3-13 Player Damage & Death Sound
本章要教大家播放受傷跟死亡的音效。首先請大家下載角色的音效,花了很多時間才找到滿意的免費音效:
http://www.affordableaudio4everyone.com/Affordable%20SFX%204%20Everyone/Samples/ActionRPG_Characters/ActionRPG_Char_Samples.zip
另外這是該音效的官網,介紹是說有4290個音效,只要約600元的樣子,大家有興趣可以參考看看:
http://www.affordableaudio4everyone.com/Affordable%20SFX%204%20Everyone/ActionRPG_Characters.html
但我還沒買,在目前的階段中,我們使用免費音效來測試程式是否能正常運作即可。往後要優化遊戲體驗時,再找更好的資源檔進行更換。
首先,先開啟File/Build Settings選項。
按下「Add Open Scenes」將目前的開啟的Scene加入,因為我們要製作當玩家死亡後會重新讀取關卡的功能,必須先將Scene登記在Build Settings中。
然後,在Player中加入Audio Source,這是用來播放音效的組件。
將Play On Awake選項關掉。
接著,請將剛剛下載的音效檔匯入,或者匯入自己預先準備的音效檔。
主要修改Player.cs及Enemy.cs。於Player.cs的TakeDamage方法中新增條件式判斷血量,血量不足時呼叫KillPlayer方法,這邊使用StartCoroutine的呼叫方式,是為了讓程式等待死亡音效播放完畢後,再重新載入場景。播放音效的部分,則用Random隨機函數挑選其中一個音效檔。
Enemy.cs的Update中,則增加了判斷玩家是否已死的條件式,當玩家死了以後就不要再攻擊玩家了。不然會發生Player喊著死亡音效的時候,Enemy還在拚命鞭屍的窘境。(ˊˋ)
最後,將音效拉入Damage Sounds跟Death Sounds即可。
以下提供本章修改的完整程式碼。
Player.cs:
Enemy.cs:
http://www.affordableaudio4everyone.com/Affordable%20SFX%204%20Everyone/Samples/ActionRPG_Characters/ActionRPG_Char_Samples.zip
另外這是該音效的官網,介紹是說有4290個音效,只要約600元的樣子,大家有興趣可以參考看看:
http://www.affordableaudio4everyone.com/Affordable%20SFX%204%20Everyone/ActionRPG_Characters.html
但我還沒買,在目前的階段中,我們使用免費音效來測試程式是否能正常運作即可。往後要優化遊戲體驗時,再找更好的資源檔進行更換。
首先,先開啟File/Build Settings選項。
按下「Add Open Scenes」將目前的開啟的Scene加入,因為我們要製作當玩家死亡後會重新讀取關卡的功能,必須先將Scene登記在Build Settings中。
然後,在Player中加入Audio Source,這是用來播放音效的組件。
將Play On Awake選項關掉。
接著,請將剛剛下載的音效檔匯入,或者匯入自己預先準備的音效檔。
主要修改Player.cs及Enemy.cs。於Player.cs的TakeDamage方法中新增條件式判斷血量,血量不足時呼叫KillPlayer方法,這邊使用StartCoroutine的呼叫方式,是為了讓程式等待死亡音效播放完畢後,再重新載入場景。播放音效的部分,則用Random隨機函數挑選其中一個音效檔。
Enemy.cs的Update中,則增加了判斷玩家是否已死的條件式,當玩家死了以後就不要再攻擊玩家了。不然會發生Player喊著死亡音效的時候,Enemy還在拚命鞭屍的窘境。(ˊˋ)
最後,將音效拉入Damage Sounds跟Death Sounds即可。
以下提供本章修改的完整程式碼。
Player.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
using UnityEngine.SceneManagement;
using RPG.CameraUI; // TODO consider re-wiring
using RPG.Core;
using RPG.Weapons;
namespace RPG.Character{
public class Player : MonoBehaviour, IDamageable {
[SerializeField] float maxHealthPoints = 100f;
[SerializeField] float baseDamage = 50f;
[SerializeField] AnimatorOverrideController animatorOverrideController;
[SerializeField] Weapon weaponInUse;
[SerializeField] SpecialAbilityConfig[] abilities;
[SerializeField] AudioClip[] damageSounds;
[SerializeField] AudioClip[] deathSounds;
float lastHitTime;
float currentHealthPoint;
CameraRaycaster cameraRaycaster;
ISpecialAbility[] specialAbility;
AudioSource audioSource;
Animator animator;
public float healthAsPercentage{
get{ return currentHealthPoint / maxHealthPoints; }
}
void Start(){
// 初始化血量
currentHealthPoint = maxHealthPoints;
cameraRaycaster = FindObjectOfType ();
// 註冊滑鼠碰到敵人的事件
cameraRaycaster.onMouseOverEnemy += OnMouseOverEnemy;
// 初始化武器,放置到手中
PutWeaponInHand ();
