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Fighting Game in Unity
Fighting Game in Unity
Dash State
Animator Controller
Purpose of AnimatorController
The AnimatorController
class is designed to manage and trigger behaviors of the enemy through animator events. This allows for seamless integration of animation transitions and state changes, ensuring that the enemy's behavior matches its animations.
Class Definition and Member Variable
Class Definition:
public class AnimatorController : MonoBehaviour
defines a class that inherits from MonoBehaviour
, allowing it to be attached to a GameObject
in Unity.
Member Variable:
[SerializeField] Enemy enemy;
is a serialized field that allows you to link an Enemy
object to the AnimatorController
directly from the Unity Inspector.
The enemy
variable is a reference to the enemy script, which contains functions that control the enemy's behavior.
Methods
FinishMovement Method:
public void FinishMovement()
: This method calls enemy.FinishMovement()
. It is designed to be called by an animator event, signaling the end of a movement animation.
EndCurrentState Method:
public void EndCurrentState()
: This method calls enemy.EndCurrentState()
. It is intended to be called by an animator event to signal the end of the current state.
Integration with Animator Events
Animator Events:
Animator events are special events that can be placed on animation timelines within Unity's Animator.
These events can call functions in scripts attached to the same GameObject
or its children.
How It Works: During an animation, such as a running or attacking animation, specific points in the timeline can trigger events.
Dash State
Explanation of the DashState Class
The DashState
class is a specific state that handles the dashing behavior of the enemy. This class inherits from the State
class and includes methods to start, update, and end the dash state, as well as handle the finish movement event.
Constructor
The constructor initializes the DashState
with the necessary components: a Rigidbody2D
for movement, an Animator
, a Transform
for the player, and a dash speed. It sets the initial scale and initializes the velocity vector.
StartState Method
This method sets isStateFinished
to false
and triggers the dashing animation by setting the "dash" boolean parameter in the animator to true
. It also resets the stopDashing
flag to false
.
FinishMovement Method
This method sets stopDashing
to true
, which will stop the dashing action in the UpdateState
method.
UpdateState Method
This method updates the enemy's position and orientation based on the player's position. If stopDashing
is true
, the method returns early, stopping further updates. It adjusts the enemy's scale to face the player, calculates the velocity based on the speed, and applies this velocity to the Rigidbody2D
.
EndState Method
This method stops the dashing animation by setting the "dash" boolean parameter in the animator to false
.
Why We Did It Like This
The stopDashing
flag allows for precise control over when the dash should stop, making the behavior more responsive to game events. By continuously updating the enemy's position and direction, the DashState
ensures the enemy can quickly and accurately dash towards the player. Using animator parameters ensures that the enemy's animations are correctly synchronized with its movements, providing a smooth and realistic experience.
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