Unity—技能系统(三)
Unity技能系统(三)
Demo展示
六.Buff系统
buff分为增益和减益buff,应该区分开来;
本来计划是也用与或非来记录buff的,一个技能可能有多个buff,但是好像用list来存储也是一样的;
一个技能只能有两个buff图标,一个增益buff给自身,一个减益buff给敌人;
一个技能的增益和减益buff可能有多重效果;
比如:技能闪电——导致减速+感电+击退+自身增加狂暴(变态技能);
但是说这么说,写起来比较麻烦,就不那么细分了,一种效果一个图标单独计时;
这里面需求比较复杂,根据需求自行改写吧;
/// <summary>
/// Buff类型,可叠加
/// </summary>
public enum BuffType
{
None,
Burn = 2, //点燃
Slow = 4, //减速
Light = 8, //感电
Stun = 16, //眩晕
Poison = 32, //中毒
BeatBack = 64, //击退
BeatUp = 128, //击飞
Pull = 256, //拉拽
AddDefence = 512,
RecoverHp = 1024,
}
1.BuffRun
挂载在拥有buff的物体上,计算buff的效果,如减伤,掉血,减速等;
同时负责buff计时,提供buff计时刷新接口供重复buffIcon调用(也可叠加buff层数按需求);
使用了静态方法初始化和静态链表存储了buff特效的信息,用来动态加载buff特效预制体;
public class BuffRun : MonoBehaviour
{
private float durationTime;
public BuffType bufftype;
private float value; //伤害或者加成
private float interval;
private float attackTimer;
private float curTime;
private CharacterStatus target;
//添加buff时候初始化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时间
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);
}
//执行buff效果,支持多段影响
private IEnumerator ExcuteDamage()
{
attackTimer = 0; //已持续攻击的时间
do
{
//对敌人的影响
TargetImpact();
yield return new WaitForSeconds(interval);
attackTimer += interval;
//做伤害数值的计算
} while (durationTime > attackTimer);
Destroy(this);
}
private void TargetImpact()
{
//buff特效挂载点,有些buff挂载不在HitFxPos,所以写在上面
Transform fxPosTf = target.HitFxPos;
//根据不同buff做相应的效果响应
if (bufftype == BuffType.Burn || bufftype == BuffType.Poison || bufftype == BuffType.Light)
target.OnDamage(value, gameObject, true);
else if (bufftype == BuffType.Slow)//减速
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);
}
//挂载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);
}
}
//存储buff特效名称和对应buff类型
private static Dictionary<BuffType, string> buffFx = new Dictionary<BuffType, string>();
//初始化buff特效信息
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");
}
//获取buff剩余时间接口
public float GetRemainTime()
{
return durationTime - curTime;
}
//buff结束恢复目标属性
private void OnDisable()
{
if (bufftype == BuffType.Slow)
;
else if (bufftype == BuffType.AddDefence)
target.defence -= value;
}
}
2.BuffIcon
buff图标类,显示倒计时数字显示;
这里写的不是很好,应该加载buffrun的同时加载bufficon,bufficon中不需要单独计时;
暂时改不动了=-=;
bufficon中添加buffRun字段,添加bufficon的同时,赋值buffrun;
通过buffrun获取buff类型和剩余倒计时;
这也用静态方法存储了bufficon的信息,用来动态加载,可以通过外部导入数据来存储;
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");
}
这里写的不太行,参考一下吧;
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刷新持续时间");
curTime = 0;
}
}
3.坑点
1.敌人uiPortrait的UI尽量不用使用延迟设置Active来控制显隐藏,Active为false时,bufficon将不再运行,等下次再显示uiPortrait时buff图标会显示错误;
2.采用每次造成伤害将当前目标的uiPortrait调整到显示位置,其他所有敌人的uiPortrait调整位置超出显示区域;
因此需要一个单例来存储所有的uiPortrait;就将它写在MonsterMgr中吧,反正也是用来管理敌人的,顺便管理一下敌人头像也没什么毛病;
提供三个方法,添加uiPortrait,删除uiPortrait,隐藏uiPortrait(移除显示区域);
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.扇形倒计时
UIbuff图标放置两层image组件物体,父节点设置透明度;
子物体image组件按下图设置,填充模式,填充百分比,以及顺逆时针;
代码动态设置fillAmount的百分比;
//技能倒计时举例,写在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:
Life is too short for so much sorrow.