コード例 #1
0
    public bool checkIsCanChange(Consts.PlayerState oldState, Consts.PlayerState newState)
    {
        for (int i = 0; i < heroList.Count; i++)
        {
            if ((heroList[i].oldState == oldState.ToString()) && (heroList[i].newState == newState.ToString()))
            {
                return(true);
            }
        }

        return(false);
    }
コード例 #2
0
ファイル: PlayerScript.cs プロジェクト: coder-hp/Project1025
 bool checkCanChangeState(Consts.PlayerState oldState, Consts.PlayerState newState)
 {
     return(false);
 }
コード例 #3
0
ファイル: PlayerScript.cs プロジェクト: coder-hp/Project1025
    public void setState(Consts.PlayerState _playerState)
    {
        playerState = _playerState;

        switch (playerState)
        {
        case Consts.PlayerState.crouch:
        {
            collider2D_stand.enabled  = false;
            collider2D_crouch.enabled = true;
            collider2D_jump.enabled   = false;
            break;
        }

        case Consts.PlayerState.jump:
        case Consts.PlayerState.drop:
        {
            collider2D_stand.enabled  = false;
            collider2D_crouch.enabled = false;
            collider2D_jump.enabled   = true;
            break;
        }

        default:
        {
            collider2D_stand.enabled  = true;
            collider2D_crouch.enabled = false;
            collider2D_jump.enabled   = false;
            break;
        }
        }

        switch (_playerState)
        {
        // 站立
        case Consts.PlayerState.idle:
        {
            curJumpCount = 0;
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/idle-", FrameAnimationUtil.FrameAnimationSpeed.low);
            break;
        }

        // 左跑
        case Consts.PlayerState.run_left:
        {
            setMoveDirection(Consts.MoveDirection.left);
            transform.localScale = new Vector3(-playerScale, playerScale, playerScale);
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/run-", FrameAnimationUtil.FrameAnimationSpeed.quick);
            break;
        }

        // 右跑
        case Consts.PlayerState.run_right:
        {
            setMoveDirection(Consts.MoveDirection.right);
            transform.localScale = new Vector3(playerScale, playerScale, playerScale);
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/run-", FrameAnimationUtil.FrameAnimationSpeed.quick);
            break;
        }

        // 跳跃
        case Consts.PlayerState.jump:
        {
            ++curJumpCount;
            curJumpPower = jumpPower;
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/jump-", FrameAnimationUtil.FrameAnimationSpeed.normal, false);
            break;
        }

        // 爬楼梯
        case Consts.PlayerState.climb:
        {
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/climb-", FrameAnimationUtil.FrameAnimationSpeed.low);
            break;
        }

        // 蹲下
        case Consts.PlayerState.crouch:
        {
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/crouch-", FrameAnimationUtil.FrameAnimationSpeed.low);
            break;
        }

        // 被攻击
        case Consts.PlayerState.hurt:
        {
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/hurt-", FrameAnimationUtil.FrameAnimationSpeed.low, false, () => {
                    setState(Consts.PlayerState.idle);
                });
            break;
        }

        // 射击
        case Consts.PlayerState.shoot:
        {
            BulletScript.Create(transform.parent, moveDirection);
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/shoot-", FrameAnimationUtil.FrameAnimationSpeed.low, false, () => {
                    setState(Consts.PlayerState.idle);
                });

            break;
        }

        // 闪现
        case Consts.PlayerState.sprint:
        {
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/sprint-", FrameAnimationUtil.FrameAnimationSpeed.low);

            // 位移
            {
                self_img.color = new Color(1, 1, 1, 0.3f);

                float targetX = transform.position.x;
                if (moveDirection == Consts.MoveDirection.left)
                {
                    targetX = transform.position.x - 200;
                }
                else if (moveDirection == Consts.MoveDirection.right)
                {
                    targetX = transform.position.x + 200;
                }
                transform.GetComponent <RectTransform>().DOMoveX(targetX, 0.3f, false).OnComplete(() =>
                    {
                        self_img.color = new Color(1, 1, 1, 1);
                        setState(Consts.PlayerState.idle);

