Unity dodaje wrogów do platformówki 2D
Tworzenie platformówki w Unity jest stosunkowo łatwe, ale dodanie funkcjonalnych wrogów może nie być tak proste.
W tym poście pokażę jak stworzyć platformówkę 2D z wrogim AI.
Generalnie w 2D platformówkach gracz może chodzić tylko do przodu/do tyłu, skakać, a w niektórych przypadkach wspinać się w górę/w dół po drabinie, jeśli mapa jest wielopoziomowa. Wiedząc, że moglibyśmy zastosować podejście modułowe, w którym ten sam kontroler jest współdzielony pomiędzy graczem i sztuczną inteligencją.
Krok 1: Utwórz skrypty
Zacznijmy od stworzenia wszystkich niezbędnych skryptów. Sprawdź poniższy kod źródłowy:
Ladder2D.cs
//Copyright @2018 sharpcoderblog.com
//You are free to use this script in free or commercial projects
//Selling the source code of this script is not allowed
using UnityEngine;
public class Ladder2D : MonoBehaviour
{
Collider2D ladderCollider;
[HideInInspector]
public Vector3 boundsCenter;
void Start()
{
//t = transform;
ladderCollider = GetComponent<Collider2D>();
if (ladderCollider)
{
ladderCollider.isTrigger = true;
ladderCollider.gameObject.layer = 2; //Set ladder collider layer to IgnoreRaycast
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
if (ladderCollider)
{
boundsCenter = ladderCollider.bounds.center;
}
other.SendMessage("AssignLadder", this, SendMessageOptions.DontRequireReceiver);
}
}
void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
other.SendMessage("RemoveLadder", this, SendMessageOptions.DontRequireReceiver);
}
}
}
PlayerController2D.cs
//Copyright @2018 sharpcoderblog.com
//You are free to use this script in free or commercial projects
//Selling the source code of this script is not allowed
using System.Collections.Generic;
using UnityEngine;
public class PlayerController2D : MonoBehaviour
{
//Move player in 2D space
public float maxSpeed = 2.57f;
public float jumpHeight = 6.47f;
public float playerHP = 100;
[HideInInspector]
public bool facingRight = true;
[HideInInspector]
public float moveDirection = 0;
[HideInInspector]
public Rigidbody2D r2d;
[HideInInspector]
public Collider2D mainCollider;
[HideInInspector]
public Vector2 playerDimensions;
[HideInInspector]
public bool isGrounded = false;
//Check every collider except Player and Ignore Raycast
LayerMask layerMask = ~(1 << 2 | 1 << 8); //Make sure our player has Layer 8
[HideInInspector]
public Ladder2D currentLadder;
List<Ladder2D> allLadders = new List<Ladder2D>();
float moveDirectionY = 0;
float distanceFromLadder;
[HideInInspector]
public bool isAttachedToLadder = false;
bool ladderGoingDown = false;
//bool isMovingOnLadder = false;
[HideInInspector]
public bool canGoDownOnLadder = false;
[HideInInspector]
public bool canClimbLadder = false;
//Bot movement directions
[HideInInspector]
public bool isBot = false;
[HideInInspector]
public float botMovement = 0;
[HideInInspector]
public float botVerticalMovement = 0;
[HideInInspector]
public bool botJump = false;
[HideInInspector]
public Transform t;
[HideInInspector]
public int selectedWeaponTmp = 0;
float gravityScale;
// Use this for initialization
void Start()
{
r2d = GetComponent<Rigidbody2D>();
r2d.freezeRotation = true;
mainCollider = GetComponent<Collider2D>();
t = transform;
gravityScale = r2d.gravityScale;
selectedWeaponTmp = -100;
facingRight = t.localScale.x > 0;
//sr = GetComponent<SpriteRenderer>();
playerDimensions = BotController2D.ColliderDimensions(GetComponent<Collider2D>());
}
void OnDisable()
{
r2d.bodyType = RigidbodyType2D.Static;
r2d.velocity = Vector3.zero;
}
// Update is called once per frame
void Update()
{
if (!isBot)
