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New file @@ -0,0 +1,182 @@ using UnityEngine; using UnityEngine.Events; public abstract class FsmBase { public abstract void OnEnter(); public abstract void OnLeave(); public abstract void Update(); } public enum AnimaState { Attack, Move, GetHit, Die, MaxValue } public class FsmManager { FsmBase[] allState;//初始化的时候就知道到底有多少个 sbyte stateIndex; sbyte curIndex; public FsmManager(byte stateCount) { allState = new FsmBase[stateCount]; stateIndex = -1; curIndex = -1; } public void AddState(FsmBase state) { if (stateIndex < allState.Length) { stateIndex++; allState[stateIndex] = state; } } public void ChangeState(sbyte stateNuber) { stateNuber = (sbyte)(stateNuber % allState.Length); if (curIndex != -1)//之前有状态 { allState[curIndex].OnLeave(); } curIndex = stateNuber; allState[curIndex].OnEnter(); } public void Update() { if (curIndex != -1) { allState[curIndex].Update(); } } } public class EnemyMove : FsmBase { private MeshRenderer m_renderer; private Material mat; public EnemyMove(MeshRenderer renderer, Material material) { m_renderer = renderer; mat = material; } public override void OnEnter() { if (m_renderer.material != mat) { m_renderer.material = mat; } } public override void OnLeave() { } public override void Update() { } } public class EnemyAttack : FsmBase { private MeshRenderer m_renderer; private Material mat; float timeCount; UnityAction callBack; public EnemyAttack(MeshRenderer renderer, Material material, UnityAction unityAction) { m_renderer = renderer; mat = material; callBack = unityAction; } public override void OnEnter() { timeCount = 0; } public override void OnLeave() { } public override void Update() { timeCount += Time.deltaTime; if (timeCount > 0.9f) { timeCount = 0; if (callBack != null) { callBack(); } } } } public class EnemyGetHit : FsmBase { private MeshRenderer m_renderer; private Material mat; float timeCount; UnityAction callBack; public EnemyGetHit(MeshRenderer renderer, Material material, UnityAction unityAction) { m_renderer = renderer; mat = material; callBack = unityAction; } public override void OnEnter() { timeCount = 0; } public override void OnLeave() { } public override void Update() { timeCount += Time.deltaTime; if (timeCount > 0.7f) { timeCount = 0; if (callBack != null) { callBack(); } } } } public class EnemyDie : FsmBase { private MeshRenderer m_renderer; private Material mat; float timeCount; UnityAction callBack; public EnemyDie(MeshRenderer renderer, Material material, UnityAction unityAction) { m_renderer = renderer; mat = material; callBack = unityAction; } public override void OnEnter() { timeCount = 0; } public override void OnLeave() { } public override void Update() { timeCount += Time.deltaTime; if (timeCount > 0.7f) { timeCount = 0; if (callBack != null) { callBack(); } } } } Assets/Scripts/FSM/FsmManager.cs.meta
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New file @@ -0,0 +1,110 @@ using UnityEngine; using UnityEngine.Events; public class ChangeMat : MonoBehaviour { //自身 public Material matAttack_Self;//攻击 public Material matDie_Self;//死亡 public Material matGetHit_Self;//被攻击 public Material matMove_Self;//移动 //敌人 public Material matAttack_Oppo;//攻击 public Material matDie_Oppo;//死亡 public Material matGetHit_Oppo;//被攻击 public Material matMove_Oppo;//移动 private bool isSelf; private MeshRenderer m_renderer; FsmManager fsmManager; private void Awake() { m_renderer = transform.Find("Mat").GetComponent<MeshRenderer>(); } private void ChangeState(sbyte stateIndex) { fsmManager.ChangeState(stateIndex); } void Update() { fsmManager.Update(); } UnityAction dieCallBack; public void SetSelf(bool isSelf,UnityAction ac) { this.isSelf = isSelf; fsmManager = new FsmManager((byte)AnimaState.MaxValue); EnemyMove tmpMove = new EnemyMove(m_renderer, isSelf ? matMove_Self : matMove_Oppo); fsmManager.AddState(tmpMove); EnemyAttack tmpAttack = new EnemyAttack(m_renderer, isSelf ? matAttack_Self : matAttack_Oppo, AfterAttack); fsmManager.AddState(tmpAttack); EnemyGetHit tmpGetHit = new EnemyGetHit(m_renderer, isSelf ? matGetHit_Self : matGetHit_Oppo, AfterGetHit); fsmManager.AddState(tmpGetHit); EnemyDie tmpDie = new EnemyDie(m_renderer, isSelf ? matDie_Self : matDie_Oppo, AfterDie); fsmManager.AddState(tmpDie); dieCallBack = ac; SetMove(); } //移动 public void SetMove() { if (m_renderer != null) { ChangeState(0); } } //攻击 public void SetAttack() { if (m_renderer != null) { ChangeState(1); } } private void AfterAttack() { dieCallBack(); } //被攻击 public void SetGetHit() { if (m_renderer != null) { ChangeState(2); } } private void AfterGetHit() { SetMove(); } //matDie_Oppo public void SetDie() { if (m_renderer != null) { ChangeState(3); } } private void AfterDie() { dieCallBack(); } } Assets/Scripts/Material/ChangeMat.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: b42fed56539b41a4e9341a05a177f826 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Assets/Scripts/TowerDefense/Agents/Agent.cs
@@ -689,6 +689,7 @@ /// </summary> protected override void Awake() { //Debug.Log("哪里生成的?"); base.Awake(); LazyLoad(); m_NavMeshAgent.enabled = false; @@ -815,32 +816,47 @@ /// <returns></returns> protected void UpdateAction() { if (!mAnim) return; if (mAnim) { AnimatorStateInfo stateinfo = mAnim.GetCurrentAnimatorStateInfo(0); AnimatorStateInfo stateinfo = mAnim.GetCurrentAnimatorStateInfo(0); if (stateinfo.IsName("Die") && (stateinfo.normalizedTime >= 0.7f)) { this.Remove(); return; } else if (stateinfo.IsName("GetHit") && (stateinfo.normalizedTime >= 0.7f)) { mAnim.SetBool("GetHit", false); } else if (stateinfo.IsName("Attack") && (stateinfo.normalizedTime >= 0.9f)) { if (this.healthVal <= 0.1) if (stateinfo.IsName("Die") && (stateinfo.normalizedTime >= 0.7f)) { // 统一管理器内删除当前的Agent: AgentInsManager.instance.removeAgent(this); this.Remove(); Debug.Log("删除多余的攻击Agent."); return; } else if (stateinfo.IsName("GetHit") && (stateinfo.normalizedTime >= 0.7f)) { mAnim.SetBool("GetHit", false); } else if (stateinfo.IsName("Attack") && (stateinfo.normalizedTime >= 0.9f)) { if (this.healthVal <= 0.1) { // 统一管理器内删除当前的Agent: AgentInsManager.instance.removeAgent(this); this.Remove(); Debug.Log("删除多余的攻击Agent."); } } } else if (changeMat) { return; } } /// <summary> /// 检查自身血量 /// </summary> private void CheckHealth() { if (this.healthVal <= 0.1) { // 统一管理器内删除当前的Agent: AgentInsManager.instance.removeAgent(this); this.Remove(); Debug.Log("删除多余的攻击Agent."); } } /// <summary> @@ -949,6 +965,7 @@ return tmpDis; } protected ChangeMat changeMat; /// <summary> /// This is a lazy way of caching several components utilised by the Agent /// </summary> @@ -975,6 +992,13 @@ mAnim = t.GetComponent<Animator>(); } } //使用三渲二的方式 if (mAnim == null) { changeMat = GetComponent<ChangeMat>(); changeMat?.SetSelf(this.opponentAgent,CheckHealth); } } /// <summary> @@ -984,12 +1008,20 @@ { if (mAnim) mAnim.SetBool("GetHit", true); else if (changeMat) { changeMat.SetGetHit(); } } public void PlayAttack() { if (mAnim) mAnim.SetBool("Attack", true); else if (changeMat) { changeMat.SetAttack(); } } public override void PlayDeath() @@ -1025,6 +1057,36 @@ AgentInsManager.instance.removeAgent(this); bInDeathAct = true; } else if (changeMat) { if (isPoison) { isPoison = false; // 移除Agent身上的中毒特效,并播放一个中毒效果消失的特效 if (PoisonParticle != null) { PoisonParticle.Stop(); PoisonParticle.Clear(); if (PoisonEndParticle != null) PoisonEndParticle.Play(); } } if (isSlowDown) { isSlowDown = false; if (SlowDownParticle != null) { SlowDownParticle.Stop(); SlowDownParticle.Clear(); } } changeMat.SetDie(); // 统一管理器内删除当前的Agent: AgentInsManager.instance.removeAgent(this); bInDeathAct = true; } else { this.Remove();