एकता 2डी प्लेटफ़ॉर्मर में दुश्मनों को जोड़ें
प्लेटफ़ॉर्मर बनाना Unity अपेक्षाकृत आसान है, लेकिन कार्यात्मक शत्रुओं को जोड़ना उतना आसान नहीं हो सकता है।
इस पोस्ट में, मैं दिखाऊंगा कि दुश्मन एआई के साथ 2डी प्लेटफ़ॉर्मर गेम कैसे बनाया जाए।
आम तौर पर 2डी प्लेटफ़ॉर्मर में, खिलाड़ी केवल आगे/पीछे चल सकता है, कूद सकता है, और कुछ मामलों में, यदि मानचित्र बहुस्तरीय है, तो सीढ़ी पर ऊपर/नीचे चढ़ सकता है। यह जानते हुए कि हम एक मॉड्यूलर दृष्टिकोण का उपयोग कर सकते हैं जहां एक ही नियंत्रक को प्लेयर और एआई के बीच साझा किया जाता है।
चरण 1: स्क्रिप्ट बनाएं
आइए सभी आवश्यक स्क्रिप्ट बनाकर शुरुआत करें। नीचे दिए गए स्रोत कोड की जाँच करें:
सीढ़ी2डी.सी.एस
//Copyright @2018 sharpcoderblog.com
//You are free to use this script in free or commercial projects
//Selling the source code of this script is not allowed
using UnityEngine;
public class Ladder2D : MonoBehaviour
{
Collider2D ladderCollider;
[HideInInspector]
public Vector3 boundsCenter;
void Start()
{
//t = transform;
ladderCollider = GetComponent<Collider2D>();
if (ladderCollider)
{
ladderCollider.isTrigger = true;
ladderCollider.gameObject.layer = 2; //Set ladder collider layer to IgnoreRaycast
}
}
void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
if (ladderCollider)
{
boundsCenter = ladderCollider.bounds.center;
}
other.SendMessage("AssignLadder", this, SendMessageOptions.DontRequireReceiver);
}
}
void OnTriggerExit2D(Collider2D other)
{
if (other.CompareTag("Player"))
{
other.SendMessage("RemoveLadder", this, SendMessageOptions.DontRequireReceiver);
}
}
}
प्लेयरकंट्रोलर2डी.सी.एस
//Copyright @2018 sharpcoderblog.com
//You are free to use this script in free or commercial projects
//Selling the source code of this script is not allowed
using System.Collections.Generic;
using UnityEngine;
public class PlayerController2D : MonoBehaviour
{
//Move player in 2D space
public float maxSpeed = 2.57f;
public float jumpHeight = 6.47f;
public float playerHP = 100;
[HideInInspector]
public bool facingRight = true;
[HideInInspector]
public float moveDirection = 0;
[HideInInspector]
public Rigidbody2D r2d;
[HideInInspector]
public Collider2D mainCollider;
[HideInInspector]
public Vector2 playerDimensions;
[HideInInspector]
public bool isGrounded = false;
//Check every collider except Player and Ignore Raycast
LayerMask layerMask = ~(1 << 2 | 1 << 8); //Make sure our player has Layer 8
[HideInInspector]
public Ladder2D currentLadder;
List<Ladder2D> allLadders = new List<Ladder2D>();
float moveDirectionY = 0;
float distanceFromLadder;
[HideInInspector]
public bool isAttachedToLadder = false;
bool ladderGoingDown = false;
//bool isMovingOnLadder = false;
[HideInInspector]
public bool canGoDownOnLadder = false;
[HideInInspector]
public bool canClimbLadder = false;
//Bot movement directions
[HideInInspector]
public bool isBot = false;
[HideInInspector]
public float botMovement = 0;
[HideInInspector]
public float botVerticalMovement = 0;
[HideInInspector]
public bool botJump = false;
[HideInInspector]
public Transform t;
[HideInInspector]
public int selectedWeaponTmp = 0;
float gravityScale;
// Use this for initialization
void Start()
{
r2d = GetComponent<Rigidbody2D>();
r2d.freezeRotation = true;
mainCollider = GetComponent<Collider2D>();
t = transform;