                        // 如果闪现后不在屏幕内,则把坐标强制改到屏幕内
                        if (!checkIsInScreen())
                        {
                            if (moveDirection == Consts.MoveDirection.left)
                            {
                                transform.position = new Vector3(width / 2, transform.position.y, 0);
                            }
                            else if (moveDirection == Consts.MoveDirection.right)
                            {
                                transform.position = new Vector3((Screen.width - width / 2), transform.position.y, 0);
                            }
                        }
                    });
            }

            break;
        }

        // 降落
        case Consts.PlayerState.drop:
        {
            curJumpPower = 0;
            playerState  = Consts.PlayerState.drop;
            FrameAnimationUtil.getInstance().startAnimation(self_img, "Sprites/player/drop-", FrameAnimationUtil.FrameAnimationSpeed.low);

            break;
        }
        }
    }
コード例 #4
0
ファイル: PlayerScript.cs プロジェクト: coder-hp/Project1025
    void inputCallBack(InputControl.KeyBoard key)
    {
        switch (key)
        {
        // 跳跃、进入爬梯子状态
        case InputControl.KeyBoard.Down_W:
        {
            if (PlayerStateChangeEntity.getInstance().checkIsCanChange(playerState, Consts.PlayerState.climb))
            {
                Transform ladder = RoadScript.s_instance.checkLadder(transform.localPosition);
                if (ladder)
                {
                    if (playerState == Consts.PlayerState.idle)
                    {
                        if ((ladder.position.y + 50) > transform.position.y)
                        {
                            // transform.position = new Vector3(ladder.position.x, transform.position.y, 0);
                            setState(Consts.PlayerState.climb);
                            break;
                        }
                    }
                }
            }

            if (PlayerStateChangeEntity.getInstance().checkIsCanChange(playerState, Consts.PlayerState.jump))
            {
                if (playerState == Consts.PlayerState.crouch)
                {
                    setState(Consts.PlayerState.idle);
                }
                else
                {
                    if (curJumpCount < jumpComboCount)
                    {
                        setState(Consts.PlayerState.jump);
                    }
                }
            }

            break;
        }

        // 向上爬梯子
        case InputControl.KeyBoard.Keep_W:
        {
            if (playerState == Consts.PlayerState.climb)
            {
                changePlayerPos(0, climbSpeed);
                Transform ladder = RoadScript.s_instance.checkLadder(transform.localPosition);
                if (!ladder)
                {
                    setState(Consts.PlayerState.idle);
                }
            }

            break;
        }

        // 暂停向上爬梯子
        case InputControl.KeyBoard.Up_W:
        {
            if (playerState == Consts.PlayerState.climb)
            {
                FrameAnimationUtil.getInstance().stopAnimation(self_img);
            }
            break;
        }

        // 左右移动
        case InputControl.KeyBoard.Keep_A:
        case InputControl.KeyBoard.Keep_D:
        {
            Consts.MoveDirection direction    = key == InputControl.KeyBoard.Keep_A ? Consts.MoveDirection.left : Consts.MoveDirection.right;
            Consts.PlayerState   _playerState = key == InputControl.KeyBoard.Keep_A ? Consts.PlayerState.run_left : Consts.PlayerState.run_right;

            if (PlayerStateChangeEntity.getInstance().checkIsCanChange(playerState, _playerState))
            {
                if (playerState == Consts.PlayerState.jump)
                {
                    setMoveDirection(direction);
                    move(false);
                }
                else if (playerState == Consts.PlayerState.drop)
                {
                    setMoveDirection(direction);
                    move(false);
                }
                else if (playerState == Consts.PlayerState.crouch)
                {
                    setMoveDirection(direction);
                    //move(false);
                }
                else
                {
                    setState(_playerState);
                }
            }

            break;
        }

        // 停止左右移动
        case InputControl.KeyBoard.Up_A:
        case InputControl.KeyBoard.Up_D:
        {
            Consts.PlayerState _playerState = key == InputControl.KeyBoard.Up_A ? Consts.PlayerState.run_left : Consts.PlayerState.run_right;

            if (PlayerStateChangeEntity.getInstance().checkIsCanChange(playerState, Consts.PlayerState.idle))
            {
                if (playerState == _playerState)
                {
                    setState(Consts.PlayerState.idle);
                }
            }

            break;
        }

        // 蹲下、进入爬梯子状态
        case InputControl.KeyBoard.Down_S:
        {
            if (PlayerStateChangeEntity.getInstance().checkIsCanChange(playerState, Consts.PlayerState.climb))
            {
                Transform ladder = RoadScript.s_instance.checkLadder(transform.localPosition);
                if (ladder)
                {
                    if (playerState == Consts.PlayerState.idle)
                    {
                        if ((ladder.position.y + 50) < transform.position.y)
                        {
                            // transform.position = new Vector3(ladder.position.x, transform.position.y, 0);
                            setState(Consts.PlayerState.climb);
                            break;
                        }
                    }
                }
            }

            if (PlayerStateChangeEntity.getInstance().checkIsCanChange(playerState, Consts.PlayerState.crouch))
            {
                setState(Consts.PlayerState.crouch);
            }

            break;
        }

        // 往下爬梯子
        case InputControl.KeyBoard.Keep_S:
        {
            if (playerState == Consts.PlayerState.climb)
            {
                changePlayerPos(0, -climbSpeed);
                Transform ladder = RoadScript.s_instance.checkLadder(transform.localPosition);
                if (!ladder)
                {
                    setState(Consts.PlayerState.idle);
                }
            }
            break;
        }

