Unity——技能系统(二)

Unity技能系统(二)

Unity技能系统(一)

Demo展示:

五.技能管理和释放

1.CharacterSkillSystem

技能系统类,给外部(技能按钮,按键)提供技能释放方法;

技能释放逻辑:

image-20211111122441848

按顺序判定条件,成立怎继续,否则返回;

最终调用CharacterSkillManager中的DeploySkill方法;传递参数为SkillData;

提供了随机技能方法;

/// <summary>
/// 角色系统
/// </summary>
[RequireComponent(typeof(CharacterSkillManager))]
public class CharacterSkillSystem : MonoBehaviour
{
    //技能管理
    public CharacterSkillManager chSkillMgr;

    //角色状态
    private CharacterStatus chStatus;

    //角色动画
    private Animator mAnimator;

    //当前使用的技能
    private SkillData currentUseSkill;

    //当前攻击的目标
    private Transform currentSelectedTarget;

    //初始化
    public void Start()
    {
        mAnimator = GetComponent<Animator>();
        chSkillMgr = GetComponent<CharacterSkillManager>();
        chStatus = GetComponent<CharacterStatus>();
    }

    /// <summary>
    /// 使用指定技能
    /// </summary>
    /// <param name="skillid">技能编号</param>
    /// <param name="isBatter">是否连击</param>
    public void AttackUseSkill(int skillid, bool isBatter = false)
    {
        //如果是连击,找当前技能的下一个连击技能
        if (currentUseSkill != null && isBatter)
            skillid = currentUseSkill.skill.nextBatterId;
        //准备技能
        currentUseSkill = chSkillMgr.PrepareSkill(skillid);
        if (currentUseSkill != null)
        {
            //选中释放技能调用
            if ((currentUseSkill.skill.damageType & DamageType.Select) == DamageType.Select)
            {
                var selectedTaget = SelectTarget();
                if (currentUseSkill.skill.attckTargetTags.Contains("Player"))
                    selectedTaget = gameObject;

                if (selectedTaget != null)
                {
                    CharacterStatus selectStatus = null;
                    //修改成获取characterStatus中的Selected节点设置隐藏;
                    if (currentSelectedTarget != null)
                    {
                        selectStatus = currentSelectedTarget.GetComponent<CharacterStatus>();
                        selectStatus.selected.SetActive(false);
                    }
                    currentSelectedTarget = selectedTaget.transform;
                    selectStatus = currentSelectedTarget.GetComponent<CharacterStatus>();
                    selectStatus.selected.SetActive(true);
                    
                    //buff技能
                    if ((currentUseSkill.skill.damageType & DamageType.Buff) == DamageType.Buff)
                    {
                        foreach (var buff in currentUseSkill.skill.buffType)
                        {
                            //加bufficon
                            GameObject uiPortrait = selectStatus.uiPortrait.gameObject;
                            MonsterMgr.I.HideAllEnemyPortraits();
                            uiPortrait.SetActive(true);
                            uiPortrait.transform.SetAsLastSibling();
                            selectStatus.uiPortrait.AddBuffIcon(buff, currentUseSkill.skill.buffDuration);

                            //已有该buff刷新
                            bool exist = false;
                            var buffs = selectedTaget.GetComponents<BuffRun>();
                            foreach (var it in buffs)
                            {
                                if (it.bufftype == buff)
                                {
                                    it.Reset();
                                    exist = true;
                                    break;
                                }
                            }

                            if (exist)
                                continue;

                            //添加新buff
                            var buffRun = selectedTaget.AddComponent<BuffRun>();
                            buffRun.InitBuff(buff, currentUseSkill.skill.buffDuration,
                                currentUseSkill.skill.buffValue, currentUseSkill.skill.buffInterval);
                        }
						return;
                    }

                    //转向目标
                    //transform.LookAt(currentSelectedTarget);
                    chSkillMgr.DeploySkill(currentUseSkill);
                    mAnimator.Play(currentUseSkill.skill.animtionName);
                }
            }
            else
            {
                chSkillMgr.DeploySkill(currentUseSkill);
                mAnimator.Play(currentUseSkill.skill.animtionName);
            }
        }
    }

