日志2025.2.9
1.增加了敌人挥砍类型
2.增加了敌人的死亡状态
在敌人身上添加Ragdoll,死后激活布偶模式
public class EnemyRagdoll : MonoBehaviour
{
private Rigidbody[] rigidbodies;
private Collider[] colliders;
private void Awake()
{
rigidbodies = GetComponentsInChildren<Rigidbody>();
colliders = GetComponentsInChildren<Collider>();
SetRagdollActive(false);
}
//如果是布偶状态,则设置钢铁不为运动学。若为正常状态,将刚体设为运动学
public void SetRagdollActive(bool active)
{
foreach (Rigidbody rb in rigidbodies)
{
rb.isKinematic = !active;
}
}
//设置碰撞体是否为激活状态
public void SetColliderActive(bool active)
{
foreach(Collider collider in colliders)
{
collider.enabled = active;
}
}
}
public class DeadState_Melee : EnemyState
{
private Enemy_Melee enemy;
private EnemyRagdoll ragdoll;
private bool hasDisapear;
public DeadState_Melee(Enemy enemyBase, EnemyStateMachine stateMachine, string animBoolName) : base(enemyBase, stateMachine, animBoolName)
{
enemy = (Enemy_Melee)enemyBase;
}
public override void Enter()
{
base.Enter();
enemy.agent.isStopped = true;
enemy.animator.enabled = false;
ragdoll = enemy.GetComponent<EnemyRagdoll>();
if (ragdoll != null)
{
ragdoll.SetRagdollActive(true);
}
stateTimer = 5f;
}
public override void Exit()
{
base.Exit();
}
public override void Update()
{
base.Update();
if(stateTimer < 0 && !hasDisapear)
{
hasDisapear = true;
ragdoll?.SetColliderActive(false);
}
}
}
3.增加了简单的血量系统
public override void GetHit()
{
base.GetHit();
if(healthPoint <= 0)
stateMachine.ChangeState(deadState);
}
4.增加了带盾牌的特殊敌人
public class EnemyShield : MonoBehaviour
{
[SerializeField] private int durability;
private Enemy enemy;
private void Awake()
{
enemy = GetComponentInParent<Enemy>();
}
public void ReduceDurability()
{
durability--;
if(durability <= 0)
{
enemy.animator.SetFloat("ChaseIndex", 0);
Destroy(gameObject);
}
}
}
//初始化一些特殊的敌人功能
private void InitializeSpeciality()
{
if(meleeType == EnemyType_Melee.Shield)
{
animator.SetFloat("ChaseIndex", 1);
shieldTransform.gameObject.SetActive(true);
}
}