gravityScale = r2d.gravityScale;
selectedWeaponTmp = -100;
facingRight = t.localScale.x > 0;
//sr = GetComponent<SpriteRenderer>();
playerDimensions = BotController2D.ColliderDimensions(GetComponent<Collider2D>());
}
void OnDisable()
{
r2d.bodyType = RigidbodyType2D.Static;
r2d.velocity = Vector3.zero;
}
// Update is called once per frame
void Update()
{
if (!isBot)
{
if ((Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.D)) &&
(isGrounded || r2d.velocity.x > 0.01f || isAttachedToLadder))
{
moveDirection = Input.GetKey(KeyCode.A) ? -1 : 1;
}
else
{
if (isGrounded || r2d.velocity.magnitude < 0.01f)
moveDirection = 0;
}
}
else
{
if (botMovement != 0 && (isGrounded || r2d.velocity.x > 0.01f))
{
moveDirection = botMovement < 0 ? -1 : 1;
}
else
{
if (isGrounded || r2d.velocity.magnitude < 0.01f)
moveDirection = 0;
}
}
//Change facing position
if (moveDirection != 0)
{
if (moveDirection > 0 && !facingRight)
{
facingRight = true;
}
if (moveDirection < 0 && facingRight)
{
facingRight = false;
}
}
if (facingRight)
{
if (t.localScale.x < 0)
{
t.localScale = new Vector3(Mathf.Abs(t.localScale.x), t.localScale.y, transform.localScale.z);
}
}
else
{
if (t.localScale.x > 0)
{
t.localScale = new Vector3(-Mathf.Abs(t.localScale.x), t.localScale.y, t.localScale.z);
}
}
//Vector2 velocityTmp = r2d.velocity;
bool canGoDownTmp = false;
// LADDER CONTROL START
if (currentLadder)
{
distanceFromLadder = Mathf.Abs(currentLadder.boundsCenter.x - t.position.x);
canClimbLadder = distanceFromLadder < 0.34f;
if (!isAttachedToLadder)
{
if (canClimbLadder)
{
if (currentLadder.boundsCenter.y > t.position.y)
{
if (!isBot)
{
if (Input.GetKey(KeyCode.W))
{
isAttachedToLadder = true;
}
}
else
{
if (botVerticalMovement > 0)
{
isAttachedToLadder = true;
}
}
}
if (currentLadder.boundsCenter.y < t.position.y)
{
if (!isBot)
{
if (Input.GetKey(KeyCode.S))
{
isAttachedToLadder = true;
}
}
else
{
if (botVerticalMovement < 0)
{
isAttachedToLadder = true;
}
}
canGoDownTmp = true;
}
}
if (isAttachedToLadder)
{
r2d.gravityScale = 0;
moveDirection = 0;
moveDirectionY = 0;
}
}
else
{
//Make our collider trigger if we stand on top of the ladder (To prevent collision with the ground while going down)
mainCollider.isTrigger = currentLadder.boundsCenter.y < t.position.y;
//Ladder movement
if ((!isBot && Input.GetKey(KeyCode.W)) || (isBot && botVerticalMovement > 0))
{
moveDirectionY = 3.97f;
ladderGoingDown = false;
//For sound controller
//isMovingOnLadder = true;
}
else if ((!isBot && Input.GetKey(KeyCode.S)) || (isBot && botVerticalMovement < 0))
{
moveDirectionY = -3.97f;
ladderGoingDown = true;
if (!mainCollider.isTrigger && isGrounded)
{
//RemoveLadder(currentLadder);
isAttachedToLadder = false;
mainCollider.isTrigger = false;
r2d.gravityScale = gravityScale;
moveDirectionY = 0;
}
//For sound controller
//isMovingOnLadder = true;
}
else
{
//isMovingOnLadder = false;
moveDirectionY = 0;
}
}
if (distanceFromLadder > playerDimensions.x * 2)
{
RemoveLadder(currentLadder);
}
}
canGoDownOnLadder = canGoDownTmp;
// LADDER CONTROL END
if (!isBot)
{
//Jumping
if (Input.GetKeyDown(KeyCode.W))
{
Jump();
}
}
else
{
if (botJump)
{
botJump = false;
Jump();
}
}
if (!isBot)
{
//Weapon firing
if (Input.GetKeyDown(KeyCode.LeftControl))
{
