PlayerHealth
enemyHealth = GetComponent<EnemyHealth>();//引用脚本EnemyHealth
anim = GetComponent <Animator> ();//引用游戏动画组件
}
void OnTriggerEnter (Collider other)
{
if(other.gameObject == player) //如果进入碰撞范围的是Player
{
playerInRange = true;//那么Player在攻击范围内
}
}
void OnTriggerExit (Collider other)
{
if(other.gameObject == player)//如果退出碰撞范围的是Player
{
playerInRange = false;//Player不在攻击范围内了
}
}
void Update ()
{
// Add the time since Update was last called to the timer.
timer += Time.deltaTime;//每执行一次Update,timer计时器增加一次deltaTime
// If the timer exceeds the time between attacks, the player is in range and this enemy is alive...
if(timer >= timeBetweenAttacks && playerInRange && enemyHealth.currentHealth > 0)//如果计时器超过了攻击间隔时间 且 玩家在被攻击范围内 且 怪物当前生命大于0
{
Attack ();//怪物进行一次攻击
}
if(playerHealth.currentHealth <= 0)//如果Player的生命值小于或等于0
{
anim.SetTrigger ("PlayerDead");//Player的动画触发器“PlayerDead”启动,播放该动画
}
}
void Attack ()
{
timer = 0f;//每次执行攻击方法时,重置计时器
if(playerHealth.currentHealth > 0)//如果Player的生命值大于0
{
playerHealth.TakeDamage (attackDamage);//怪物对Player造成伤害
}
}
}
}
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