{
if ((Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) &&
(isGrounded || r2d.velocity.x > 0.01f || isAttachedToLadder))
{
moveDirection = Input.GetKey(KeyCode.A) ? -1 : 1;
}
else
{
if (isGrounded || r2d.velocity.magnitude < 0.01f)
moveDirection = 0;
}
}
else
{
if (botMovement != 0 && (isGrounded || r2d.velocity.x > 0.01f))
{
moveDirection = botMovement < 0 ? -1 : 1;
}
else
{
if (isGrounded || r2d.velocity.magnitude < 0.01f)
moveDirection = 0;
}
}
//Change facing position
if (moveDirection != 0)
{
if (moveDirection > 0 && !facingRight)
{
facingRight = true;
}
if (moveDirection < 0 && facingRight)
{
facingRight = false;
}
}
if (facingRight)
{
if (t.localScale.x < 0)
{
t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z);
}
}
else
{
if (t.localScale.x > 0)
{
t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z);
}
}
//Vector2 velocityTmp = r2d.velocity;
bool canGoDownTmp = false;
// LADDER CONTROL START
if (currentLadder)
{
distanceFromLadder = Mathf.Abs(currentLadder.boundsCenter.x - t.position.x);
canClimbLadder = distanceFromLadder < 0.34f;
if (!isAttachedToLadder)
{
if (canClimbLadder)
{
if (currentLadder.boundsCenter.y > t.position.y)
{
if (!isBot)
{
if (Input.GetKey(KeyCode.W))
{
isAttachedToLadder = true;
}
}
else
{
if (botVerticalMovement > 0)
{
isAttachedToLadder = true;
}
}
}
if (currentLadder.boundsCenter.y < t.position.y)
{
if (!isBot)
{
if (Input.GetKey(KeyCode.S))
{
isAttachedToLadder = true;
}
}
else
{
if (botVerticalMovement < 0)
{
isAttachedToLadder = true;
}
}
canGoDownTmp = true;
}
}
if (isAttachedToLadder)
{
r2d.gravityScale = 0;
moveDirection = 0;
moveDirectionY = 0;
}
}
else
{
//Make our collider trigger if we stand on top of the ladder (To prevent collision with the ground while going down)
mainCollider.isTrigger = currentLadder.boundsCenter.y < t.position.y;
//Ladder movement
if ((!isBot && Input.GetKey(KeyCode.W)) || (isBot && botVerticalMovement > 0))
{
moveDirectionY = 3.97f;
ladderGoingDown = false;
//For sound controller
//isMovingOnLadder = true;
}
else if ((!isBot && Input.GetKey(KeyCode.S)) || (isBot && botVerticalMovement < 0))
{
moveDirectionY = -3.97f;
ladderGoingDown = true;
if (!mainCollider.isTrigger && isGrounded)
{
//RemoveLadder(currentLadder);
isAttachedToLadder = false;
mainCollider.isTrigger = false;
r2d.gravityScale = gravityScale;
moveDirectionY = 0;
}
//For sound controller
//isMovingOnLadder = true;
}
else
{
//isMovingOnLadder = false;
moveDirectionY = 0;
}
}
if (distanceFromLadder > playerDimensions.x * 2)
{
RemoveLadder(currentLadder);
}
}
canGoDownOnLadder = canGoDownTmp;
// LADDER CONTROL END
if (!isBot)
{
//Jumping
if (Input.GetKeyDown(KeyCode.W))
{
Jump();
}
}
else
{
if (botJump)
{
botJump = false;
Jump();
}
}
if (!isBot)
{
//Weapon firing
if (Input.GetKeyDown(KeyCode.LeftControl))
{
Attack();
}
}
}
void FixedUpdate()
{
Bounds colliderBounds = mainCollider.bounds;
Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, 0.1f, 0);
//Check if player is grounded
isGrounded = Physics2D.OverlapCircle(groundCheckPos, 0.25f, layerMask);
Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, 0.25f, 0), isGrounded ? Color.green : Color.red);
//Apply player velocity
r2d.velocity = new Vector2((moveDirection) * maxSpeed, isAttachedToLadder ? moveDirectionY : r2d.velocity.y);
}
void AssignLadder(Ladder2D ladderTmp)
{
currentLadder = ladderTmp;
allLadders.Add(ladderTmp);
}
void RemoveLadder(Ladder2D ladderTmp)
{
//print("On trigger out");
allLadders.Remove(ladderTmp);
if (currentLadder == ladderTmp)
{
currentLadder = null;
if (allLadders.Count > 0)
{
currentLadder = allLadders[allLadders.Count - 1];