Attack();
}
}
}
void FixedUpdate()
{
Bounds colliderBounds = mainCollider.bounds;
Vector3 groundCheckPos = colliderBounds.min + new Vector3(colliderBounds.size.x * 0.5f, 0.1f, 0);
//Check if player is grounded
isGrounded = Physics2D.OverlapCircle(groundCheckPos, 0.25f, layerMask);
Debug.DrawLine(groundCheckPos, groundCheckPos - new Vector3(0, 0.25f, 0), isGrounded ? Color.green : Color.red);
//Apply player velocity
r2d.velocity = new Vector2((moveDirection) * maxSpeed, isAttachedToLadder ? moveDirectionY : r2d.velocity.y);
}
void AssignLadder(Ladder2D ladderTmp)
{
currentLadder = ladderTmp;
allLadders.Add(ladderTmp);
}
void RemoveLadder(Ladder2D ladderTmp)
{
//print("On trigger out");
allLadders.Remove(ladderTmp);
if (currentLadder == ladderTmp)
{
currentLadder = null;
if (allLadders.Count > 0)
{
currentLadder = allLadders[allLadders.Count - 1];
}
}
if (isAttachedToLadder && !currentLadder)
{
isAttachedToLadder = false;
//r2d.bodyType = RigidbodyType2D.Dynamic;
mainCollider.isTrigger = false;
r2d.gravityScale = gravityScale;
r2d.velocity = Vector3.zero;
if (!ladderGoingDown)
{
r2d.velocity = new Vector2(r2d.velocity.x, 1.47f);
}
ladderGoingDown = false;
}
}
public void Jump()
{
if (isGrounded && !isAttachedToLadder)
{
r2d.velocity = new Vector2(r2d.velocity.x, jumpHeight);
//Tip: Play jump sound here
}
}
public void Attack()
{
print(gameObject.name + " is Attacking");
//Tip: Write your attack function here (ex. Raycast toward the enemy to inflict the damage)
}
}
कैमराफॉलो2डी.सी.एस
//Copyright @2018 sharpcoderblog.com
//You are free to use this script in free or commercial projects
//Selling the source code of this script is not allowed
using UnityEngine;
public class CameraFollow2D : MonoBehaviour
{
public Transform target;
public Vector3 offset = new Vector3(0, 2.8f, 0);
public bool smoothFollow = true;
Vector2 moveToPos;
bool beginMove = false;
float distanceTmp = 0f;
// Update is called once per frame
void LateUpdate()
{
if (!target)
return;
if (smoothFollow)
{
distanceTmp = ((target.position + offset) - transform.position).sqrMagnitude;
if (beginMove)
{
moveToPos = Vector3.Lerp(moveToPos, target.position + offset, Time.fixedDeltaTime * 7.75f);
transform.position = new Vector3(moveToPos.x, moveToPos.y, -10);
if (distanceTmp < 0.05f * 0.05f)
{
beginMove = false;
}
}
else
{
if (distanceTmp > 0.5f * 0.5f)
{
beginMove = true;
}
}
}
else
{
transform.position = new Vector3(target.position.x, target.position.y, -10);
}
}
void StopFollowing()
{
beginMove = false;
}
}
BotController2D.cs
//Copyright @2018 sharpcoderblog.com
//You are free to use this script in free or commercial projects
//Selling the source code of this script is not allowed
using System.Collections;
using UnityEngine;
public class BotController2D : MonoBehaviour
{
//This script will handle bot control
public enum BotType { Enemy, Friendly }
public BotType botType = BotType.Enemy;
public enum BotDifficulty { Easy, Medium, Hard }
public BotDifficulty botDifficulty = BotDifficulty.Medium;
public enum InitialState { Idle, Explore }
public InitialState initialState = InitialState.Idle; //Should the Bot stand in place until approached or begin exploring the level right away
public bool canJump = true; //Can this bot jump?
