3-14 Player Death Animation
製作好玩家死亡時播放的音效後,接著要來製作玩家死亡後要播放特定的動畫。首先,在Player的Animator中新增State。
將State取名為Death,Motion選擇Armed-Death1。如不知道這個Motion是去哪邊下載的,請大家先從以下文章連結進行下載:
接著在Grounded中按右鍵,選擇Make Transition,將其連結到Death。
然後在Attack中也建立連結,連到Death。
新增一個名為Death的Trigger。
然後點擊Grounded到Death之間的連結線,從Inspector視窗中增加Conditions,選擇Death。
同理在Attack到Death的連結中,Conditions也選擇Death。
另外,我將Has Exit Time關掉,不然玩家死掉之後還要等快1秒的時間,人物才會倒下去。大家可以自由調整Exit Time,我喜歡讓玩家直接死掉,所以就關掉了。
將State取名為Death,Motion選擇Armed-Death1。如不知道這個Motion是去哪邊下載的,請大家先從以下文章連結進行下載:
2-27 Import Mechanim Animation Pack
接著在Grounded中按右鍵,選擇Make Transition,將其連結到Death。
然後在Attack中也建立連結,連到Death。
新增一個名為Death的Trigger。
然後點擊Grounded到Death之間的連結線,從Inspector視窗中增加Conditions,選擇Death。
同理在Attack到Death的連結中,Conditions也選擇Death。
另外,我將Has Exit Time關掉,不然玩家死掉之後還要等快1秒的時間,人物才會倒下去。大家可以自由調整Exit Time,我喜歡讓玩家直接死掉,所以就關掉了。
底下提供Player.cs的程式碼:
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; // 定義Trigger的字串常數 const string DEATH_TRIGGER = "Death"; const string ATTACK_TRIGGER = "Attack"; 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_TRIGGER); // 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 animator.SetTrigger(DEATH_TRIGGER); // 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); } } }
最後,執行遊戲看看,發現血量沒有了以後,角色就倒下啦!
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