}
}
if (isAttachedToLadder && !currentLadder)
{
isAttachedToLadder = false;
//r2d.bodyType = RigidbodyType2D.Dynamic;
mainCollider.isTrigger = false;
r2d.gravityScale = gravityScale;
r2d.velocity = Vector3.zero;
if (!ladderGoingDown)
{
r2d.velocity = new Vector2(r2d.velocity.x, 1.47f);
}
ladderGoingDown = false;
}
}
public void Jump()
{
if (isGrounded && !isAttachedToLadder)
{
r2d.velocity = new Vector2(r2d.velocity.x, jumpHeight);
//Tip: Play jump sound here
}
}
public void Attack()
{
print(gameObject.name + " is Attacking");
//Tip: Write your attack function here (ex. Raycast toward the enemy to inflict the damage)
}
}
CameraFollow2D.cs
//Copyright @2018 sharpcoderblog.com
//You are free to use this script in free or commercial projects
//Selling the source code of this script is not allowed
using UnityEngine;
public class CameraFollow2D : MonoBehaviour
{
public Transform target;
public Vector3 offset = new Vector3(0, 2.8f, 0);
public bool smoothFollow = true;
Vector2 moveToPos;
bool beginMove = false;
float distanceTmp = 0f;
// Update is called once per frame
void LateUpdate()
{
if (!target)
return;
if (smoothFollow)
{
distanceTmp = ((target.position + offset) - transform.position).sqrMagnitude;
if (beginMove)
{
moveToPos = Vector3.Lerp(moveToPos, target.position + offset, Time.fixedDeltaTime * 7.75f);
transform.position = new Vector3(moveToPos.x, moveToPos.y, -10);
if (distanceTmp < 0.05f * 0.05f)
{
beginMove = false;
}
}
else
{
if (distanceTmp > 0.5f * 0.5f)
{
beginMove = true;
}
}
}
else
{
transform.position = new Vector3(target.position.x, target.position.y, -10);
}
}
void StopFollowing()
{
beginMove = false;
}
}
BotController2D.cs
//Copyright @2018 sharpcoderblog.com
//You are free to use this script in free or commercial projects
//Selling the source code of this script is not allowed
using System.Collections;
using UnityEngine;
public class BotController2D : MonoBehaviour
{
//This script will handle bot control
public enum BotType { Enemy, Friendly }
public BotType botType = BotType.Enemy;
public enum BotDifficulty { Easy, Medium, Hard }
public BotDifficulty botDifficulty = BotDifficulty.Medium;
public enum InitialState { Idle, Explore }
public InitialState initialState = InitialState.Idle; //Should the Bot stand in place until approached or begin exploring the level right away
public bool canJump = true; //Can this bot jump?
public enum CurrentState { Idle, MovingLeft, MovingRight, GoinUPLadder, GoingDownLadder, Attack }
CurrentState currentState;
InitialState appliedState;
PlayerController2D pc2d;
RaycastHit2D hitLeft;
RaycastHit2D hitRight;
RaycastHit2D groundHit;
Vector3 leftOrigin;
Vector3 rightOrigin;
float distanceLeft = -1;
float distanceRight = -1;
int encounteredLadders = 0;
int encounteredLaddersCacche = 0;
Ladder2D previousLadder;
Ladder2D lastAttachedLadder;
bool previousCanGoDownOnLadder = false;
bool previousCanClimbLadder = false;
//Everything except "Player" and "IgnoreRaycast" layers
LayerMask layerMask = ~(1 << 2 | 1 << 8);
//Only "Player" layer
LayerMask playerLayerMask = 1 << 8;
float timeMotionless = 0.0f;
bool statePause = false;
float trVelocity;
Vector3 previousPos;
Collider2D[] detectedPlayers = new Collider2D[0];
Collider2D[] previousDetectedPlayers = new Collider2D[0];
PlayerController2D enemyToFollow;
int followPriority = 0; //0 = Easy, 1 = Medium (This player inflicted the damage)
[HideInInspector]
public Transform t;
bool checkingTotalEnemies = false;
bool runAway = false;
int attackingFromLeft = 0;
int attackingFromRight = 0;
//Limit attack rate for easy bots