public enum CurrentState { Idle, MovingLeft, MovingRight, GoinUPLadder, GoingDownLadder, Attack }
CurrentState currentState;
InitialState appliedState;
PlayerController2D pc2d;
RaycastHit2D hitLeft;
RaycastHit2D hitRight;
RaycastHit2D groundHit;
Vector3 leftOrigin;
Vector3 rightOrigin;
float distanceLeft = -1;
float distanceRight = -1;
int encounteredLadders = 0;
int encounteredLaddersCacche = 0;
Ladder2D previousLadder;
Ladder2D lastAttachedLadder;
bool previousCanGoDownOnLadder = false;
bool previousCanClimbLadder = false;
//Everything except "Player" and "IgnoreRaycast" layers
LayerMask layerMask = ~(1 << 2 | 1 << 8);
//Only "Player" layer
LayerMask playerLayerMask = 1 << 8;
float timeMotionless = 0.0f;
bool statePause = false;
float trVelocity;
Vector3 previousPos;
Collider2D[] detectedPlayers = new Collider2D[0];
Collider2D[] previousDetectedPlayers = new Collider2D[0];
PlayerController2D enemyToFollow;
int followPriority = 0; //0 = Easy, 1 = Medium (This player inflicted the damage)
[HideInInspector]
public Transform t;
bool checkingTotalEnemies = false;
bool runAway = false;
int attackingFromLeft = 0;
int attackingFromRight = 0;
//Limit attack rate for easy bots
float attackTimer = 0;
float nextAttackTime = 0;
Camera mainCamera;
float cameraWidth; //Horizontal size of camera view
// Use this for initialization
void Start()
{
pc2d = GetComponent<PlayerController2D>();
pc2d.isBot = true;
t = transform;
appliedState = initialState;
if (Random.Range(-10, 10) > 0)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
// Update is called once per frame
void FixedUpdate()
{
//Draw rays back and forth
if (!mainCamera)
{
mainCamera = Camera.main;
cameraWidth = mainCamera.aspect * mainCamera.orthographicSize;
}
rightOrigin = t.position + t.right * (pc2d.playerDimensions.x / 2f);
hitRight = Physics2D.Raycast(rightOrigin, t.right, cameraWidth, layerMask);
if (hitRight)
{
Debug.DrawLine(rightOrigin, hitRight.point, Color.red);
distanceRight = hitRight.distance;
}
else
{
Debug.DrawLine(rightOrigin, rightOrigin + t.right * cameraWidth, Color.cyan);
distanceRight = -1;
}
leftOrigin = t.position - t.right * (pc2d.playerDimensions.x / 2f);
hitLeft = Physics2D.Raycast(leftOrigin, -t.right, cameraWidth, layerMask);
if (hitLeft)
{
Debug.DrawLine(leftOrigin, hitLeft.point, Color.red);
distanceLeft = hitLeft.distance;
}
else
{
Debug.DrawLine(leftOrigin, leftOrigin - t.right * cameraWidth, Color.cyan);
distanceLeft = -1;
}
if (appliedState == InitialState.Explore)
{
if (currentState == CurrentState.Idle)
{
if (!statePause)
{
//Decide which direction to move
if (distanceRight == -1 && distanceLeft == -1)
{
//Decide random direaction
currentState = Random.Range(-10, 10) > 0 ? CurrentState.MovingRight : CurrentState.MovingLeft;
}
else if (distanceRight == -1 && distanceLeft >= 0)
{
currentState = CurrentState.MovingRight;
}
else if (distanceRight >= 0 && distanceLeft == -1)
{
currentState = CurrentState.MovingLeft;
}
else if (distanceRight > distanceLeft)
{
currentState = CurrentState.MovingRight;
}
else if (distanceRight < distanceLeft)
{
