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Unity 2D游戏开发教程之精灵的死亡和重生
精灵的死亡和重生
目前为止,游戏项目里的精灵只有Idle和Walking这两种状态。也就是说,无论精灵在游戏里做什么,它都不会进入其它的状态,如死亡。于是我们发现游戏里的精灵,即使是跳入“万丈深渊”,也依然存活,显然这种游戏逻辑无法让人接受。因此,本节就来说明为精灵添加死亡和重生这两种状态的方法,并使用脚本实现这两种状态的逻辑。具体的实现步骤如下:
(1)在Hierarchy视图里,新建一个Empty对象,并命名为Death Trigger,设置其Position属性为(0,0,0)。然后为此对象添加Box Collider 2D组件,并设置此组件的下列属性,如图2-6所示。
 
- q   选中Is Trigger属性;
- q   Size:(20,1);
- q   Center:(0,-2.5);
  
图2-6  对象上Box Collider 2D组件的属性设置
回看此时的Scene视图,可知此步操作添加了一个绿色线框的矩形,如图2-7所示。我们希望当精灵与此矩形发生接触时,精灵会死亡。
 
 
图2-7  表示Empty对象范围的矩形框
(2)当精灵死亡以后,要想继续游戏,精灵必须在指定的位置重生才行,而且这个位置在精灵对象重生以后,不会让精灵被动的接触到Death Trigger对象。在Hierarchy视图里,再新建一个Empty对象,并命名为Player Respawn Point,设置其Position属性为(0,1,5,0),也就是说重生的点位于地面正上方的指定位置处,如图2-8所示。
 
 
图2-8  设置精灵重生点的位置
(3)打开Project视图里的PlayerStateController脚本,将死亡和重生这两种状态加到表示精灵状态的枚举类型中,如下代码中加粗的部分:
 
- 01     using UnityEngine;
- 02     using System.Collections;
- 03    
- 04     public class PlayerStateController : MonoBehaviour
- 05     {
- 06              //定义游戏人物的各种状态
- 07              public enum playerStates
- 08              {
- 09                       idle = 0,                                                   //表示空闲
- 10                       left,                                                           //表示左移
- 11                       right,                                                                  //表示右移
- 12                       kill,                                                           //表示死亡
- 13                       resurrect                                               //表示重生
- 14              }
- 15              …                                                                       //省略
- 16     }
 
(4)在Project视图的Script文件夹里,新建一个C#脚本,命名为DeathTriggerScript,用于实现当精灵与Death Trigger接触时,精灵死亡的逻辑。为此脚本添加下面的代码:
 
- 01     using UnityEngine;
- 02     using System.Collections;
- 03    
- 04     public class DeathTriggerScript : MonoBehaviour
- 05     {
- 01              //当精灵进入到Death Trigger的矩形范围内时,调用此函数
- 02              void OnTriggerEnter2D( Collider2D collidedObject )
- 03              {
- 04                       //调用精灵对象上PlayerStateListener脚本组件里的hitDeathTrigger()方法
- 05                       collidedObject.SendMessage("hitDeathTrigger");
- 06              }
- 07     }
 
将此脚本赋予Hierarchy视图里的Death Trigger对象。脚本05行,调用的方法hitDeathTrigger()还没有在PlayerStateListener脚本里定义,请将下面的方法定义添加到PlayerStateListener脚本里,定义如下:
 
- 01     using UnityEngine;
- 02     using System.Collections;
- 03    
- 04     [RequireComponent(typeof(Animator))]
- 05     public class PlayerStateListener : MonoBehaviour
- 06     {
- 07              …                                                    //省略
- 08              public void hitDeathTrigger()
- 09              {
- 10                       onStateChange(PlayerStateController.playerStates.kill);
- 11              }
- 12     }
 
从方法的定义中可知,它所实现的功能是,修改精灵当前的状态为Kill。
(5)继续为脚本PlayerStateListener添加代码,用于实现当精灵处于死亡和重生状态时,精灵应有的动作,或者说行为,部分脚本PlayerStateListener的代码如下:
 