        // 暂停向下爬梯子
        case InputControl.KeyBoard.Up_S:
        {
            if (playerState == Consts.PlayerState.climb)
            {
                FrameAnimationUtil.getInstance().stopAnimation(self_img);
            }
            break;
        }

        // 闪现
        case InputControl.KeyBoard.Down_N:
        {
            if (PlayerStateChangeEntity.getInstance().checkIsCanChange(playerState, Consts.PlayerState.sprint))
            {
                setState(Consts.PlayerState.sprint);
            }

            break;
        }

        // 射击
        case InputControl.KeyBoard.Down_M:
        {
            if (PlayerStateChangeEntity.getInstance().checkIsCanChange(playerState, Consts.PlayerState.shoot))
            {
                switch (playerState)
                {
                case Consts.PlayerState.jump:
                case Consts.PlayerState.drop:
                case Consts.PlayerState.crouch:
                {
                    BulletScript.Create(transform.parent, moveDirection);
                    break;
                }

                default:
                {
                    setState(Consts.PlayerState.shoot);
                    break;
                }
                }
            }

            break;
        }
        }
    }
コード例 #5
0
ファイル: PlayerScript.cs プロジェクト: coder-hp/Project1025
    void inputCallBack(Consts.PlayerState _playerState)
    {
        if (PlayerStateChangeEntity.getInstance().checkIsCanChange(playerState, _playerState))
        {
            switch (_playerState)
            {
            // 静止
            case Consts.PlayerState.idle:
            {
                setState(Consts.PlayerState.idle);
                break;
            }

            // 跳跃
            case Consts.PlayerState.jump:
            {
                if (playerState == Consts.PlayerState.crouch)
                {
                    setState(Consts.PlayerState.idle);
                }
                else
                {
                    setState(Consts.PlayerState.jump);
                }
                break;
            }

            // 左移、右移
            case Consts.PlayerState.run_left:
            case Consts.PlayerState.run_right:
            {
                Consts.MoveDirection direction = _playerState == Consts.PlayerState.run_left ? Consts.MoveDirection.left : Consts.MoveDirection.right;
                if (playerState == Consts.PlayerState.jump)
                {
                    setMoveDirection(direction);
                    move(false);
                }
                else if (playerState == Consts.PlayerState.drop)
                {
                    setMoveDirection(direction);
                    move(false);
                }
                else if (playerState == Consts.PlayerState.crouch)
                {
                    // setMoveDirection(direction);

                    // 蹲下时只移动方向,不进行位移
                    // move(false);

                    setState(_playerState);
                }
                else
                {
                    setState(_playerState);
                }
                break;
            }

            // 蹲下
            case Consts.PlayerState.crouch:
            {
                setState(Consts.PlayerState.crouch);
                break;
            }

            // 开枪
            case Consts.PlayerState.shoot:
            {
                switch (playerState)
                {
                case Consts.PlayerState.jump:
                case Consts.PlayerState.drop:
                case Consts.PlayerState.crouch:
                {
                    BulletScript.Create(transform.parent, moveDirection);
                    break;
                }

                default:
                {
                    setState(Consts.PlayerState.shoot);
                    break;
                }
                }

                break;
            }

            // 闪现
            case Consts.PlayerState.sprint:
            {
                setState(Consts.PlayerState.sprint);
                break;
            }

            // 降落
            case Consts.PlayerState.drop:
            {
                setState(Consts.PlayerState.drop);
                break;
            }

            // 停止左移
            case Consts.PlayerState.stop_run_left:
            {
                if (playerState == Consts.PlayerState.run_left)
                {
                    setState(Consts.PlayerState.idle);
                }
                break;
            }

            // 停止右移
            case Consts.PlayerState.stop_run_right:
            {
                if (playerState == Consts.PlayerState.run_right)
                {
                    setState(Consts.PlayerState.idle);
                }
                break;
            }
            }
        }
    }