    /// <summary>
    /// 随机选择技能
    /// </summary>
    public void RandomSelectSkill()
    {
        if (chSkillMgr.skills.Count > 0)
        {
            int index = UnityEngine.Random.Range(0, chSkillMgr.skills.Count);
            currentUseSkill = chSkillMgr.PrepareSkill(chSkillMgr.skills[index].skill.skillID);
            if (currentUseSkill == null) //随机技能未找到或未冷却结束
                currentUseSkill = chSkillMgr.skills[0]; //用技能表中第一个(默认技能)做补充
        }
    }

    //选择目标
    private GameObject SelectTarget()
    {
        //发一个球形射线,找出所有碰撞体
        var colliders = Physics.OverlapSphere(transform.position, currentUseSkill.skill.attackDisntance);
        if (colliders == null || colliders.Length == 0) return null;

        //从碰撞体列表中挑出所有的敌人
        String[] attTags = currentUseSkill.skill.attckTargetTags;
        var array = CollectionHelper.Select<Collider, GameObject>(colliders, p => p.gameObject);
       
        //正前方,tag正确,血量大于0,处于正前方的敌人
        array = CollectionHelper.FindAll<GameObject>(array,
            p => Array.IndexOf(attTags, p.tag) >= 0
                 && p.GetComponent<CharacterStatus>().HP > 0 &&
                 Vector3.Angle(transform.forward, p.transform.position - transform.position) <= 90);

        if (array == null || array.Length == 0) return null;

        //将所有的敌人,按与技能的发出者之间的距离升序排列,
        CollectionHelper.OrderBy<GameObject, float>(array,
            p => Vector3.Distance(transform.position, p.transform.position));
        return array[0];
    }
}

2.CharacterSkillManager

技能数据的管理,加载所有技能特效模板进入对象池;

给CharacterSkillSystem提供技能释放接口DeploySkill;

提供技能冷却计算,预留获取cd剩余时间接口给UI,以及获取技能是否在cd中;

[RequireComponent(typeof(CharacterSkillSystem))]
public class CharacterSkillManager : MonoBehaviour
{
    /// <summary>管理所有技能的容器</summary>
    public List<SkillData> skills = new List<SkillData>();

    /// <summary>技能的拥有者</summary>
    private CharacterStatus chStatus = null;

    private SkillData curSkill;
	
    //添加技能数据
    private void AddSkill(string path)
    {
        SkillTemp skTemp = Instantiate(Resources.Load<SkillTemp>(path));
        Skill sk = LoadSkill(skTemp);;
        SkillData skd = new SkillData();
        skd.skill = sk;
        skills.Add(skd);
    }

    //初始化技能数据(有什么技能)
    public void Start()
    {
        chStatus = GetComponent<CharacterStatus>();

        AddSkill("Skill_1");
        AddSkill("Skill_2");
        AddSkill("Skill_3");
        AddSkill("Skill_4");
        AddSkill("Skill_5");
        
        foreach (var item in skills)
        {
            //动态加载技能特效预制体  //Resources/Skill -- 技能特效预制体 
            if (item.skillPrefab == null && !string.IsNullOrEmpty(item.skill.prefabName))
                item.skillPrefab = LoadFxPrefab("Skill/" + item.skill.prefabName);
            
            //Resources/Skill/HitFx     技能伤害特效预制体
            if (item.hitFxPrefab == null && !string.IsNullOrEmpty(item.skill.hitFxName))
                item.hitFxPrefab = LoadFxPrefab("Skill/" + item.skill.hitFxName);
        }
    }

    //将特效预制件载入到对象池,以备将来使用
    private GameObject LoadFxPrefab(string path)
    {
        var key = path.Substring(path.LastIndexOf("/") + 1);
        var go = Resources.Load<GameObject>(path);
        GameObjectPool.I.Destory(
            GameObjectPool.I.CreateObject(
                key, go, transform.position, transform.rotation)
        );
        return go;
    }

