1. 给攻击帧添加碰撞盒
优点:配置直观,无需事件触发
缺点:无法定制,效率低
检测放在子物体,可以控制旋转
添加触发器事件
注意OnTriggerEnter2D只会在挂载了collider的组件上触发
protected virtual void OnTriggerEnter2D(Collider2D other){Debug.Log(this.name + "命中" + other);entity.AttackTrigger(other);}
在角色脚本执行攻击检测
public override void AttackTrigger(Collider2D other){if (other.gameObject.layer == LayerMask.NameToLayer("Enemy")){base.AttackTrigger(other);AttackColliderCheck<Enemy>(other, (enemy) => enemy.BeDamage(stats));}}
2. 为每个攻击动画状态使用射线检测
优点:效率高于碰撞盒,可以定制,比如增加攻击范围
缺点:配置麻烦不直观
部分代码,仅供参考
定义每个动画的检测范围
[Header("攻击状态对应的碰撞盒")]public Dictionary<Entity.States, AttackRanges> attackRangeDict = new();//索引是攻击的状态 + 连击数,获取对应攻击的范围
[System.Serializable]
public class AttackRanges
{/// <summary>/// 对应的连击次数 作为索引/// </summary>public AttackRange[] ranges = new AttackRange[1];//索引器public AttackRange this[int index]{get{// return ranges.FirstOrDefault(x => x.combo == index);//如果没有,默认用第一个if (index >= ranges.Length)return ranges[0];return ranges[index];}}
}[System.Serializable]
public class AttackRange
{public SerializableVector2 offset = new();public SerializableVector2 size = new();public float rotation = 0;public UnityEngine.Vector2 Offset => offset.ToVector2();public UnityEngine.Vector2 Size => size.ToVector2();
}
添加帧事件
private void AttackTrigger(){entity.AttackTrigger();}
执行检测与绘制范围
/// <summary>/// 攻击检测/// </summary>/// <typeparam name="T"></typeparam>/// <param name="action"></param>protected void AttackColliderCheck<T>(Action<T> action) where T : Entity{AttackRange attackRange = stats.attackRangeDict[States.PrimaryAttack][ComboCounter];var offset = facingRight ? attackRange.offset.ToVector2() : new Vector2(-attackRange.offset.x, attackRange.offset.y);var rotation = facingRight ? attackRange.rotation : -attackRange.rotation;Collider2D[] colliders = Physics2D.OverlapBoxAll(offset, attackRange.size.ToVector2(), rotation);foreach (Collider2D hit in colliders){if (hit.TryGetComponent<T>(out T entity)){action?.Invoke(entity);}}}// 默认情况下就会在编辑模式下运行protected virtual void OnDrawGizmos(){// Vector3 boxCenter = groundCheck.position + Vector3.down * groundCheckDistance / 2;// Gizmos.DrawCube(boxCenter, new Vector3(groundCheckWidth, groundCheckDistance, 0));Gizmos.DrawLine(groundCheck.position, new Vector3(groundCheck.position.x, groundCheck.position.y - groundCheckDistance));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。Gizmos.DrawLine(wallCheck.position, new Vector3(wallCheck.position.x + wallCheckDistance, wallCheck.position.y));//绘制一条从 from(前面的) 开始到 to(后面的) 的线。if (stats == null) return;Gizmos.color = Color.red;var attackRange = stats.attackRangeDict.ContainsKey(States.PrimaryAttack) ? stats.attackRangeDict?[States.PrimaryAttack]?[ComboCounter] : new AttackRange();Vector3 center = (Vector3)attackRange.Offset;// 设置 Gizmos 的变换矩阵Matrix4x4 oldMatrix = Gizmos.matrix;Gizmos.matrix = Matrix4x4.TRS(center, Quaternion.Euler(0, 0, attackRange.rotation), Vector3.one);Gizmos.DrawWireCube(transform.position + (Vector3)attackRange.Offset, (Vector3)attackRange.Size);// 恢复原来的矩阵Gizmos.matrix = oldMatrix;}
3. 所有动画共用一个射线检测
优点:简单
缺点:不精确
在帧事件触发,调用检测方法即可
/// <summary>/// 攻击检测/// </summary>/// <typeparam name="T"></typeparam>/// <param name="action"></param>protected void AttackColliderCheck<T>(Action<T> action) where T : Entity{Collider2D[] colliders = Physics2D.OverlapCircleAll(attackCheck.position, attckCheckRadius);foreach (Collider2D hit in colliders){if (hit.TryGetComponent<T>(out T entity)){action?.Invoke(entity);}}}