简单3d RPG游戏 之 004 攻击(二)

人物和怪物的攻击都有CD冷却,在PlayerAttack脚本中添加成员

    //冷却倒计时
    public float attackTimer;
    //CD冷却时间
    public float coolDown = 2.0f;

修改Update

    void Update () {
        if (attackTimer > 0)
            attackTimer -= Time.deltaTime;
        if (attackTimer < 0)
            attackTimer = 0;

        if (Input.GetKeyUp (KeyCode.F) && attackTimer == 0) {
            Attack();
            attackTimer = coolDown;
        }
    }

运行Game,点击F后,AttackTimer从2到0后才可再次释放攻击。

下面创建怪物的攻击脚本,在Scripts文件夹中选中PlayerAttack,按ctrl+d,赋值一份,重命名为EnemyAttack:

1. 修改类名为EnemyAttack
2. 删除对按键F输入的判断,怪物始终2秒攻击一次玩家
3. 修改Attack内的EnemyHealth为PlayerHeath类

public class EnemyAttack : MonoBehaviour {
    public GameObject target;
    //冷却倒计时
    public float attackTimer;
    //CD冷却时间
    public float coolDown = 2.0f;
    // Use this for initialization
    void Start () {
    
    }
    
    // Update is called once per frame
    void Update () {
        if (attackTimer > 0)
            attackTimer -= Time.deltaTime;
        if (attackTimer < 0)
            attackTimer = 0;

        if (attackTimer == 0) {
            Attack();
            attackTimer = coolDown;
        }
    }

    private void Attack(){
        if (Vector3.Distance (target.transform.position, transform.position) < 2) {
            PlayerHealth ph = (PlayerHealth)target.GetComponent ("PlayerHealth");    
            ph.AddjustCurrentHealth (-10);
        }
    }
}
View Code

运行Game,玩家和怪物靠近时,每隔2秒,玩家掉血10,玩家按下F,怪物掉血10。

但是有个问题,上图可以看到怪物和玩家距离过近,并且有抖动,那是因为EnemyAI里的向玩家移动的代码,没有限制为,当距离大于2的时候,怪物才向玩家移动,将该距离定义为类的全局变量maxDistance,方便进行修改。

//当距离大于2的时候
if
(Vector3.Distance (target.position, myTransform.position) > maxDistance) { //怪物向着Player的方向移动 myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
}
原文地址:https://www.cnblogs.com/rentianlong/p/3630242.html