3-3 Trigger Player Hit Animation And Audio On Radius
本章要介紹如何播放Player的攻擊動畫,以及當Player進入到某個範圍後會播放音效。因為前半段製作過程都已有文章進行說明,如大家有不懂的地方請先閱讀以下文章:
2-27 Import Mechanim Animation Pack
https://rpgcorecombat.blogspot.tw/2017/12/2-27-import-mechanim-animation-pack.html
3-2 The Animator Override Controller
AudioTrigger的程式碼如下:
再來建立一個Empty GameObject,命名為Audio Trigger,並將Script拉進去。大家可以看見有幾個選項Clip是音效資源、Layer Filter是指觸發音效的Layer、Trigger Radius是觸發範圍、Is One Time Only指是否觸發一次音效後便不再播放、Has Player是用來判斷是否已播放音效的布林變數。
接著,因為我的Player Layer設置在第10個。
所以,Layer Filter設定為10。音效的部分我在這邊下載了一些免費的音效來測試:
接著,Audio Trigger拉入Project中變成prefab。
先執行遊戲測試看看,當玩家進入綠色範圍內時便會播放音效。
好的!那我們將Audio Trigger拉入Healer內。
這樣,當玩家進入Healer的補血範圍內後,就會播放音效了。
2-27 Import Mechanim Animation Pack
https://rpgcorecombat.blogspot.tw/2017/12/2-27-import-mechanim-animation-pack.html
3-2 The Animator Override Controller
主要更改的程式碼為Player.cs,只要在呼叫IDamageable的TakeDamage之前,使用animator呼叫SetTrigger方法即可,如下圖。
我在Player.cs中進行了一些重構讓方法可以自我解釋:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
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 damagePerHit = 50f;
[SerializeField] AnimatorOverrideController animatorOverrideController;
[SerializeField] Weapon weaponInUse;
Animator animator;
float currentHealthPoint;
float lastHitTime;
CameraRaycaster cameraRaycaster;
public float healthAsPercentage{
get{ return currentHealthPoint / maxHealthPoints; }
}
void Start(){
// 初始化血量
currentHealthPoint = maxHealthPoints;
cameraRaycaster = FindObjectOfType ();
cameraRaycaster.notifyMouseClickObservers += OnMouseClick ;
// 初始化武器,放置到手中
PutWeaponInHand ();
// 覆寫人物角色中的Animation
OverrideAnimatorController ();
}
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 OnMouseClick(RaycastHit raycastHit, int layerHit){
const int enemyLayer = 9;
if (layerHit == enemyLayer) {
GameObject enemy = raycastHit.collider.gameObject;
if (IsTargetInRange (enemy)) {
AttackTarget (enemy);
}
}
}
private void AttackTarget(GameObject target){
IDamageable damageable = target.GetComponent ();
// 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
damageable.TakeDamage(damagePerHit);
// 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(GameObject target){
float distanceToTarget = (target.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);
}
}
}
然後,因為minTimeBetweenHits跟maxAttackRange這兩個變數,我認為要取決於不同的武器,所以將它們拉到Weapon.cs裡面:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace RPG.Weapons{
[CreateAssetMenu(menuName="RPG/Weapon")]
public class Weapon : ScriptableObject {
public Transform gripTransform;
[SerializeField] GameObject weaponPrefab;
[SerializeField] AnimationClip attackAnimation;
[SerializeField] float minTimeBetweenHits = 1f;
[SerializeField] float maxAttackRange = 5f;
public float GetMinTimeBetweenHits(){
return minTimeBetweenHits;
}
public float GetMaxAttackRange(){
return maxAttackRange;
}
public GameObject GetWeaponPrefab(){
return weaponPrefab;
}
public AnimationClip GetAnimClip(){
RemoveAnimationEvent ();
return attackAnimation;
}
// 避免Asset Pack造成我們的遊戲Crash
private void RemoveAnimationEvent(){
attackAnimation.events = new AnimationEvent[0];
}
}
}
執行遊戲以後,就會發現玩家可以發動帥帥的動畫了!
動畫的部分,除了之前介紹的免費動畫以外,也推薦大家可以購買付費版的唷!有非常多種不同武器的動畫:
接著,再來介紹如何讓Player進入特定範圍後播放音效。首先請大家建立Script名為AudioTrigger。
AudioTrigger的程式碼如下:
using UnityEngine;
public class AudioTrigger : MonoBehaviour
{
[SerializeField] AudioClip clip;
[SerializeField] int layerFilter = 0;
[SerializeField] float triggerRadius = 5f;
[SerializeField] bool isOneTimeOnly = true;
[SerializeField] bool hasPlayed = false;
AudioSource audioSource;
void Start()
{
audioSource = gameObject.AddComponent();
audioSource.playOnAwake = false;
audioSource.clip = clip;
SphereCollider sphereCollider = gameObject.AddComponent();
sphereCollider.isTrigger = true;
sphereCollider.radius = triggerRadius;
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.layer == layerFilter)
{
RequestPlayAudioClip();
}
}
void RequestPlayAudioClip()
{
if (isOneTimeOnly && hasPlayed)
{
return;
}
else if (audioSource.isPlaying == false)
{
audioSource.Play();
hasPlayed = true;
}
}
void OnDrawGizmos()
{
Gizmos.color = new Color(0, 255f, 0, .5f);
Gizmos.DrawWireSphere(transform.position, triggerRadius);
}
}
再來建立一個Empty GameObject,命名為Audio Trigger,並將Script拉進去。大家可以看見有幾個選項Clip是音效資源、Layer Filter是指觸發音效的Layer、Trigger Radius是觸發範圍、Is One Time Only指是否觸發一次音效後便不再播放、Has Player是用來判斷是否已播放音效的布林變數。
接著,因為我的Player Layer設置在第10個。
所以,Layer Filter設定為10。音效的部分我在這邊下載了一些免費的音效來測試:
接著,Audio Trigger拉入Project中變成prefab。
先執行遊戲測試看看,當玩家進入綠色範圍內時便會播放音效。
好的!那我們將Audio Trigger拉入Healer內。
這樣,當玩家進入Healer的補血範圍內後,就會播放音效了。











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