// 覆寫人物角色中的Animation
OverrideAnimatorController ();
// 替Player增加技能的Behaviour,並回傳ISpecialAbility物件
AttachSpecialAbility();
audioSource = GetComponent ();
}
private void AttachSpecialAbility(){
specialAbility = new ISpecialAbility[abilities.Length];
for (int i = 0; i < abilities.Length; i++) {
// 儲存ISpecialAbility物件
specialAbility[i] = abilities [i].AddComponent (gameObject);
}
}
private void OverrideAnimatorController(){
// 取得Animator物件
animator = GetComponent ();
// 將人物的Animator取代為我們剛剛新增的Player Animator Override
animator.runtimeAnimatorController = animatorOverrideController;
// Player Animator Override中有一預設的DEFAULT ATTACK,將其取代成Weapon物件中的Animation
// 亦即人物的Animation將會依據不同的Weapon物件,而使用有不同的動畫
animatorOverrideController ["DEFAULT ATTACK"] = weaponInUse.GetAnimClip ();
}
private void PutWeaponInHand(){
GameObject weaponPrefab = weaponInUse.GetWeaponPrefab ();
// 生成武器時,將會放置到指定的GameObject之下,此處為WeaponSocket之下
// 故可將WeaponSocket設置成玩家的右手或左手
GameObject weaponSocket = RequestDominantHand();
GameObject weapon = Instantiate (weaponPrefab, weaponSocket.transform);
// 將武器放置到正確的位置,並有正確的方向
weapon.transform.localPosition = weaponInUse.gripTransform.localPosition;
weapon.transform.localRotation = weaponInUse.gripTransform.localRotation;
}
private GameObject RequestDominantHand(){
// 從Children中尋找包含DominantHand的物件
DominantHand[] dominantHand = GetComponentsInChildren ();
// 計算取得有DominantHand的物件的數量
int numberOfDominantHands = dominantHand.Length;
// 確保該數量不為0
Assert.AreNotEqual (numberOfDominantHands, 0, "No DominantHand found on player, please add one");
// 確保該數量不要大於1
Assert.IsFalse (numberOfDominantHands > 1, "Multiple Dominant script on Player, please remove one");
// 傳回屬於該DominantHand的GameObject
return dominantHand [0].gameObject;
}
void OnMouseOverEnemy(Enemy enemy){
if (Input.GetMouseButtonDown (0) && IsTargetInRange (enemy)) {
AttackTarget (enemy);
}else if (Input.GetMouseButtonDown (1)) {
// 0為使用第一個技能
AttemptSpecialAbility(0, enemy);
}
}
private void AttemptSpecialAbility(int abilityIndex, Enemy enemy){
Energy energyComponent = GetComponent ();
// 取得技能需要的能量消耗量
float energyCost = abilities [abilityIndex].GetEnergyCost ();
if (energyComponent.IsEnergyAvailable (energyCost)) {
energyComponent.ConsumeEnergy (energyCost);
// 發動技能,並傳入Player的baseDamage
AbilityParams abilityParams = new AbilityParams (enemy, baseDamage);
specialAbility [abilityIndex].Use(abilityParams);
}
}
private void AttackTarget(Enemy enemy){
// 確認本次攻擊時間離上一次攻擊時間須大於minTimeBetweenHits,相當於技能冷卻時間
if ( (Time.time - lastHitTime > weaponInUse.GetMinTimeBetweenHits())) {
// 呼叫Trigger啟動攻擊動畫
animator.SetTrigger("Attack"); // TODO make const
// 呼叫攻擊Target的方法
enemy.TakeDamage(baseDamage);
// 紀錄目前攻擊的時間
lastHitTime = Time.time;
}
}
// 確認敵人是否在範圍技的攻擊範圍內
private bool IsTargetInRange(Enemy enemy){
float distanceToTarget = (enemy.transform.position - transform.position).magnitude;
