4-11 Extracting WeaponSystem
今天的重構要來分離PlayerMovement中的武器設定到WeaponSystem,包含攻擊、致命一擊、更換武器等功能,如此一來,往後的Enemy也能夠裝上武器系統了呢,就能讓Enemy的手中套用武器跟攻擊動作了!
首先,我在Character新增了一個Base Script資料夾,往後不管是Player, Enemy, NPC等角色都能到此資料夾選擇加裝不同的系統。然後請大家新增一個Script名為WeaponSystem。
如下圖為重構完成後的WeaponSystem,大家應該能夠從參數中看出來本次要從PlayerMovement中移動哪些程式碼到WeaponSystem吧,可以先自行試試看唷。
以下提供修改好的PlayerMovement與WeaponSystem程式碼。
PlayerMovement:
WeaponSystem:
修改完成後,讓我們試看看套用到Enemy身上吧。首先我找出Enemy放置武器的位置。
接著在該位置新增Dominant Hand組件。
並替該Enemy新增Weapon System,設定好相關武器跟參數。
首先,我在Character新增了一個Base Script資料夾,往後不管是Player, Enemy, NPC等角色都能到此資料夾選擇加裝不同的系統。然後請大家新增一個Script名為WeaponSystem。
如下圖為重構完成後的WeaponSystem,大家應該能夠從參數中看出來本次要從PlayerMovement中移動哪些程式碼到WeaponSystem吧,可以先自行試試看唷。
以下提供修改好的PlayerMovement與WeaponSystem程式碼。
PlayerMovement:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using RPG.CameraUI;
using RPG.Core;
using RPG.Weapons;
namespace RPG.Character{
public class PlayerMovement : MonoBehaviour {
[SerializeField] float walkMoveStopRadius = 0.2f;
[SerializeField] float attackMoveStopRadius = 5f;
float currentHealthPoint;
Enemy currentEnemy;
Character character;
SpecialAbilities abilities;
WeaponSystem weaponSystem;
void Start(){
abilities = GetComponent ();
character = GetComponent ();
weaponSystem = GetComponent ();
RegisterForMouseClcik ();
}
void Update(){
float healthAsPercentage = GetComponent ().healthAsPercentage;
if (healthAsPercentage > Mathf.Epsilon) {
ScanForAbilityKeyDown ();
}
}
private void ScanForAbilityKeyDown(){
for (int keyIndex = 1; keyIndex <= abilities.GetNumberOfAbilities(); keyIndex++) {
if (Input.GetKeyDown (keyIndex.ToString())) {
if (currentEnemy) {
abilities.AttemptSpecialAbility (keyIndex, currentEnemy.gameObject);
} else {
abilities.AttemptSpecialAbility (keyIndex);
}
}
}
}
private void RegisterForMouseClcik(){
CameraRaycaster cameraRaycaster = FindObjectOfType ();
cameraRaycaster.onMouseOverEnemy += OnMouseOverEnemy;
cameraRaycaster.onMouseOverWalkable += OnMouseOverWalkable;
}
void OnMouseOverEnemy(Enemy enemy){
currentEnemy = enemy;
if (Input.GetMouseButton (0)) {
// 設置地點為Enemy的位置
character.SetDestination(enemy.transform.position);
character.SetStopDistance(attackMoveStopRadius);
if (IsTargetInRange (enemy.gameObject)) {
weaponSystem.AttackTarget (enemy.gameObject);
}
} else if (Input.GetMouseButtonDown (1)) {
// 0為使用第一個技能
abilities.AttemptSpecialAbility(0, currentEnemy.gameObject);
}
}
void OnMouseOverWalkable(Vector3 destination){
if (Input.GetMouseButton (0)) {
// 設置地點為滑鼠點擊的位置
character.SetDestination(destination);
character.SetStopDistance (walkMoveStopRadius);
}
}
// 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 <= weaponSystem.GetCurrentWeapon().GetMaxAttackRange();
}
void OnDrawGizmos(){
//繪製攻擊範圍
Gizmos.color = new Color(255f, 0f, 0f, 0.5f);
Gizmos.DrawWireSphere (transform.position, attackMoveStopRadius);
}
}
}
WeaponSystem:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Assertions;
using RPG.Weapons;
namespace RPG.Character{
public class WeaponSystem : MonoBehaviour {
[SerializeField] float baseDamage = 50f;
[SerializeField] Weapon currentWeaponConfig;
[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 ATTACK_TRIGGER = "Attack";
const string DEFAULT_ATTACK = "DEFAULT ATTACK";
float lastHitTime;
GameObject weaponInUse;
GameObject target;
Character character;
Animator animator;
void Start () {
animator = GetComponent ();
character = GetComponent ();
PutWeaponInHand (currentWeaponConfig);
OverrideAnimatorController ();
}
void Update () {
}
private void OverrideAnimatorController(){
AnimatorOverrideController animatorOverrideController =
character.GetOverrideController ();
// 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] = currentWeaponConfig.GetAnimClip ();
}
public void PutWeaponInHand(Weapon weaponToUse){
currentWeaponConfig = weaponToUse;
// 先移除之前手持的武器
Destroy(weaponInUse);
GameObject weaponPrefab = weaponToUse.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();
weaponInUse = Instantiate (weaponPrefab, weaponSocket.transform);
// 將武器放置到正確的位置,並有正確的方向
weaponInUse.transform.localPosition = currentWeaponConfig.gripTransform.localPosition;
weaponInUse.transform.localRotation = currentWeaponConfig.gripTransform.localRotation;
}
public void AttackTarget(GameObject targetToAttack){
target = targetToAttack;
AttackTarget ();
}
public Weapon GetCurrentWeapon(){
return currentWeaponConfig;
}
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 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 > currentWeaponConfig.GetMinTimeBetweenHits())) {
// 每次攻擊前都重設武器的攻擊動畫
OverrideAnimatorController();
// 呼叫Trigger啟動攻擊動畫
animator.SetTrigger(ATTACK_TRIGGER);
// 呼叫攻擊Target的方法
target.GetComponent().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 + currentWeaponConfig.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;
}
}
}
}
修改完成後,讓我們試看看套用到Enemy身上吧。首先我找出Enemy放置武器的位置。
接著在該位置新增Dominant Hand組件。
並替該Enemy新增Weapon System,設定好相關武器跟參數。
執行遊戲看看,哇!連Enemy都拿起鋤頭了!






留言
張貼留言