    //准备技能
    public SkillData PrepareSkill(int id)
    {
        //从技能容器中找出相应ID的技能
        var skillData = skills.Find(p => p.skill.skillID == id);
        if (skillData != null && //查找到技能
            chStatus.SP >= skillData.skill.costSP && //检查角色SP是否够使用该技能
            skillData.coolRemain == 0) //且该技能已经冷却结束
        {
            skillData.Owner = gameObject;
            return skillData;
        }

        return null;
    }

    //释放技能
    public void DeploySkill(SkillData skillData)
    {
        //开始冷却计时
        StartCoroutine(CoolTimeDown(skillData));

        //动画某一帧触发技能特效,这里写一个延迟调用的方法,使用动画时间的百分解决特效释放时间问题
        if (skillData.skill.delayAnimaTime != 0)
        {
            curSkill = skillData;
            Invoke("DelayDeploySkill", skillData.skill.delayAnimaTime);
            return;
        }
        
        GameObject tempGo = null;
        //创建技能预制体+创建位置的偏移
        if ((skillData.skill.damageType & DamageType.FxOffset) == DamageType.FxOffset)
            tempGo = GameObjectPool.I.CreateObject(skillData.skill.prefabName, skillData.skillPrefab,
                transform.position + transform.forward * skillData.skill.fxOffset, transform.rotation);
       	//技能有发射点
        else if ((skillData.skill.damageType & DamageType.FirePos) == DamageType.FirePos)
            tempGo = GameObjectPool.I.CreateObject(skillData.skill.prefabName, skillData.skillPrefab,
                chStatus.FirePos.position, chStatus.FirePos.rotation);

        if(tempGo == null)
            return;

        //从预制体对象上找到技能释放对象 
        var deployer = tempGo.GetComponent<SkillDeployer>();
        if (deployer == null)
            deployer = tempGo.AddComponent<SkillDeployer>();

        //设置要释放的技能————划重点
        deployer.skillData = skillData;
        //调用释放方法
        deployer.DeploySkill();
        
        //技能持续时间过后,技能要销毁
        if ((skillData.skill.damageType & DamageType.Bullet) != DamageType.Bullet)
        {
            if (skillData.skill.durationTime > 0)
                GameObjectPool.I.Destory(tempGo, skillData.skill.durationTime);
            else
                GameObjectPool.I.Destory(tempGo, 0.5f);
        }
    }
	
    //延迟释放技能
    private void DelayDeploySkill()
    {
        GameObject tempGo = null;
        //创建技能预制体+创建位置的偏移
        if ((curSkill.skill.damageType & DamageType.FxOffset) == DamageType.FxOffset)
            tempGo = GameObjectPool.I.CreateObject(curSkill.skill.prefabName, curSkill.skillPrefab,
                transform.position + transform.forward * curSkill.skill.fxOffset, transform.rotation);
        
        else if ((curSkill.skill.damageType & DamageType.FirePos) == DamageType.FirePos)
            tempGo = GameObjectPool.I.CreateObject(curSkill.skill.prefabName, curSkill.skillPrefab,
                chStatus.FirePos.position, chStatus.FirePos.rotation);

        //从预制体对象上找到技能释放对象 
        var deployer = tempGo.GetComponent<SkillDeployer>();
        if (deployer == null)
            deployer = tempGo.AddComponent<SkillDeployer>();

        //设置要释放的技能
        deployer.skillData = curSkill;
        //调用释放方法
        deployer.DeploySkill();

        //技能持续时间过后,技能要销毁
        if ((curSkill.skill.damageType & DamageType.Bullet) != DamageType.Bullet)
        {
            if (curSkill.skill.durationTime > 0)
                GameObjectPool.I.Destory(tempGo, curSkill.skill.durationTime);
            else
                GameObjectPool.I.Destory(tempGo, 0.5f);
        }
    }

