从零开始的类银河恶魔城游戏04

[自学]从零开始的类银河恶魔城游戏04

part 4:Collision Check 2025/2/4

碰撞检测射线

  1. 在Player.cs中编写射线函数OnDrawGizmos()
    [Header("Collision info")]
    [SerializeField]private Transform groundCheck;
    [SerializeField]private float groundCheckDistance;
    [SerializeField]private Transform wallCheck;
    [SerializeField]private float wallCheckDistance;
    [SerializeField]private LayerMask whatIsGround;
    [SerializeField]private LayerMask whatIsWall;
//地面检测
//Physics2D.RayCast(起始点,方向,距离,检测层)
    public bool IsGroundedDetected() => Physics2D.Raycast(groundCheck.position,Vector2.down,groundCheckDistance,whatIsGround);

//画碰撞检测射线
    private void OnDrawGizmos()
    {
        //Gizmos.DrawLine(起始点,终点(x,y-距离))
        //右上+,左下-
        Gizmos.DrawLine(groundCheck.position,new Vector3(groundCheck.position.x,groundCheck.position.y-groundCheckDistance));
        Gizmos.DrawLine(wallCheck.position,new Vector3(wallCheck.position.x+wallCheckDistance,wallCheck.position.y));
    }

2.创建两个empty:GroundCheck、WallCheck,拖入Player脚本Player.cs中的对应参数,适当调整位置。

代码:

//Player.cs

using System.Collections;
using System.Collections.Generic;
using UnityEditor.Callbacks;
using UnityEngine;

public class Player: MonoBehaviour
{
    [Header("Move info")]
    public float moveSpeed = 8f;
    public float jumpForce = 15f;

    [Header("Collision info")]
    [SerializeField]private Transform groundCheck;
    [SerializeField]private float groundCheckDistance;
    [SerializeField]private Transform wallCheck;
    [SerializeField]private float wallCheckDistance;
    [SerializeField]private LayerMask whatIsGround;
    [SerializeField]private LayerMask whatIsWall;

    #region Components
    public Animator anim { get; private set; }
    public Rigidbody2D rb { get; private set; }

    #endregion


    #region States
    public PlayerStateMachine stateMachine { get; private set; }

    public PlayerIdleState idleState { get; private set; }
    public PlayerMoveState moveState { get; private set; }
    public PlayerJumpState jumpState { get; private set; }
    public PlayerAirState airState { get;private set; }


    #endregion

    private void Awake()
    {
        stateMachine = new PlayerStateMachine();

        idleState = new PlayerIdleState(this,stateMachine,"Idle");
        moveState = new PlayerMoveState(this,stateMachine,"Move");
        jumpState = new PlayerJumpState(this,stateMachine,"Jump");
        airState = new PlayerAirState(this,stateMachine, "Jump");
    }

    public void Start()
    {
        anim = GetComponentInChildren<Animator>();
        rb = GetComponent<Rigidbody2D>();
        stateMachine.Initialize(idleState);// PlayerStateMachine.Initialize()
    }

    public void Update()
    {
        stateMachine.currentState.Update();// PlayerState.Update()
    }

//设置速度
    public void SetVelocity(float _xVelocity, float _yVelocity)
    {
        rb.velocity = new Vector2(_xVelocity,_yVelocity);
    }

//地面检测
//Physics2D.RayCast(起始点,方向,距离,检测层)
    public bool IsGroundedDetected() => Physics2D.Raycast(groundCheck.position,Vector2.down,groundCheckDistance,whatIsGround);

//画碰撞检测射线
    private void OnDrawGizmos()
    {
        //Gizmos.DrawLine(起始点,终点(x,y-距离))
        //右上+,左下-
        Gizmos.DrawLine(groundCheck.position,new Vector3(groundCheck.position.x,groundCheck.position.y-groundCheckDistance));
        Gizmos.DrawLine(wallCheck.position,new Vector3(wallCheck.position.x+wallCheckDistance,wallCheck.position.y));
    }

}
//PlayerGroundedState.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerGroundedState : PlayerState
{
    public PlayerGroundedState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();

        if (Input.GetKeyDown(KeyCode.Space) && player.IsGroundedDetected())
        {
            stateMachine.ChangeState(player.jumpState);
        }
    }
}
//PlayerAirState.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerAirState : PlayerState
{
    public PlayerAirState(Player _player, PlayerStateMachine _stateMachine, string _animBoolName) : base(_player, _stateMachine, _animBoolName)
    {
    }

    public override void Enter()
    {
        base.Enter();
    }

    public override void Exit()
    {
        base.Exit();
    }

    public override void Update()
    {
        base.Update();
        if (player.IsGroundedDetected())
        {
            stateMachine.ChangeState(player.idleState);
        }
    }
}
//其他
posted @ 2025-03-06 20:39  EanoJiang  阅读(50)  评论(0)    收藏  举报