return distanceToTarget <= weaponInUse.GetMaxAttackRange();
}
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);
// 隨機播放受傷的音效
audioSource.clip = damageSounds [Random.Range (0, damageSounds.Length)];
audioSource.Play ();
bool playerDies = currentHealthPoint <= 0;
if (playerDies) {
StartCoroutine (KillPlayer ());
}
}
IEnumerator KillPlayer(){
// 播放死亡音效
audioSource.clip = deathSounds [Random.Range (0, deathSounds.Length)];
audioSource.Play ();
// 播放死亡動畫
// 等待一段時間(依音效長度而定)
yield return new WaitForSecondsRealtime(audioSource.clip.length);
// 重載關卡
SceneManager.LoadScene(0);
}
}
}
Enemy.cs:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using UnityStandardAssets.Characters.ThirdPerson;
using RPG.Core;
using RPG.Weapons;
namespace RPG.Character{
public class Enemy : MonoBehaviour, IDamageable {
[SerializeField] float maxHealthPoints = 100f;
[SerializeField] float attackRadius = 3.0f;
[SerializeField] float chaseRadius = 10.0f;
[SerializeField] float damagePerShot = 9f;
[SerializeField] float secondsBetweenShots = 0.5f;
[SerializeField] GameObject projectileToUse;
[SerializeField] GameObject projectileSocket;
[SerializeField] Vector3 aimOffset = new Vector3(0, 1f, 0);
bool isAttacking = false;
float currentHealthPoint;
AICharacterControl aiCharacterControl = null;
Player player;
IEnumerator coroutine;
WaitForSeconds waitForShots;
public float healthAsPercentage{
get{ return currentHealthPoint / maxHealthPoints; }
}
void Start(){
currentHealthPoint = maxHealthPoints;
aiCharacterControl = GetComponent ();
player = GameObject.FindObjectOfType();
waitForShots = new WaitForSeconds (secondsBetweenShots);
}
void Update(){
// 判斷Player是否已經死了
if (player.healthAsPercentage <= Mathf.Epsilon) {
StopAllCoroutines ();
// 阻止Enemy在Player已經死亡的狀態下仍繼續攻擊
Destroy (this);
}
// 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 && !isAttacking) {
isAttacking = true;
coroutine = SpawnProjectile ();
StartCoroutine (coroutine);
}
if (distanceToPlayer > attackRadius && isAttacking) {
isAttacking = false;
StopCoroutine (coroutine);
}
// 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);
}
}
IEnumerator SpawnProjectile(){
while (true) {
yield return waitForShots;
// 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.SetDamage(damagePerShot);
// 設定Projectile的Shooter為自己
projectileComponent.SetShooter (gameObject);
// 計算發射Projectile到Player之間的單位向量
Vector3 unitVectorToPlayer = (player.transform.position + aimOffset - projectileSocket.transform.position).normalized;
float projectileSpeed = projectileComponent.GetDefaultLaunchSpeed();
// 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);
// 敵人血量低於0就會消失
if (currentHealthPoint <= 0) {
Destroy (gameObject);
}
}
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);
}
}
}








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