Files
daluandou/Assets/Script/EnemyBaseMove.cs
T
huadexuan b807bb80ec ```
feat(animation): 移除多个动画控制器并更新蓝色怪物配置

移除了littleGreen和player的动画控制器及其元文件,同时删除了
人类-剑士士兵和怪物-蓝色战士的override控制器及相关的材质文件。

更新了蓝色怪物override控制器中的动画剪辑引用,将原有的动画
资源替换为新的GUID引用。
```
2026-08-22 23:43:06 +08:00

260 lines
6.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NewBehaviourScript : MonoBehaviour
{
//移动速度
public float speed = 5f;
//重力加速度
public float gravity = -20f;
//活动范围
public float range = 500f;
//兼容旧场景配置,目标搜索不再受此范围限制
public float detectRange = 200f;
//攻击范围
public float attackRange = 5f;
//角色状态
private State state = State.Alert;
//攻击目标
public GameObject target;
//当前目标点
private Vector3 targetPos;
//初始位置坐标
private Vector3 startPos;
//动画控制器
private Animator animator;
// 角色控制器
private CharacterController controller;
//垂直速度
private float verticalVelocity;
//状态枚举
public enum State
{
//警戒巡逻
Alert,
//追踪状态
Track,
//攻击状态
Attack
}
// Start is called before the first frame update
void Start()
{
//初始化
animator = GetComponent<Animator>();
controller = GetComponent<CharacterController>();
//记录初始坐标
startPos = transform.position;
randomTargetPos();
}
// Update is called once per frame
void Update()
{
//攻击状态直接返回
if (state == State.Attack)
{
animator.SetInteger("speed", 0);
applyGravity();
return;
}
//查找场景中距离自己最近的敌对目标
target = FindNearestOpponent();
if (target != null)
{
state = State.Track;
//目标在攻击范围外则朝目标移动,否则开始攻击
if (!IsWithinAttackReach(target))
{
move(target.transform.position - transform.position);
}
else
{
attack(target);
}
return;
}
//没有目标时回到巡逻
state = State.Alert;
move(targetPos - transform.position);
//到达目标点时候随机目标点,只判断水平距离
Vector3 patrolOffset = transform.position - targetPos;
patrolOffset.y = 0;
if (patrolOffset.sqrMagnitude < 0.01f)
{
randomTargetPos();
}
}
//根据自身Tag找到敌对Tag
private string GetOpponentTag()
{
if (CompareTag("Friend"))
{
return "Enemy";
}
if (CompareTag("Enemy"))
{
return "Friend";
}
return null;
}
//查找距离自己最近的敌对目标
private GameObject FindNearestOpponent()
{
string opponentTag = GetOpponentTag();
if (string.IsNullOrEmpty(opponentTag))
{
return null;
}
GameObject nearestOpponent = null;
float nearestSqrDistance = float.PositiveInfinity;
GameObject[] opponents = GameObject.FindGameObjectsWithTag(opponentTag);
foreach (var opponent in opponents)
{
//排除自己以及自己所在层级中的对象
if (opponent == gameObject || opponent.transform.root == transform.root)
{
continue;
}
float sqrDistance = (opponent.transform.position - transform.position).sqrMagnitude;
if (sqrDistance < nearestSqrDistance)
{
nearestSqrDistance = sqrDistance;
nearestOpponent = opponent;
}
}
return nearestOpponent;
}
//判断是否进入可攻击距离
private bool IsWithinAttackReach(GameObject opponent)
{
if (opponent == null)
{
return false;
}
// 只保留很小的接触补偿,避免两边半径叠加导致隔空挥剑
float reachDistance = attackRange + 0.1f;
return Vector3.Distance(transform.position, opponent.transform.position) <= reachDistance;
}
//攻击
private void attack(GameObject friend)
{
target = friend;
//攻击动画动作
animator.SetInteger("speed", 0);
animator.SetTrigger("attack");
state = State.Attack;
}
// 在 Animator 的 Attack 动画结束时调用此方法
public void OnAttackAnimationEnd()
{
//攻击动画结束后,目标仍在攻击范围内则立即进行下一次攻击
target = FindNearestOpponent();
if (target != null && IsWithinAttackReach(target))
{
attack(target);
return;
}
//目标离开攻击范围,回到追踪或巡逻逻辑
state = State.Alert;
randomTargetPos();
}
//角色移动,持续到目标点
void move(Vector3 movement)
{
movement.y = 0;
if (movement == Vector3.zero)
{
animator.SetInteger("speed", 0);
applyGravity();
return;
}
//改变动画控制器的参数
animator.SetInteger("speed", 1);
//向目标点移动,同时应用垂直重力
Vector3 velocity = movement.normalized * speed;
velocity.y = getVerticalVelocity();
controller.Move(velocity * Time.deltaTime);
//改变角色朝向目标点,只改变y轴
transform.rotation = Quaternion.LookRotation(movement, Vector3.up);
transform.rotation = Quaternion.Euler(0, transform.rotation.eulerAngles.y, 0);
}
private float getVerticalVelocity()
{
if (controller.isGrounded && verticalVelocity < 0)
{
verticalVelocity = -2f;
}
else
{
verticalVelocity += gravity * Time.deltaTime;
}
return verticalVelocity;
}
private void applyGravity()
{
controller.Move(Vector3.up * getVerticalVelocity() * Time.deltaTime);
}
//随机目标点
private void randomTargetPos()
{
//以startPos为中心,在水平圆形范围内随机一个点
Vector2 randomOffset = Random.insideUnitCircle * range;
targetPos = startPos + new Vector3(randomOffset.x, 0, randomOffset.y);
}
}