float attackTimer = 0;
float nextAttackTime = 0;
Camera mainCamera;
float cameraWidth; //Horizontal size of camera view
// Use this for initialization
void Start()
{
pc2d = GetComponent<PlayerController2D>();
pc2d.isBot = true;
t = transform;
appliedState = initialState;
if (Random.Range(-10, 10) > 0)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
// Update is called once per frame
void FixedUpdate()
{
//Draw rays back and forth
if (!mainCamera)
{
mainCamera = Camera.main;
cameraWidth = mainCamera.aspect * mainCamera.orthographicSize;
}
rightOrigin = t.position + t.right * (pc2d.playerDimensions.x / 2f);
hitRight = Physics2D.Raycast(rightOrigin, t.right, cameraWidth, layerMask);
if (hitRight)
{
Debug.DrawLine(rightOrigin, hitRight.point, Color.red);
distanceRight = hitRight.distance;
}
else
{
Debug.DrawLine(rightOrigin, rightOrigin + t.right * cameraWidth, Color.cyan);
distanceRight = -1;
}
leftOrigin = t.position - t.right * (pc2d.playerDimensions.x / 2f);
hitLeft = Physics2D.Raycast(leftOrigin, -t.right, cameraWidth, layerMask);
if (hitLeft)
{
Debug.DrawLine(leftOrigin, hitLeft.point, Color.red);
distanceLeft = hitLeft.distance;
}
else
{
Debug.DrawLine(leftOrigin, leftOrigin - t.right * cameraWidth, Color.cyan);
distanceLeft = -1;
}
if (appliedState == InitialState.Explore)
{
if (currentState == CurrentState.Idle)
{
if (!statePause)
{
//Decide which direction to move
if (distanceRight == -1 && distanceLeft == -1)
{
//Decide random direaction
currentState = Random.Range(-10, 10) > 0 ? CurrentState.MovingRight : CurrentState.MovingLeft;
}
else if (distanceRight == -1 && distanceLeft >= 0)
{
currentState = CurrentState.MovingRight;
}
else if (distanceRight >= 0 && distanceLeft == -1)
{
currentState = CurrentState.MovingLeft;
}
else if (distanceRight > distanceLeft)
{
currentState = CurrentState.MovingRight;
}
else if (distanceRight < distanceLeft)
{
currentState = CurrentState.MovingLeft;
}
}
}
else if (currentState == CurrentState.MovingLeft)
{
if (!statePause && pc2d.isGrounded)
{
pc2d.botMovement = -1;
float jumpHeightTmp = pc2d.jumpHeight * 0.25f;
if (distanceLeft > 0 && distanceLeft < pc2d.playerDimensions.x)
{
if (hitLeft && canJump &&
!Physics2D.Linecast(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) - t.right * pc2d.playerDimensions.x * 2, layerMask) &&
Random.Range(-2, 10) > 0
)
{
StartCoroutine(DoJump());
}
else
{
if (!enemyToFollow)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
}
/*if(!Physics2D.Linecast(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) - t.right * pc2d.playerDimensions.x * 2)){
Debug.DrawLine(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) - t.right * pc2d.playerDimensions.x * 2, Color.yellow);
}
else
{
Debug.DrawLine(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) - t.right * pc2d.playerDimensions.x * 2, Color.red);
}*/
//Jump if there is no groun in front
groundHit = Physics2D.Raycast(leftOrigin, -t.up, pc2d.playerDimensions.y * 2.1f, layerMask);
if (groundHit)
{
Debug.DrawLine(leftOrigin, groundHit.point, Color.red);
}
else
{
Debug.DrawLine(leftOrigin, leftOrigin - t.up * (pc2d.playerDimensions.y * 2.1f), Color.blue);
if (canJump)
{
StartCoroutine(DoJump());
}
else
{
//StartCoroutine(StatePause(CurrentState.MovingRight, true));
StartCoroutine(CheckEnemiesEnumerator(1, 0, false));
}
}
}
}
else if (currentState == CurrentState.MovingRight)
{
if (!statePause && pc2d.isGrounded)
{
pc2d.botMovement = 1;
float jumpHeightTmp = pc2d.jumpHeight * 0.25f;
if (distanceRight > 0 && distanceRight < pc2d.playerDimensions.x)
{
if (hitRight && canJump &&