    //冷却时间倒计时
    public IEnumerator CoolTimeDown(SkillData skillData)
    {
        skillData.coolRemain = skillData.skill.coolTime;
        while (skillData.coolRemain > 0)
        {
            yield return new WaitForSeconds(0.1f);
            skillData.coolRemain -= 0.1f;
        }

        skillData.coolRemain = 0;
    }

    //取得冷却倒计时的剩余时间(秒)
    public float GetSkillCoolRemain(int id)
    {
        return skills.Find(p => p.skill.skillID == id).coolRemain;
    }

    private Skill LoadSkill(SkillTemp skillTemp)
    {
        Skill sk = skillTemp.skill;
        int count = skillTemp.damageType.Length;
        for (int i = 0; i < count; ++i)
        {
            sk.damageType = sk.damageType | skillTemp.damageType[i];
        }
        return sk;
    }
}

3.SkillDeployer

挂载在技能特效上, 执行技能对释放者造成的影响(消耗MP,刷新MPUI);

对命中目标执行伤害计算,加载受伤特效添加debuff等;

伤害触发分为碰撞触发和目标选择器选中触发;

上面划得重点:

给技能释放器中skillData属性赋值的同时,创建目标选择器,给CharacterStatrus字段赋值;

中间有很多坑点:

1.刷新敌人头像显示,必须要设置显示层级在ui的最下层,同时设置其他UI位置,不能设置Active,禁用buff倒计时计算会失效,也可以将buff倒计时单独管理;

2.检测已有相同buff存在刷新buff时间;

3.多段伤害,每段伤害要重新检测攻击目标,有击退等buff存在;

4.伤害计算单独写方法,方便修改;

5.弹道和碰撞触发伤害的技能,受击特效挂载点不应该是HitFxPos,而是碰撞的接触点,然而使用触发器碰撞没办法返回碰撞点坐标,所以又做了射线检测;但是又会存在新的问题,射线检测只有一条线,没有体积,会造成边缘碰撞时射线未检测到,却已经触发碰撞了;

这里做了处理,射线未检测到却碰撞特效生成在HitFxPos;

可以自行尝试一下在技能特效的前段设置HitFxPos来设置受击特效的位置;

public class SkillDeployer : MonoBehaviour
{
    private SkillData m_skillData;

    ///<summary>敌人选区,选择目标的算法</summary>
    public IAttackSelector attackTargetSelector;

    private DamageMode damageMode;

    //发出者
    private CharacterStatus status;

    /// <summary> 要释放的技能 </summary>
    public SkillData skillData
    {
        set
        {
            m_skillData = value;
            damageMode = 0;
            if ((skillData.skill.damageType & DamageType.Sector) == DamageType.Sector)
                damageMode = DamageMode.Sector;
            else if ((skillData.skill.damageType & DamageType.Circle) == DamageType.Circle)
                damageMode = DamageMode.Circle;
            else if ((skillData.skill.damageType & DamageType.Line) == DamageType.Line)
                damageMode = DamageMode.Line;

            if (damageMode != 0)
                attackTargetSelector = SelectorFactory.CreateSelector(damageMode);

            status = value.Owner.GetComponent<CharacterStatus>();
        }
        get { return m_skillData; }
    }


    /// <summary>技能释放</summary>
    public virtual void DeploySkill()
    {
        if (m_skillData == null) return;
        //对自身的影响
        SelfImpact(m_skillData.Owner);

        //执行伤害的计算
        if (damageMode != 0) 
            StartCoroutine(ExecuteDamage());
    }

    //执行伤害的计算
    protected virtual IEnumerator ExecuteDamage()
    {
        //按持续时间及,两次伤害间隔,
        float attackTimer = 0; //已持续攻击的时间
        
        ResetTargets();
        if (skillData.attackTargets != null && skillData.attackTargets.Length > 0)
        {
            //Debug.Log(skillData.attackTargets[0].name);
            foreach (var item in skillData.attackTargets)
            {
                //刷新敌人头像显示
                CharacterStatus targetStatus = item.GetComponent<CharacterStatus>();
                GameObject uiPortrait = targetStatus.uiPortrait.gameObject;
                MonsterMgr.I.HideAllEnemyPortraits();
                uiPortrait.SetActive(true);
                uiPortrait.transform.SetAsLastSibling();
                
                //加buff
                foreach (var buff in skillData.skill.buffType)
                {
                    //加bufficon
                    targetStatus.uiPortrait.AddBuffIcon(buff, skillData.skill.buffDuration);
                    
