Unity技能系統(三)
Demo展示
六.Buff系統
buff分為增益和減益buff,應該區分開來;
本來計劃是也用與或非來記錄buff的,一個技能可能有多個buff,但是好像用list來儲存也是一樣的;
一個技能只能有兩個buff圖示,一個增益buff給自身,一個減益buff給敵人;
一個技能的增益和減益buff可能有多重效果;
比如:技能閃電——導致減速+感電+擊退+自身增加狂暴(變態技能);
但是說這麼說,寫起來比較麻煩,就不那麼細分了,一種效果一個圖示單獨計時;
這裡面需求比較複雜,根據需求自行改寫吧;
/// <summary>
/// Buff型別,可疊加
/// </summary>
public enum BuffType
{
None,
Burn = 2, //點燃
Slow = 4, //減速
Light = 8, //感電
Stun = 16, //眩暈
Poison = 32, //中毒
BeatBack = 64, //擊退
BeatUp = 128, //擊飛
Pull = 256, //拉拽
AddDefence = 512,
RecoverHp = 1024,
}
1.BuffRun
掛載在擁有buff的物體上,計算buff的效果,如減傷,掉血,減速等;
同時負責buff計時,提供buff計時重新整理介面供重複buffIcon呼叫(也可疊加buff層數按需求);
使用了靜態方法初始化和靜態連結串列儲存了buff特效的資訊,用來動態載入buff特效預製體;
public class BuffRun : MonoBehaviour
{
private float durationTime;
public BuffType bufftype;
private float value; //傷害或者加成
private float interval;
private float attackTimer;
private float curTime;
private CharacterStatus target;
//新增buff時候初始化buffrun
public void InitBuff(BuffType buffType,float duration,float value,float interval)
{
bufftype = buffType;
if (buffType == BuffType.BeatBack || buffType == BuffType.BeatUp || buffType == BuffType.Pull)
duration = 2f;
durationTime = duration;
this.value = value;
this.interval = interval;
curTime = 0;
}
//重置buff時間
public void Reset()
{
attackTimer = 0;
curTime = 0;
}
void Start()
{
curTime = 0;
target = GetComponent<CharacterStatus>();
StartCoroutine(ExcuteDamage());
}
private void Update()
{
curTime += Time.deltaTime;
if(curTime > durationTime)
Destroy(this);
}
//執行buff效果,支援多段影響
private IEnumerator ExcuteDamage()
{
attackTimer = 0; //已持續攻擊的時間
do
{
//對敵人的影響
TargetImpact();
yield return new WaitForSeconds(interval);
attackTimer += interval;
//做傷害數值的計算
} while (durationTime > attackTimer);
Destroy(this);
}
private void TargetImpact()
{
//buff特效掛載點,有些buff掛載不在HitFxPos,所以寫在上面
Transform fxPosTf = target.HitFxPos;
//根據不同buff做相應的效果響應
if (bufftype == BuffType.Burn || bufftype == BuffType.Poison || bufftype == BuffType.Light)
target.OnDamage(value, gameObject, true);
else if (bufftype == BuffType.Slow)//減速
fxPosTf = target.transform;
else if (bufftype == BuffType.BeatBack)
{
Vector3 dir = -target.transform.position + GameObject.FindGameObjectWithTag("Player").transform.position;
dir.y = 0;
target.transform.DOMove(target.transform.position - dir.normalized * value,0.5f);
durationTime = 2f;
}
else if (bufftype == BuffType.BeatUp)
{
target.transform.DOMove(target.transform.position - Vector3.up * value,0.5f);
durationTime = 2f;
}
else if (bufftype == BuffType.AddDefence)
{
fxPosTf = target.transform;
target.defence += value;
}
else if (bufftype == BuffType.RecoverHp)
{
target.OnDamage(-value, gameObject, true);
}
//掛載buff特效
if (buffFx.ContainsKey(bufftype))
{
GameObject go = Resources.Load<GameObject>($"Skill/{buffFx[bufftype]}");
GameObject buffGo = GameObjectPool.I.CreateObject(buffFx[bufftype], go, fxPosTf.position, fxPosTf.rotation);
buffGo.transform.SetParent(fxPosTf);
GameObjectPool.I.Destory(buffGo, interval);
}
}
//儲存buff特效名稱和對應buff型別
private static Dictionary<BuffType, string> buffFx = new Dictionary<BuffType, string>();
//初始化buff特效資訊
public static void InitAllBuff()