currentState = CurrentState.MovingLeft;
}
}
}
else if (currentState == CurrentState.MovingLeft)
{
if (!statePause && pc2d.isGrounded)
{
pc2d.botMovement = -1;
float jumpHeightTmp = pc2d.jumpHeight * 0.25f;
if (distanceLeft > 0 && distanceLeft < pc2d.playerDimensions.x)
{
if (hitLeft && canJump &&
!Physics2D.Linecast(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) - t.right * pc2d.playerDimensions.x * 2, layerMask) &&
Random.Range(-2, 10) > 0
)
{
StartCoroutine(DoJump());
}
else
{
if (!enemyToFollow)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
}
/*if(!Physics2D.Linecast(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) - t.right * pc2d.playerDimensions.x * 2)){
Debug.DrawLine(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) - t.right * pc2d.playerDimensions.x * 2, Color.yellow);
}
else
{
Debug.DrawLine(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) - t.right * pc2d.playerDimensions.x * 2, Color.red);
}*/
//Jump if there is no groun in front
groundHit = Physics2D.Raycast(leftOrigin, -t.up, pc2d.playerDimensions.y * 2.1f, layerMask);
if (groundHit)
{
Debug.DrawLine(leftOrigin, groundHit.point, Color.red);
}
else
{
Debug.DrawLine(leftOrigin, leftOrigin - t.up * (pc2d.playerDimensions.y * 2.1f), Color.blue);
if (canJump)
{
StartCoroutine(DoJump());
}
else
{
//StartCoroutine(StatePause(CurrentState.MovingRight, true));
StartCoroutine(CheckEnemiesEnumerator(1, 0, false));
}
}
}
}
else if (currentState == CurrentState.MovingRight)
{
if (!statePause && pc2d.isGrounded)
{
pc2d.botMovement = 1;
float jumpHeightTmp = pc2d.jumpHeight * 0.25f;
if (distanceRight > 0 && distanceRight < pc2d.playerDimensions.x)
{
if (hitRight && canJump &&
!Physics2D.Linecast(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) + t.right * pc2d.playerDimensions.x * 2, layerMask) &&
Random.Range(-2, 10) > 0
)
{
StartCoroutine(DoJump());
}
else
{
if (!enemyToFollow)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
}
/*if (!Physics2D.Linecast(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) + t.right * pc2d.playerDimensions.x * 2))
{
Debug.DrawLine(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) + t.right * pc2d.playerDimensions.x * 2, Color.yellow);
}
else
{
Debug.DrawLine(t.position + t.up * jumpHeightTmp, (t.position + t.up * jumpHeightTmp) + t.right * pc2d.playerDimensions.x * 2, Color.red);
}*/
//Jump if there is no groun in front
groundHit = Physics2D.Raycast(rightOrigin, -t.up, pc2d.playerDimensions.y * 2.1f, layerMask);
if (groundHit)
{
Debug.DrawLine(rightOrigin, groundHit.point, Color.red);
}
else
{
Debug.DrawLine(rightOrigin, rightOrigin - t.up * (pc2d.playerDimensions.y * 2.1f), Color.blue);
if (canJump)
{
StartCoroutine(DoJump());
}
else
{
//StartCoroutine(StatePause(CurrentState.MovingLeft, true));
StartCoroutine(CheckEnemiesEnumerator(0, 1, false));
}
}
}
}
else if (currentState == CurrentState.GoinUPLadder)
{
if (!statePause)
{
pc2d.botVerticalMovement = 1;
if (!pc2d.currentLadder)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
}
else if (currentState == CurrentState.GoingDownLadder)
{
if (!statePause)