!Physics2D.Linecast(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) + t.right * pc2d.playerDimensions.x * 2, layerMask) &&
Random.Range(-2, 10) > 0
)
{
StartCoroutine(DoJump());
}
else
{
if (!enemyToFollow)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
}
/*if (!Physics2D.Linecast(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) + t.right * pc2d.playerDimensions.x * 2))
{
Debug.DrawLine(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) + t.right * pc2d.playerDimensions.x * 2, Color.yellow);
}
else
{
Debug.DrawLine(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) + t.right * pc2d.playerDimensions.x * 2, Color.red);
}*/
//Jump if there is no groun in front
groundHit = Physics2D.Raycast(rightOrigin, -t.up, pc2d.playerDimensions.y * 2.1f, layerMask);
if (groundHit)
{
Debug.DrawLine(rightOrigin, groundHit.point, Color.red);
}
else
{
Debug.DrawLine(rightOrigin, rightOrigin - t.up * (pc2d.playerDimensions.y * 2.1f), Color.blue);
if (canJump)
{
StartCoroutine(DoJump());
}
else
{
//StartCoroutine(StatePause(CurrentState.MovingLeft, true));
StartCoroutine(CheckEnemiesEnumerator(0, 1, false));
}
}
}
}
else if (currentState == CurrentState.GoinUPLadder)
{
if (!statePause)
{
pc2d.botVerticalMovement = 1;
if (!pc2d.currentLadder)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
}
else if (currentState == CurrentState.GoingDownLadder)
{
if (!statePause)
{
pc2d.botVerticalMovement = -1;
if (!pc2d.currentLadder)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
}
else if (currentState == CurrentState.Attack)
{
if (!statePause)
{
if (!enemyToFollow)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
else
{
//Firing weapon
if (attackTimer >= nextAttackTime)
{
//Check if player is above us and jump
if (enemyToFollow.t.position.y > t.position.y && enemyToFollow.t.position.y - t.position.y > pc2d.playerDimensions.y * 0.95f)
{
if (Random.Range(-5, 10) > 0)
{
StartCoroutine(DoJump());
}
}
//
pc2d.Attack();
if (botDifficulty == BotDifficulty.Easy)
{
attackTimer = 0;
nextAttackTime = Random.Range(0.25f, 0.95f);
}
if (botDifficulty == BotDifficulty.Medium)
{
attackTimer = 0;
nextAttackTime = Random.Range(0.01f, 0.37f);
}
if (botDifficulty == BotDifficulty.Hard)
{
attackTimer = 0;
nextAttackTime = Random.Range(0.01f, 0.24f);
}
}
else
{
attackTimer += Time.deltaTime;
}
if (enemyToFollow && !checkingTotalEnemies)
{
if (enemyToFollow.t.position.x > t.position.x && !pc2d.facingRight)
{
pc2d.facingRight = true;
}
if (enemyToFollow.t.position.x < t.position.x && pc2d.facingRight)
{
pc2d.facingRight = false;
}
attackingFromLeft = 0;
attackingFromRight = 0;
//Check if there too many player attacking us and run away
for (int i = 0; i < detectedPlayers.Length; i++)
{
if (detectedPlayers[i])
{
BotController2D bcTmp = detectedPlayers[i].GetComponent<BotController2D>();
if (bcTmp && bcTmp.botType != botType && bcTmp.enemyToFollow == pc2d && bcTmp.currentState == CurrentState.Attack)
{
if (bcTmp.t.position.x > t.position.x)
{
attackingFromRight++;
}
else
{
attackingFromLeft++;
}
}
}
}
//If the value playerHP from PlayerController2D get too low, and the bot is being attacked, increase the probability to run away
if (attackingFromRight >= 2 || attackingFromLeft >= 2 || (pc2d.playerHP < 70 && botDifficulty == BotDifficulty.Hard && (attackingFromRight > 0 || attackingFromLeft > 0)) || (pc2d.playerHP < 40 && botDifficulty == BotDifficulty.Medium && (attackingFromRight > 0 || attackingFromLeft > 0)))
{
StartCoroutine(CheckEnemiesEnumerator(attackingFromLeft, attackingFromRight, false));
}
}
}
}
}
}
