Alex教程每一P的教程原代码加上我自己的理解初步理解写的注释,可供学习Alex教程的人参考
此代码仅为较上一P有所改变的代码
【Unity教程】从0编程制作类银河恶魔城游戏_哔哩哔哩_bilibili
Enemy.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Enemy : MonoBehaviour
{#region 组件public Animator anim { get; private set; }public Rigidbody2D rb { get; private set; }#endregion#region 类public EnemyStateMachine stateMachine;public EnemyIdleState idleState;#endregionprivate void Awake(){stateMachine = new EnemyStateMachine();idleState = new EnemyIdleState(this, stateMachine, "Idle");anim = GetComponentInChildren<Animator>();rb = GetComponent<Rigidbody2D>();}void Start(){stateMachine.Initialize(idleState);}void Update(){stateMachine.currentState.Update();}
}
EnemyState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class EnemyState
{protected Enemy enemy;protected EnemyStateMachine stateMachine;protected bool triggerCalled;private string animBoolName;protected float stateTimer;public EnemyState(Enemy _enemy, EnemyStateMachine _stateMachine, string _animBoolName){this.enemy = _enemy;this.stateMachine = _stateMachine;this.animBoolName = _animBoolName;}public virtual void Enter(){triggerCalled = false;Debug.Log("I enter" + animBoolName);enemy.anim.SetBool(animBoolName, true);}public virtual void Update(){stateTimer -= Time.deltaTime;Debug.Log("I'm in " + animBoolName);}public virtual void Exit(){enemy.anim.SetBool(animBoolName, false);}}
EnemyStateMachine.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class EnemyStateMachine
{public EnemyState currentState { get; private set; }//记得加private set,不然很可能会被外部改了public void Initialize(EnemyState _startState){currentState = _startState;currentState.Enter();}public void ChangeState(EnemyState _newState){currentState.Exit();currentState = _newState;currentState.Enter();}
}
EnemyIdleState.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class EnemyIdleState : EnemyState
{public EnemyIdleState(Enemy _enemy, EnemyStateMachine _stateMachine, string _animBoolName) : base(_enemy, _stateMachine, _animBoolName){}public override void Enter(){base.Enter();}public override void Exit(){base.Exit();}public override void Update(){base.Update();}
}