2-15 Enemy Attack Spheres And Spawning Enemy Projectile
本章要來介紹當Player進入Enemy的攻擊範圍後,要自動召喚出Projectile攻擊Player。上一章已經跟大家講過如何製作Projectile以及Interface的功用,如不清楚請先閱讀上一章的內容唷。
2-14 Using Interfaces In C#
接下來,將Projectile的Rigidbody設為Use Gravity並把Is Kinematic關掉。
以下提供程式碼:
Enemy.cs:
Projectile.cs:
最後執行遊戲,大家可以看見玩家進入紅色的攻擊範圍後,敵人開始發射Projectile攻擊玩家。
2-14 Using Interfaces In C#
首先,我們可以撰寫Gizmos程式碼畫出攻擊範圍跟移動範圍,方便我們在遊戲中進行調整。原本程式碼中的變數只有attackRadius,請大家在自己新增chaseRadius。
如下圖,當玩家進入藍色框線的位置 時敵人就會靠近,進入到紅色框線的範圍時就會開始進行攻擊。
接下來,將Projectile的Rigidbody設為Use Gravity並把Is Kinematic關掉。
並在Projectile中新增Projectile Speed變數,用作發射Projectile時的速度。
然後在Enemy中新增一個Empty GameObject取名為Projectile Spawn Point,這是用來生成Projectile的定位座標。
我將Projectile Spawn Point放置在頭頂上方。
然後,在Enemy中建立ProjecilteToUse跟ProjectileSocket兩個變數,並將Projectile跟Projectile Spawn Point拉進去。
Enemy.cs:
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AI; using UnityStandardAssets.Characters.ThirdPerson; public class Enemy : MonoBehaviour, IDamageable { [SerializeField] float maxHealthPoints = 100f; [SerializeField] float attackRadius = 3.0f; [SerializeField] float chaseRadius = 10.0f; [SerializeField] float damagePerShot = 9f; [SerializeField] GameObject projectileToUse; [SerializeField] GameObject projectileSocket; float currentHealthPoint = 100f; AICharacterControl aiCharacterControl = null; GameObject player; public float healthAsPercentage{ get{ return currentHealthPoint / maxHealthPoints; } } void Start(){ aiCharacterControl = GetComponent(); player = GameObject.FindGameObjectWithTag ("Player"); } void Update(){ // 計算Player跟Enemy的距離 float distanceToPlayer = Vector3.Distance (player.transform.position, transform.position); // 若彼此之間的距離小於attackRadius,就讓Enemy開始攻擊Player if (distanceToPlayer <= attackRadius) { SpawnProjectile(); } // 若彼此之間的距離小於chaseRadius,就讓Enemy開始追蹤Player if (distanceToPlayer <= chaseRadius) { aiCharacterControl.SetTarget (player.transform); } else { aiCharacterControl.SetTarget (transform); } } void SpawnProjectile(){ // Instantiate可以生成GameObject,Quaternion.identity為方向不進行任何轉向 GameObject newProjectile = Instantiate(projectileToUse, projectileSocket.transform.position, Quaternion.identity); // 取得Projectile Projectile projectileComponent = newProjectile.GetComponent (); // 設定Projectile的攻擊威力 projectileComponent.damageCaused = damagePerShot; // 計算發射Projectile到Player之間的單位向量 Vector3 unitVectorToPlayer = (player.transform.position - projectileSocket.transform.position).normalized; float projectileSpeed = projectileComponent.projectileSpeed; // 將單位向量乘以發射速度,透過velocity將Projectile發射出去吧! newProjectile.GetComponent ().velocity = unitVectorToPlayer * projectileSpeed; } public void TakeDamage(float damage){ // Math.Clamp可以確保數值運算後不會低於最小值或者高於最大值 currentHealthPoint = Mathf.Clamp (currentHealthPoint - damage, 0f, maxHealthPoints); } void OnDrawGizmos(){ //繪製攻擊範圍 Gizmos.color = new Color(255f, 0f, 0f, 0.5f); Gizmos.DrawWireSphere (transform.position, attackRadius); //繪製移動範圍 Gizmos.color = new Color(0f, 0f, 255f, 0.5f); Gizmos.DrawWireSphere (transform.position, chaseRadius); } }
Projectile.cs:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Projectile : MonoBehaviour { public float damageCaused; public float projectileSpeed; void OnTriggerEnter(Collider collider){ // 取得Component為IDamageable Component damageableComponent = collider.gameObject.GetComponent (typeof(IDamageable)); // 若IDamageable存在 if (damageableComponent) { // 呼叫damageableComponent的TakeDamage方法 (damageableComponent as IDamageable).TakeDamage (damageCaused); } } }
最後執行遊戲,大家可以看見玩家進入紅色的攻擊範圍後,敵人開始發射Projectile攻擊玩家。
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