if (pc2d.currentLadder && (previousLadder != pc2d.currentLadder || previousCanGoDownOnLadder != pc2d.canGoDownOnLadder || previousCanClimbLadder != pc2d.canClimbLadder))
{
previousLadder = pc2d.currentLadder;
previousCanGoDownOnLadder = pc2d.canGoDownOnLadder;
previousCanClimbLadder = pc2d.canClimbLadder;
if (!pc2d.isAttachedToLadder)
{
if (pc2d.canClimbLadder)
{
encounteredLadders++;
if ((lastAttachedLadder != pc2d.currentLadder || encounteredLadders > 1) && !statePause)
{
if (Random.Range(-10, 10) > 0)
{
if (pc2d.canGoDownOnLadder)
{
StartCoroutine(StatePause(CurrentState.GoingDownLadder, true));
}
else
{
StartCoroutine(StatePause(CurrentState.GoinUPLadder, true));
}
}
}
}
}
else
{
encounteredLadders = 0;
lastAttachedLadder = pc2d.currentLadder;
}
}
trVelocity = ((t.position - previousPos).magnitude) / Time.deltaTime;
previousPos = t.position;
if (trVelocity < 0.01f && !statePause)
{
timeMotionless += Time.deltaTime;
if (timeMotionless > 0.5f)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
else
{
timeMotionless = 0;
}
//Detect and attack enemy players
detectedPlayers = Physics2D.OverlapCircleAll(t.position, cameraWidth, playerLayerMask);
if (!enemyToFollow)
{
if (!runAway)
{
if (previousDetectedPlayers.Length != detectedPlayers.Length || (previousDetectedPlayers.Length > 0 && detectedPlayers.Length > 0 && previousDetectedPlayers[0] != detectedPlayers[0]))
{
previousDetectedPlayers = detectedPlayers;
for (int i = 0; i < detectedPlayers.Length; i++)
{
BotController2D bcTmp = detectedPlayers[i].GetComponent<BotController2D>();
PlayerController2D pc2dTmp = null;
if (!bcTmp)
{
pc2dTmp = detectedPlayers[i].GetComponent<PlayerController2D>();
}
if ((pc2dTmp && botType == BotType.Enemy) || (bcTmp && bcTmp.botType != botType))
{
Vector3 enemyPos = bcTmp ? bcTmp.t.position : pc2dTmp.t.position;
float yDistance = Mathf.Abs(enemyPos.y - t.position.y);
if (yDistance < pc2d.playerDimensions.y * 2)
{
if (!enemyToFollow || Mathf.Abs(enemyPos.x - t.position.x) < Mathf.Abs(enemyToFollow.t.position.x - t.position.x))
{
enemyToFollow = bcTmp ? bcTmp.pc2d : pc2dTmp;
appliedState = InitialState.Explore;
}
}
}
}
}
}
}
else
{
float yDistance = enemyToFollow.t.position.y - t.position.y;
float xDistance = enemyToFollow.t.position.x - t.position.x;
if (Mathf.Abs(yDistance) >= pc2d.playerDimensions.y * 2 || Mathf.Abs(xDistance) > cameraWidth || !enemyToFollow.enabled)
{
enemyToFollow = null;
}
else
{
if (Mathf.Abs(xDistance) > pc2d.playerDimensions.x * 1.45f)
{
if (!statePause && pc2d.botVerticalMovement == 0)
{
if (xDistance > 0)
{
if (currentState != CurrentState.MovingRight)
{
statePauseCoroutine = StartCoroutine(StatePause(CurrentState.MovingRight, false));
}
}
else if (xDistance < 0)
{
if (currentState != CurrentState.MovingLeft)
{
statePauseCoroutine = StartCoroutine(StatePause(CurrentState.MovingLeft, false));
}
}
}
else
{
StopPauseCoroutine();
}
}
else
{
if (pc2d.botVerticalMovement == 0)
{
if (currentState != CurrentState.Attack)
{
if (!statePause)
{
statePauseCoroutine = StartCoroutine(StatePause(CurrentState.Attack, true));
}
}
else
{
if (Mathf.Abs(xDistance) < pc2d.playerDimensions.x / 3 && !checkingTotalEnemies)
{
//print("Enemies are too close!!!");
StartCoroutine(CheckEnemiesEnumerator(attackingFromLeft, attackingFromRight, true));
}
}
}
}
}
}
}
Coroutine statePauseCoroutine = null;
void StopPauseCoroutine()
{
if (statePauseCoroutine != null)
{
StopCoroutine(statePauseCoroutine);
statePauseCoroutine = null;
statePause = false;
}
}
IEnumerator StatePause(CurrentState newState, bool stopMovement)
{
//print("State pause");
statePause = true;
if (stopMovement)
{
pc2d.botMovement = 0;