                    //已有该buff刷新
                    bool exist = false;
                    var buffs = item.GetComponents<BuffRun>();
                    
                    foreach (var it in buffs)
                    {
                        if (it.bufftype == buff)
                        {
                            it.Reset();
                            exist = true;
                            break;
                        }
                    }

                    if (exist)
                    {
                        continue;
                    }

                    //添加新buff
                    var buffRun = item.AddComponent<BuffRun>();
                    buffRun.InitBuff(buff, skillData.skill.buffDuration, skillData.skill.buffValue,
                        skillData.skill.buffInterval);
                }
            }
        }

        do
        {
            //通过选择器选好攻击目标
            ResetTargets();
            if (skillData.attackTargets != null && skillData.attackTargets.Length > 0)
            {
                //Debug.Log(skillData.attackTargets[0].name);
                foreach (var item in skillData.attackTargets)
                {
                    //对敌人的影响
                    TargetImpact(item);
                }
            }

            yield return new WaitForSeconds(skillData.skill.damageInterval);
            attackTimer += skillData.skill.damageInterval;
            //做伤害数值的计算
        } while (skillData.skill.durationTime > attackTimer);
    }

    private void ResetTargets()
    {
        if (m_skillData == null)
            return;

        m_skillData.attackTargets = attackTargetSelector.SelectTarget(m_skillData, transform);
    }

    private float CirculateDamage(GameObject goTarget)
    {
        CharacterStatus goStatus = goTarget.GetComponent<CharacterStatus>();

        //是否命中计算
        float rate = status.hitRate / (float) goStatus.dodgeRate;
        if (rate < 1)
        {
            int max = (int) (rate * 100);
            int val = Random.Range(0, 100);
            if (val < max)
            {
                //Debug.Log("Miss");
                return 0;
            }
        }

        //普攻的技能伤害为0; 技能有固定伤害*等级加成 + 普攻伤害
        var damageVal = status.damage * (1000 / (1000 + goStatus.defence)) +
                        skillData.skill.damage * (1 + skillData.level * skillData.skill.damageRatio);
        return damageVal;
    }

    ///对敌人的影响nag
    public virtual void TargetImpact(GameObject goTarget)
    {
        //出受伤特效
        if (skillData.hitFxPrefab != null)
        {
            //找到受击特效的挂点
            Transform hitFxPos = goTarget.GetComponent<CharacterStatus>().HitFxPos;

            var go = GameObjectPool.I.CreateObject(
                skillData.skill.hitFxName,
                skillData.hitFxPrefab,
                hitFxPos.position,
                hitFxPos.rotation);
            go.transform.SetParent(hitFxPos);
            GameObjectPool.I.Destory(go, 2f);
        }

        //受伤
        var damageVal = CirculateDamage(goTarget);
        var targetStatus = goTarget.GetComponent<CharacterStatus>();
        targetStatus.OnDamage((int) damageVal, skillData.Owner);
    }

	//碰撞触发目标影响
    public virtual void TargetImpact(GameObject goTarget, Collider collider)
    {
        //敌人buff
        foreach (var buff in skillData.skill.buffType)
        {
            //已有该buff刷新
            bool exist = false;
            var buffs = goTarget.GetComponents<BuffRun>();
            foreach (var it in buffs)
            {
                if (it.bufftype == buff)
                {
                    it.Reset();
                    exist = true;
                    break;
                }
            }

            if (exist)
                continue;

            //添加新buff
            var buffRun = goTarget.AddComponent<BuffRun>();
            buffRun.InitBuff(buff, skillData.skill.buffDuration,
                skillData.skill.buffValue, skillData.skill.buffInterval);
        }
        