{
buffFx.Add(BuffType.Burn,"Skill_32_R_Fly_100");
buffFx.Add(BuffType.Light,"Skill_75_Cast");
buffFx.Add(BuffType.Slow,"Skill_21_R_Fly_100");
buffFx.Add(BuffType.Poison,"Skill_12_R_Fly_100");
buffFx.Add(BuffType.AddDefence,"FX_CHAR_Aura");
buffFx.Add(BuffType.RecoverHp,"FX_Heal_Light_Cast");
}
//獲取buff剩餘時間介面
public float GetRemainTime()
{
return durationTime - curTime;
}
//buff結束恢復目標屬性
private void OnDisable()
{
if (bufftype == BuffType.Slow)
;
else if (bufftype == BuffType.AddDefence)
target.defence -= value;
}
}
2.BuffIcon
buff圖示類,顯示倒數計時數字顯示;
這裡寫的不是很好,應該載入buffrun的同時載入bufficon,bufficon中不需要單獨計時;
暫時改不動了=-=;
bufficon中新增buffRun欄位,新增bufficon的同時,賦值buffrun;
通過buffrun獲取buff型別和剩餘倒數計時;
這也用靜態方法儲存了bufficon的資訊,用來動態載入,可以通過外部匯入資料來儲存;
public static Dictionary<BuffType, string> buffIconName = new Dictionary<BuffType, string>();
public static void InitBuffIconName()
{
buffIconName.Add(BuffType.Burn,"Buff_13");
buffIconName.Add(BuffType.Slow,"Buff_15");
buffIconName.Add(BuffType.Stun,"Buff_12");
buffIconName.Add(BuffType.Poison,"Buff_14");
buffIconName.Add(BuffType.BeatBack,"Buff_5");
buffIconName.Add(BuffType.BeatUp,"Buff_4");
buffIconName.Add(BuffType.Pull,"Buff_6");
buffIconName.Add(BuffType.AddDefence,"Buff_3");
buffIconName.Add(BuffType.RecoverHp,"Buff_7");
buffIconName.Add(BuffType.Light,"Buff_8");
}
這裡寫的不太行,參考一下吧;
public class BuffIcon : MonoBehaviour
{
public Text textCD;
public Image imgIcon;
private float durationTime;
private float curTime;
public BuffType buffType;
public void LoadIcon(BuffType buffType, float duration)
{
durationTime = duration;
this.buffType = buffType;
Sprite[] temp = Resources.LoadAll<Sprite>("BuffIcon/Buff");
if (temp != null)
{
foreach (var sp in temp)
{
if (sp.name == SkillDeployer.buffIconName[buffType])
{
imgIcon.sprite = Instantiate(sp);
}
}
}
}
private void OnEnable()
{
curTime = 0;
}
void Update()
{
curTime += Time.deltaTime;
textCD.text = (durationTime - curTime).ToString("F0");
if (curTime > durationTime)
{
gameObject.SetActive(false);
curTime = 0;
}
}
public void Refresh()
{
//Debug.Log("已有buff重新整理持續時間");
curTime = 0;
}
}
3.坑點
1.敵人uiPortrait的UI儘量不用使用延遲設定Active來控制顯隱藏,Active為false時,bufficon將不再執行,等下次再顯示uiPortrait時buff圖示會顯示錯誤;
2.採用每次造成傷害將當前目標的uiPortrait調整到顯示位置,其他所有敵人的uiPortrait調整位置超出顯示區域;
因此需要一個單例來儲存所有的uiPortrait;就將它寫在MonsterMgr中吧,反正也是用來管理敵人的,順便管理一下敵人頭像也沒什麼毛病;
提供三個方法,新增uiPortrait,刪除uiPortrait,隱藏uiPortrait(移除顯示區域);
private List<UIPortrait> allEnemyPortraits = new List<UIPortrait>();
public void AddEnemyPortraits(UIPortrait uiPortrait)
{
allEnemyPortraits.Add(uiPortrait);
}
public void RemoveEnemyPortraits(UIPortrait uiPortrait)
{
allEnemyPortraits.Remove(uiPortrait);
}
public void HideAllEnemyPortraits()
{
foreach (var it in allEnemyPortraits)
{
it.GetComponent<RectTransform>().anchoredPosition = hidePos;
}
}
4.扇形倒數計時
UIbuff圖示放置兩層image元件物體,父節點設定透明度;
子物體image元件按下圖設定,填充模式,填充百分比,以及順逆時針;
程式碼動態設定fillAmount的百分比;
//技能倒數計時舉例,寫在Update中
float cd = csm.skills[i].coolRemain;
skillImgs[i].fillAmount = 1 - cd / csm.skills[i].skill.coolTime;
skillTexts[i].text = cd.ToString("F0");
if (skillTexts[i].text == "0")
skillTexts[i].text = "";
效果: