3-22 Critical Hit And Weapon Bonus
本章要來替Player的武器增加攻擊力的計算,以及增加發動致命一擊的機率。致命一擊是指普通攻擊之中,有機率揮出超強攻擊的一擊,為普通攻擊的好幾倍,又可以稱為會心一擊、爆擊等等。
首先,將我們想要用在致命一擊的粒子效果放到Player之下。
然後讓我們調整一下粒子系統運作的位置、大小。
記得將Looping跟Play On Awake都關掉。
且有些從Asset Store下載的粒子系統同時包含火焰、煙霧等等,所以在子階層的部分還會有其他粒子系統,記得這邊也要關掉Loop。
然後將調整好的Critical Hit Particles拉進Project變成Prefab。
以下提供完整程式碼。
Player.cs:
Weapon.cs:
撰寫好以後,回到Player的設定視窗,讓我們先將Critical Hit Chance調整成1,方便我們測試攻擊時發動致命一擊的效果,並將Player底下的Critical Hit Particles拉進Critical Hit Particle設定。
來測試遊戲看看吧!攻擊後會確實發動致命一擊,酷炫的火焰特效也有正確發動。
首先,將我們想要用在致命一擊的粒子效果放到Player之下。
然後讓我們調整一下粒子系統運作的位置、大小。
記得將Looping跟Play On Awake都關掉。
程式碼主要修改在Player跟Weapon,來看看Player主要修改計算攻擊值的部分。使用Random.Range方法計算是否會出現致命一擊,再將傷害值乘以criticalHitMultiplier,並播放特效。
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;
[Range(.1f, 1.0f)] [SerializeField] float criticalHitChance = 0.1f;
[SerializeField] float criticalHitMultiplier = 2.5f;
[SerializeField] ParticleSystem criticalHitParticle;
// 定義Trigger的字串常數
const string DEATH_TRIGGER = "Death";
const string ATTACK_TRIGGER = "Attack";
float lastHitTime;
float currentHealthPoint;
Enemy currentEnemy;
CameraRaycaster cameraRaycaster;
ISpecialAbility[] specialAbility;
AudioSource audioSource;
Animator animator;
public float healthAsPercentage{
get{ return currentHealthPoint / maxHealthPoints; }
}
void Start(){
audioSource = GetComponent ();
RegisterForMouseClcik ();
SetCurrentMaxHealth ();
PutWeaponInHand ();
OverrideAnimatorController ();
AttachSpecialAbility();
}
void Update(){
if (healthAsPercentage > Mathf.Epsilon) {
ScanForAbilityKeyDown ();
}
}
private void ScanForAbilityKeyDown(){
for (int keyIndex = 1; keyIndex <= abilities.Length; keyIndex++) {
if (Input.GetKeyDown (keyIndex.ToString())) {
AttemptSpecialAbility (keyIndex);
}
}
}
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;
}
private void SetCurrentMaxHealth(){
currentHealthPoint = maxHealthPoints;
}
private void RegisterForMouseClcik(){
cameraRaycaster = FindObjectOfType ();
// 註冊滑鼠碰到敵人的事件
cameraRaycaster.onMouseOverEnemy += OnMouseOverEnemy;
}
void OnMouseOverEnemy(Enemy enemy){
currentEnemy = enemy;
if (Input.GetMouseButtonDown (0) && IsTargetInRange (enemy.gameObject)) {
AttackTarget ();
}else if (Input.GetMouseButtonDown (1)) {
// 0為使用第一個技能
AttemptSpecialAbility(0);
}
}
private void AttemptSpecialAbility(int abilityIndex){
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 (currentEnemy, baseDamage);
specialAbility [abilityIndex].Use(abilityParams);
}
}
private void AttackTarget(){
// 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
currentEnemy.TakeDamage(CalculateDamage());
// 紀錄目前攻擊的時間
lastHitTime = Time.time;
}
}
private float CalculateDamage(){
// 產生隨機值,比較該值是否小於致命一擊的機率
bool isCriticalHit = Random.Range (0f, 1f) <= criticalHitChance;
float damageBeforeCritical = baseDamage + weaponInUse.GetAdditionalDamage ();
if (isCriticalHit) {
// 播放致命一擊的特效
criticalHitParticle.Play ();
// 回傳攻擊力乘上致命一擊的乘率
return damageBeforeCritical * criticalHitMultiplier;
} else {
return damageBeforeCritical;
}
}
// 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);
// 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 ());
}
}
public void Heal(float points){
currentHealthPoint = Mathf.Clamp (currentHealthPoint + points, 0f, maxHealthPoints);
}
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);
}
}
}
Weapon.cs:
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;
[SerializeField] float additionalDamage = 10f;
public float GetMinTimeBetweenHits(){
return minTimeBetweenHits;
}
public float GetMaxAttackRange(){
return maxAttackRange;
}
public GameObject GetWeaponPrefab(){
return weaponPrefab;
}
public AnimationClip GetAnimClip(){
RemoveAnimationEvent ();
return attackAnimation;
}
public float GetAdditionalDamage(){
return additionalDamage;
}
// 避免Asset Pack造成我們的遊戲Crash
private void RemoveAnimationEvent(){
attackAnimation.events = new AnimationEvent[0];
}
}
}
撰寫好以後,回到Player的設定視窗,讓我們先將Critical Hit Chance調整成1,方便我們測試攻擊時發動致命一擊的效果,並將Player底下的Critical Hit Particles拉進Critical Hit Particle設定。








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