{
pc2d.botVerticalMovement = -1;
if (!pc2d.currentLadder)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
}
else if (currentState == CurrentState.Attack)
{
if (!statePause)
{
if (!enemyToFollow)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
else
{
//Firing weapon
if (attackTimer >= nextAttackTime)
{
//Check if player is above us and jump
if (enemyToFollow.t.position.y > t.position.y && enemyToFollow.t.position.y - t.position.y > pc2d.playerDimensions.y * 0.95f)
{
if (Random.Range(-5, 10) > 0)
{
StartCoroutine(DoJump());
}
}
//
pc2d.Attack();
if (botDifficulty == BotDifficulty.Easy)
{
attackTimer = 0;
nextAttackTime = Random.Range(0.25f, 0.95f);
}
if (botDifficulty == BotDifficulty.Medium)
{
attackTimer = 0;
nextAttackTime = Random.Range(0.01f, 0.37f);
}
if (botDifficulty == BotDifficulty.Hard)
{
attackTimer = 0;
nextAttackTime = Random.Range(0.01f, 0.24f);
}
}
else
{
attackTimer += Time.deltaTime;
}
if (enemyToFollow && !checkingTotalEnemies)
{
if (enemyToFollow.t.position.x > t.position.x && !pc2d.facingRight)
{
pc2d.facingRight = true;
}
if (enemyToFollow.t.position.x < t.position.x && pc2d.facingRight)
{
pc2d.facingRight = false;
}
attackingFromLeft = 0;
attackingFromRight = 0;
//Check if there too many player attacking us and run away
for (int i = 0; i < detectedPlayers.Length; i++)
{
if (detectedPlayers[i])
{
BotController2D bcTmp = detectedPlayers[i].GetComponent<BotController2D>();
if (bcTmp && bcTmp.botType != botType && bcTmp.enemyToFollow == pc2d && bcTmp.currentState == CurrentState.Attack)
{
if (bcTmp.t.position.x > t.position.x)
{
attackingFromRight++;
}
else
{
attackingFromLeft++;
}
}
}
}
//If the value playerHP from PlayerController2D get too low, and the bot is being attacked, increase the probability to run away
if (attackingFromRight >= 2 || attackingFromLeft >= 2 || (pc2d.playerHP < 70 && botDifficulty == BotDifficulty.Hard && (attackingFromRight > 0 || attackingFromLeft > 0)) || (pc2d.playerHP < 40 && botDifficulty == BotDifficulty.Medium && (attackingFromRight > 0 || attackingFromLeft > 0)))
{
StartCoroutine(CheckEnemiesEnumerator(attackingFromLeft, attackingFromRight, false));
}
}
}
}
}
}
if (pc2d.currentLadder && (previousLadder != pc2d.currentLadder || previousCanGoDownOnLadder != pc2d.canGoDownOnLadder || previousCanClimbLadder != pc2d.canClimbLadder))
{
previousLadder = pc2d.currentLadder;
previousCanGoDownOnLadder = pc2d.canGoDownOnLadder;
previousCanClimbLadder = pc2d.canClimbLadder;
if (!pc2d.isAttachedToLadder)
{
if (pc2d.canClimbLadder)
{
encounteredLadders++;
if ((lastAttachedLadder != pc2d.currentLadder || encounteredLadders > 1) && !statePause)
{
if (Random.Range(-10, 10) > 0)
{
if (pc2d.canGoDownOnLadder)
{
StartCoroutine(StatePause(CurrentState.GoingDownLadder, true));
}
else
{
StartCoroutine(StatePause(CurrentState.GoinUPLadder, true));
}
}
}
}
}
else
{
encounteredLadders = 0;
lastAttachedLadder = pc2d.currentLadder;
}
}
trVelocity = ((t.position - previousPos).magnitude) / Time.deltaTime;
previousPos = t.position;
if (trVelocity < 0.01f && !statePause)
{