pc2d.botVerticalMovement = 0;
}
currentState = newState;
if (newState == CurrentState.Attack && botDifficulty == BotDifficulty.Hard)
{
yield return new WaitForSeconds(Random.Range(0.15f, 0.45f));
}
else
{
yield return new WaitForSeconds(Random.Range(0.45f, 0.75f));
}
statePause = false;
}
IEnumerator DoJump()
{
//print("Do jump");
statePause = true;
pc2d.botJump = true;
yield return new WaitForSeconds(0.65f);
statePause = false;
}
IEnumerator CheckEnemiesEnumerator(int attackingFromLeft, int attackingFromRight, bool doNotRunAway)
{
checkingTotalEnemies = true;
//print("CHECKING FOR TOTAL ENEMIES");
yield return new WaitForSeconds(Random.Range(0.27f, 0.75f));
if (Random.Range(-10, 10) > 0)
{
runAway = true;
enemyToFollow = null;
if (attackingFromLeft > attackingFromRight)
{
currentState = CurrentState.MovingRight;
}
else
{
currentState = CurrentState.MovingLeft;
}
}
checkingTotalEnemies = false;
if (runAway)
{
if (doNotRunAway)
{
//Simply walk away a bit
yield return new WaitForSeconds(Random.Range(0.37f, 0.75f));
}
else
{
//Run away
yield return new WaitForSeconds(Random.Range(1.57f, 2.45f));
}
runAway = false;
}
}
public static Vector2 ColliderDimensions(Collider2D sp)
{
return new Vector2(sp.bounds.max.x - sp.bounds.min.x, sp.bounds.max.y - sp.bounds.min.y);
}
}
Krok 2: Przygotuj gracza i wrogów
Teraz nadszedł czas, aby skonfigurować naszego gracza i wrogą sztuczną inteligencję, korzystając z powyższych skryptów.
Konfigurowanie naszej instancji odtwarzacza
- Utwórz nowy obiekt GameObject i nadaj mu nazwę "Player"
- Zmień Tag tego obiektu na "Player"
- Zmień warstwę obiektu na 8 (jeśli w zaznaczeniu nie ma warstwy 8, dodaj ją, klikając Dodaj warstwę..., nadaj jej nazwę "Player")
- Utwórz kolejny GameObject, nazwij go "Body" i dodaj komponent SpriteRenderer
- Przypisz swojego duszka odtwarzacza do "Body" i przenieś go do obiektu "Player"
- Wybierz obiekt "Player" i dodaj komponenty CapsuleCollider2D, Rigidbody2D i PlayerController2D
- Skaluj CapsuleCollider2D, aż będzie pasował do Sprite'a odtwarzacza
Jak widać PlayerController2D ma kilka zmiennych, większość z nich jest oczywista, jednak jedna z nich wymaga trochę wyjaśnienia:
PlayerHP - ta wartość jest używana w BotController2D do decydowania, czy sztuczna inteligencja powinna uciekać, gdy jej HP jest zbyt niskie.
Użyj zmiennej PlayerHP podczas implementowania funkcji ataku (sprawdź funkcję void Attack() na końcu skryptu PlayerController2D.cs).
Konfigurowanie kamery gracza
- Wybierz kamerę główną i dodaj komponent CameraFollow2D
- Przypisz gracza do zmiennej docelowej
- Opcjonalnie możesz dostosować zmienną Offset (jeśli nie chcesz, aby kamera była wyśrodkowana dokładnie na środku)
Ustawianie drabiny
PlayerController2D obsługuje również drabiny, po których można się wspinać.
Konfiguracja nowej drabiny jest naprawdę łatwa:
- Utwórz nowy obiekt GameObject i wywołaj go "Ladder"
- Zmień jego warstwę na "IgnoreRaycast"
- Utwórz kolejny obiekt gry za pomocą SpriteRenderer i przypisz duszka swojej drabiny i przesuń go wewnątrz obiektu Ladder
- Dodaj komponenty BoxCollider2D i Ladder2D do obiektu "Ladder"
- Przeskaluj wymiary zderzacza, aby dopasować je do duszka drabinkowego i oznacz go jako Wyzwalacz
Konfigurowanie sztucznej inteligencji wroga
- Najpierw przejdź do panelu Physics2D i wyłącz kolizję pomiędzy warstwą Gracza, aby boty i gracze nie utknęli między sobą.
- Zduplikuj instancję Player
- Dodaj komponent BotController2D
- Bot jest już gotowy
Sprawdź poniższy film, aby zobaczyć wrogą AI w akcji (biała instancja to nasz gracz, czerwone instancje są kontrolowane przez sztuczną inteligencję):