- 01     using UnityEngine;
- 02     using System.Collections;
- 03    
- 04     [RequireComponent(typeof(Animator))]
- 05     public class PlayerStateListener : MonoBehaviour
- 06     {
- 07              //公有属性
- 08              public float playerWalkSpeed = 3f;                               //表示精灵移动的速度
- 09              public GameObject playerRespawnPoint = null;    //表示重生的点
- 10              //私有属性
- 11              private Animator playerAnimator = null;                      //表示对象上的Animator组件
- 12              …                                                                                         //省略
- 13              //用于检测当前所处的动画状态,在不同的状态下将表现出不同的行为
- 14              void onStateCycle()
- 15              {
- 16                       //表示当前对象的大小
- 17                       Vector3 localScale = transform.localScale;
- 18                       //判断当前处于何种状态
- 19                       switch(currentState)
- 20                       {
- 21                       …                                                    //省略
- 22                       case PlayerStateController.playerStates.kill:
- 23                                 onStateChange(PlayerStateController.playerStates.resurrect);
- 24                                 break;        
- 25                                
- 26                       case PlayerStateController.playerStates.resurrect:
- 27                                 onStateChange(PlayerStateController.playerStates.idle);
- 28                                 break;
- 29                       }
- 30              }
- 31              //当角色的状态发生改变的时候,调用此函数
- 32              public void onStateChange(PlayerStateController.playerStates newState)
- 33              {
- 34                       //如果状态没有发生变化,则无需改变状态
- 35                       if(newState == currentState)
- 36                                 return;
- 37                       //判断精灵能否由当前的动画状态,直接转换为另一个动画状态
- 38                       if(!checkForValidStatePair(newState))
- 39                                 return;
- 40                       //通过修改Parameter中Walking的值,修改精灵当前的状态
- 41                       switch(newState)
- 42                       {
- 43                       …                                                                                //省略
- 44                       case PlayerStateController.playerStates.kill:
- 45                                 break;        
- 46                       //让精灵在场景重生对象的位置出现
- 47                       case PlayerStateController.playerStates.resurrect:
- 48                                 transform.position = playerRespawnPoint.transform.position;
- 49                                 transform.rotation = Quaternion.identity;
- 50                                
- 51                                 break;  
- 52                       }
- 53                       //记录角色当前的状态
- 54                       currentState = newState;
- 55              }   
- 56             
- 57              //用于确认当前的动画状态能否直接转换为另一动画状态的函数
- 58              bool checkForValidStatePair(PlayerStateController.playerStates newState)
- 59              {
- 60                       bool returnVal = false;
- 61                      
- 62                       //比较两种动画状态
- 63                       switch(currentState)
- 64                       {
- 65                       …                                                                                                   //省略
- 66                       //精灵的kill状态只能转换为resurrect状态
- 67                       case PlayerStateController.playerStates.kill:        
- 68                                 if(newState == PlayerStateController.playerStates.resurrect)
- 69                                          returnVal = true;
- 70                                 else
- 71                                          returnVal = false;
- 72                                 break;             
- 73                       //精灵的resurrect状态只能转换为idle状态
- 74                       case PlayerStateController.playerStates. resurrect :
- 75                                 if(newState == PlayerStateController.playerStates.idle)
- 76                                          returnVal = true;
- 77                                 else
- 78                                          returnVal = false;                         
- 79                                 break;
- 80                       }
- 81                       return returnVal;
- 82              }
- 83              public void hitDeathTrigger()
- 84              {
- 85                       onStateChange(PlayerStateController.playerStates.kill);
- 86              }
- 87     }
 
对于此脚本,有以下几点需要说明:
 
- q   脚本09行,添加了一个公有属性,用于表示游戏场景里Player Respawn Point对象的位置。这个属性的值需要在Inspector视图里设置,如图2-9所示。
图2-9  设置Player State Listener脚本组件里的Player Respawn Point属性值
- q   脚本14行,方法onStateCycle()里添加的代码,说明当精灵进入到kill状态以后,接着会进入resurrect状态;而进入resurrect状态的精灵会接着进入idle状态;
- q   脚本32行,方法onStateChange()里添加的代码,说明当精灵处于resurrect状态时,精灵将会出现在重生点的位置;
- q   脚本58行,方法checkForValidStatePair()里添加的代码,说明处于kill状态的精灵只能转换为resurrect状态;而处于resurrect状态的精灵只能转换为idle状态;
 
 
(6)为脚本CameraController添加处理精灵kill和resurrect状态的代码,如下:
 
- 01     using UnityEngine;
- 02     using System.Collections;
- 03    
- 04     public class CameraController : MonoBehaviour
- 05     {
- 06              …                                                                       //省略
- 07              void onStateCycle()
- 08              {
- 09                       switch(currentPlayerState)
- 10                       {
- 11                                 …                                                    //省略
- 12                                 case PlayerStateController.playerStates.kill:
- 13                                          trackPlayer();
- 14                                 break;
- 15                                 case PlayerStateController.playerStates.resurrect:
- 16                                          trackPlayer();
- 17                                 break;
- 18                       }
- 19              }
- 20     }
 
(7)运行游戏,控制精灵移动至地面外,精灵在下落的过程中与Death Trigger发生接触,精灵死亡;很快的,精灵会在Player Respawn Point对象的位置处重生,如图2-10所示。
 
 
图2-10  精灵的死亡和重生
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Unity 2D游戏开发教程之精灵的死亡和重生
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原文地址:http://www.cnblogs.com/daxueba-ITdaren/p/4788219.html