timeMotionless += Time.deltaTime;
if (timeMotionless > 0.5f)
{
StartCoroutine(StatePause(CurrentState.Idle, true));
}
}
else
{
timeMotionless = 0;
}
//Detect and attack enemy players
detectedPlayers = Physics2D.OverlapCircleAll(t.position, cameraWidth, playerLayerMask);
if (!enemyToFollow)
{
if (!runAway)
{
if (previousDetectedPlayers.Length != detectedPlayers.Length || (previousDetectedPlayers.Length > 0 && detectedPlayers.Length > 0 && previousDetectedPlayers[0] != detectedPlayers[0]))
{
previousDetectedPlayers = detectedPlayers;
for (int i = 0; i < detectedPlayers.Length; i++)
{
BotController2D bcTmp = detectedPlayers[i].GetComponent<BotController2D>();
PlayerController2D pc2dTmp = null;
if (!bcTmp)
{
pc2dTmp = detectedPlayers[i].GetComponent<PlayerController2D>();
}
if ((pc2dTmp && botType == BotType.Enemy) || (bcTmp && bcTmp.botType != botType))
{
Vector3 enemyPos = bcTmp ? bcTmp.t.position : pc2dTmp.t.position;
float yDistance = Mathf.Abs(enemyPos.y - t.position.y);
if (yDistance < pc2d.playerDimensions.y * 2)
{
if (!enemyToFollow || Mathf.Abs(enemyPos.x - t.position.x) < Mathf.Abs(enemyToFollow.t.position.x - t.position.x))
{
enemyToFollow = bcTmp ? bcTmp.pc2d : pc2dTmp;
appliedState = InitialState.Explore;
}
}
}
}
}
}
}
else
{
float yDistance = enemyToFollow.t.position.y - t.position.y;
float xDistance = enemyToFollow.t.position.x - t.position.x;
if (Mathf.Abs(yDistance) >= pc2d.playerDimensions.y * 2 || Mathf.Abs(xDistance) > cameraWidth || !enemyToFollow.enabled)
{
enemyToFollow = null;
}
else
{
if (Mathf.Abs(xDistance) > pc2d.playerDimensions.x * 1.45f)
{
if (!statePause && pc2d.botVerticalMovement == 0)
{
if (xDistance > 0)
{
if (currentState != CurrentState.MovingRight)
{
statePauseCoroutine = StartCoroutine(StatePause(CurrentState.MovingRight, false));
}
}
else if (xDistance < 0)
{
if (currentState != CurrentState.MovingLeft)
{
statePauseCoroutine = StartCoroutine(StatePause(CurrentState.MovingLeft, false));
}
}
}
else
{
StopPauseCoroutine();
}
}
else
{
if (pc2d.botVerticalMovement == 0)
{
if (currentState != CurrentState.Attack)
{
if (!statePause)
{
statePauseCoroutine = StartCoroutine(StatePause(CurrentState.Attack, true));
}
}
else
{
if (Mathf.Abs(xDistance) < pc2d.playerDimensions.x / 3 && !checkingTotalEnemies)
{
//print("Enemies are too close!!!");
StartCoroutine(CheckEnemiesEnumerator(attackingFromLeft, attackingFromRight, true));
}
}
}
}
}
}
}
Coroutine statePauseCoroutine = null;
void StopPauseCoroutine()
{
if (statePauseCoroutine != null)
{
StopCoroutine(statePauseCoroutine);
statePauseCoroutine = null;
statePause = false;
}
}
IEnumerator StatePause(CurrentState newState, bool stopMovement)
{
//print("State pause");
statePause = true;
if (stopMovement)
{
pc2d.botMovement = 0;
pc2d.botVerticalMovement = 0;
}
currentState = newState;
if (newState == CurrentState.Attack && botDifficulty == BotDifficulty.Hard)
{
yield return new WaitForSeconds(Random.Range(0.15f, 0.45f));
}
else
{
yield return new WaitForSeconds(Random.Range(0.45f, 0.75f));
}
statePause = false;
}
IEnumerator DoJump()
{
//print("Do jump");
statePause = true;
