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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