        //出受伤特效
        if (skillData.hitFxPrefab != null)
        {
            //找到受击特效的挂点,碰撞但未检测到射线点,生成受击特效在hitFxPos处
            Ray ray = new Ray(transform.position, transform.forward);
            RaycastHit hit;
            Physics.Raycast((Ray) ray, out hit, 1000);
            if (hit.collider == collider)
            {
                var go = GameObjectPool.I.CreateObject(
                    skillData.skill.hitFxName,
                    skillData.hitFxPrefab,
                    hit.point,
                    transform.rotation);
                GameObjectPool.I.Destory(go, 2f);
            }
            else
            {
                Transform hitFxPos = goTarget.GetComponent<CharacterStatus>().HitFxPos;
                var go = GameObjectPool.I.CreateObject(
                    skillData.skill.hitFxName,
                    skillData.hitFxPrefab,
                    hitFxPos.position,
                    hitFxPos.rotation);
                GameObjectPool.I.Destory(go, 2f);
            }
        }

        //受伤
        var damageVal = CirculateDamage(goTarget);
        var targetStatus = goTarget.GetComponent<CharacterStatus>();
        targetStatus.OnDamage((int) damageVal, skillData.Owner);
    }

    ///对自身的影响
    public virtual void SelfImpact(GameObject goSelf)
    {
        //释放者: 消耗SP
        var chStaus = goSelf.GetComponent<CharacterStatus>();
        if (chStaus.SP != 0)
        {
            chStaus.SP -= m_skillData.skill.costSP;
            chStaus.uiPortrait.RefreshHpMp();
            //add+2 魔法条更新
        }
    }

    private void OnTriggerEnter(Collider other)
    {
        if ((skillData.skill.damageType & DamageType.Bullet) == DamageType.Bullet)
        {
            if (skillData.skill.attckTargetTags.Contains(other.tag))
            {
                if (skillData.skill.attackNum == 1)
                {
                    CharacterStatus targetStatus = other.GetComponent<CharacterStatus>();
                    GameObject uiPortrait = targetStatus.uiPortrait.gameObject;
                    MonsterMgr.I.HideAllEnemyPortraits();
                    uiPortrait.SetActive(true);
                    uiPortrait.transform.SetAsLastSibling();
                    
                    //加buff
                    foreach (var buff in skillData.skill.buffType)
                    {
                        //加bufficon
                        targetStatus.uiPortrait.AddBuffIcon(buff, skillData.skill.buffDuration);
                    }
                    
                    TargetImpact(other.gameObject, other);
                }
                else
                {
                    //通过选择器选好攻击目标
                    IAttackSelector selector = new CircleAttackSelector();
                    selector.SelectTarget(m_skillData, transform);
                    if (skillData.attackTargets != null && skillData.attackTargets.Length > 0)
                    {
                        foreach (var item in skillData.attackTargets)
                        {
                            //刷新敌人头像显示
                            CharacterStatus targetStatus = item.GetComponent<CharacterStatus>();
                            GameObject uiPortrait = targetStatus.uiPortrait.gameObject;
                            MonsterMgr.I.HideAllEnemyPortraits();
                            uiPortrait.SetActive(true);
                            uiPortrait.transform.SetAsLastSibling();
                            
                            //加buff
                            foreach (var buff in skillData.skill.buffType)
                            {
                                //加bufficon
                                targetStatus.uiPortrait.AddBuffIcon(buff, skillData.skill.buffDuration);
                            }

                            //对敌人的影响
                            TargetImpact(item, other);
                        }
                    }
                }

                GameObjectPool.I.Destory(gameObject);
            }
            else if (other.CompareTag("Wall"))
            {
                if (skillData.hitFxPrefab != null)
                {
                    Ray ray = new Ray(transform.position, transform.forward);
                    RaycastHit hit;
                    Physics.Raycast((Ray) ray, out hit, 1000);

                    if (hit.collider != other)
                        return;

                    //找到受击特效的挂点
                    var go = GameObjectPool.I.CreateObject(
                        skillData.skill.hitFxName,
                        skillData.hitFxPrefab,
                        hit.point,
                        other.transform.rotation);
                    //go.transform.SetParent(hitFxPos);
                    GameObjectPool.I.Destory(go, 2f);
                }

                GameObjectPool.I.Destory(gameObject);
            }
        }
    }
    
    
    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");
    }
}

小结

到目前,所有技能逻辑都结束;下一节介绍buff系统和UI显示相关;

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