血量、伤害与受击反馈
Assets/
Scenes/
Arena.unity
Scripts/
项目设置
你已经有的这一课新增
你已经有能造成伤害的技能,但没有任何东西可以打,也看不到它有没有生效。玩家感觉不到的攻击,等于不存在。
三个信号卖出一记命中:蹦出的数字、闪白的身体、掉下去的血条。
第 1 步 —— 先有东西可打
- 1
创建一个 Capsule,命名为 Dummy,给它一个红色 material,放在 Knight 前方 6 米处。没错 —— 就是这个 tab 开头 Knight 自己也是的那种胶囊。
- 2
创建一个叫 Enemy 的 layer:,然后把它赋给 Dummy。
- 3
给它挂上 CharacterStats,把 maxHealth 设为 120。
- 4
把 Knight 的 SkillCaster 上的 Enemy Layers mask 只设为 Enemy —— 现在 Q、E、R 只会打中靶子,绝不会再碰到 Mage 或 Archer。
- 5
把靶子再复制两次,将三个分散在玩家周围。
第 2 步 —— 用事件,不要一直轮询
血条不该每帧去检查血量。换成:血量一变由 CharacterStats 广播出去,谁关心谁就去听。
using System;
using UnityEngine;
// ... inside CharacterStats
/// current, max
public event Action<float, float> OnHealthChanged;
public event Action OnDied;
public void TakeDamage(float rawDamage)
{
if (!IsAlive) return;
float reduced = Mathf.Max(1f, rawDamage - finalDefense);
currentHealth = Mathf.Max(0f, currentHealth - reduced);
OnHealthChanged?.Invoke(currentHealth, finalMaxHp); // tell the listeners
DamagePopup.Spawn(transform.position + Vector3.up * 2f, reduced);
if (!IsAlive)
{
OnDied?.Invoke();
Die();
}
}
public void Heal(float amount)
{
if (!IsAlive) return;
currentHealth = Mathf.Min(finalMaxHp, currentHealth + amount);
OnHealthChanged?.Invoke(currentHealth, finalMaxHp);
}✓ Event
✖ Update() polling
第 3 步 —— 头顶的血条
- 1
在 Dummy 下添加一个子物体 ,再把 Render Mode 设为 World Space。
- 2
把 Canvas 的 RectTransform 设为 width 120、height 20、scale 0.01、position Y = 2.4。
- 3
scale 0.01 把 120 个 UI 像素变成 1.2 米 —— 不加的话这条血得有建筑物那么大。
- 4
在里面放两个 Image:一个暗色背景,另一个是红色的 Fill,Image Type 设为 Filled、方向 Horizontal。
using UnityEngine;
using UnityEngine.UI;
public class HealthBar : MonoBehaviour
{
[SerializeField] private CharacterStats stats;
[SerializeField] private Image fill;
[SerializeField] private Image trailing; // the slower amber bar
[SerializeField] private float trailSpeed = 1.2f;
private Camera cam;
private float target = 1f;
void Awake() => cam = Camera.main;
void OnEnable()
{
stats.OnHealthChanged += Redraw;
stats.OnDied += () => gameObject.SetActive(false);
}
void OnDisable() => stats.OnHealthChanged -= Redraw; // always unsubscribe
void Redraw(float current, float max)
{
target = max <= 0f ? 0f : current / max;
fill.fillAmount = target; // snaps
}
void LateUpdate()
{
// the trailing bar eases down — this is what makes damage readable
trailing.fillAmount = Mathf.MoveTowards(trailing.fillAmount, target, trailSpeed * Time.deltaTime);
// always face the camera
transform.rotation = cam.transform.rotation;
}
}第 4 步 —— 飘起的伤害数字
using UnityEngine;
using TMPro;
public class DamagePopup : MonoBehaviour
{
private static DamagePopup prefab;
[SerializeField] private TextMeshProUGUI label;
[SerializeField] private float lifeTime = 0.8f;
[SerializeField] private float riseSpeed = 1.6f;
private float age;
public static void Spawn(Vector3 worldPos, float amount)
{
if (prefab == null)
prefab = Resources.Load<DamagePopup>("DamagePopup"); // Assets/Resources/DamagePopup.prefab
if (prefab == null) return;
DamagePopup p = Instantiate(prefab, worldPos, Quaternion.identity);
p.label.text = Mathf.RoundToInt(amount).ToString();
// a little scatter so two hits never overlap
p.transform.position += new Vector3(Random.Range(-0.3f, 0.3f), 0f, 0f);
}
void Update()
{
age += Time.deltaTime;
transform.position += Vector3.up * riseSpeed * Time.deltaTime;
transform.rotation = Camera.main.transform.rotation;
float t = age / lifeTime;
label.alpha = 1f - t; // fade out
transform.localScale = Vector3.one * (1f + 0.3f * (1f - t));
if (age >= lifeTime) Destroy(gameObject);
}
}白色闪光
using System.Collections;
using UnityEngine;
public class HitFlash : MonoBehaviour
{
[SerializeField] private CharacterStats stats;
[SerializeField] private Renderer[] renderers;
[SerializeField] private float duration = 0.09f;
private Color[] original;
void Awake()
{
original = new Color[renderers.Length];
for (int i = 0; i < renderers.Length; i++)
original[i] = renderers[i].material.color;
}
void OnEnable() => stats.OnHealthChanged += (_, __) => { StopAllCoroutines(); StartCoroutine(Flash()); };
IEnumerator Flash()
{
foreach (Renderer r in renderers) r.material.color = Color.white;
yield return new WaitForSeconds(duration);
for (int i = 0; i < renderers.Length; i++) renderers[i].material.color = original[i];
}
}0.09 秒是最佳时长。再短没人看得见,再长敌人就像频闪灯。
读取 .material 会为每个 object 复制一份 material。正因如此才能只让一个敌人闪,而不是整群一起闪。
把这个闪光和 VFX 那一课的 0.05 秒顿帧结合起来,连打一个胶囊都会觉得很爽。