pc2d.botJump = true;
yield return new WaitForSeconds(0.65f);
statePause = false;
}
IEnumerator CheckEnemiesEnumerator(int attackingFromLeft, int attackingFromRight, bool doNotRunAway)
{
checkingTotalEnemies = true;
//print("CHECKING FOR TOTAL ENEMIES");
yield return new WaitForSeconds(Random.Range(0.27f, 0.75f));
if (Random.Range(-10, 10) > 0)
{
runAway = true;
enemyToFollow = null;
if (attackingFromLeft > attackingFromRight)
{
currentState = CurrentState.MovingRight;
}
else
{
currentState = CurrentState.MovingLeft;
}
}
checkingTotalEnemies = false;
if (runAway)
{
if (doNotRunAway)
{
//Simply walk away a bit
yield return new WaitForSeconds(Random.Range(0.37f, 0.75f));
}
else
{
//Run away
yield return new WaitForSeconds(Random.Range(1.57f, 2.45f));
}
runAway = false;
}
}
public static Vector2 ColliderDimensions(Collider2D sp)
{
return new Vector2(sp.bounds.max.x - sp.bounds.min.x, sp.bounds.max.y - sp.bounds.min.y);
}
}
चरण 2: खिलाड़ी और शत्रुओं को सेट करें
अब उपरोक्त स्क्रिप्ट का उपयोग करके हमारे प्लेयर और दुश्मन AI को सेट करने का समय आ गया है।
हमारे प्लेयर उदाहरण की स्थापना
- एक नया गेमऑब्जेक्ट बनाएं और उसे नाम दें "Player"
- उस ऑब्जेक्ट का टैग बदलें "Player"
- ऑब्जेक्ट की परत को 8 में बदलें (यदि चयन में कोई परत 8 नहीं है, तो परत जोड़ें... पर क्लिक करके एक जोड़ें, इसे नाम दें "Player")
- एक अन्य गेमऑब्जेक्ट बनाएं, इसे कॉल करें "Body" और एक स्प्राइटरेंडरर घटक जोड़ें
- अपने प्लेयर स्प्राइट को असाइन करें "Body" और इसे "Player" ऑब्जेक्ट के अंदर ले जाएं
- ऑब्जेक्ट का चयन करें "Player" और कैप्सूलकोलाइडर2डी, रिगिडबॉडी2डी, और प्लेयरकंट्रोलर2डी घटक जोड़ें
- कैप्सूलकोलाइडर2डी को तब तक स्केल करें जब तक यह प्लेयर स्प्राइट में फिट न हो जाए
जैसा कि आप देख सकते हैं कि प्लेयरकंट्रोलर2डी में कुछ चर हैं, उनमें से अधिकांश स्व-व्याख्यात्मक हैं, हालांकि, उनमें से एक को थोड़ा स्पष्टीकरण की आवश्यकता है:
प्लेयरएचपी - इस मान का उपयोग BotController2D में यह तय करने के लिए किया जाता है कि क्या AI को तब भाग जाना चाहिए जब उसका HP बहुत कम हो।
आक्रमण फ़ंक्शन को कार्यान्वित करते समय प्लेयरएचपी वेरिएबल का उपयोग करें (प्लेयरकंट्रोलर2डी.सीएस स्क्रिप्ट के अंत में शून्य अटैक() की जांच करें)।
प्लेयर कैमरा सेट करना
- मुख्य कैमरा चुनें और कैमराफॉलो2डी घटक जोड़ें
- प्लेयर को लक्ष्य वेरिएबल पर असाइन करें
- वैकल्पिक रूप से आप ऑफसेट वेरिएबल को बदल सकते हैं (यदि आप नहीं चाहते कि कैमरा बिल्कुल मध्य में केंद्रित हो)
सीढ़ी लगाना
प्लेयरकंट्रोलर2डी चढ़ने योग्य सीढ़ियों का भी समर्थन करता है।
नई सीढ़ी स्थापित करना वास्तव में आसान है:
- एक नया गेमऑब्जेक्ट बनाएं और उसे कॉल करें "Ladder"
- इसकी परत को बदलें "IgnoreRaycast"
- स्प्राइटरेंडरर के साथ एक और गेम ऑब्जेक्ट बनाएं और अपनी सीढ़ी का एक स्प्राइट असाइन करें और इसे सीढ़ी ऑब्जेक्ट के अंदर ले जाएं
- ऑब्जेक्ट में BoxCollider2D और सीढ़ी2D घटक जोड़ें "Ladder"
- सीढ़ी स्प्राइट से मिलान करने के लिए कोलाइडर आयामों को स्केल करें और इसे ट्रिगर के रूप में चिह्नित करें
दुश्मन एआई की स्थापना
- सबसे पहले, फिजिक्स2डी पैनल पर जाएं और प्लेयर लेयर के बीच टकराव को अक्षम करें, ताकि बॉट और प्लेयर एक-दूसरे के बीच फंसे न रहें।
- प्लेयर उदाहरण को डुप्लिकेट करें
- एक BotController2D घटक जोड़ें
- बॉट अब तैयार है
दुश्मन एआई को कार्रवाई में देखने के लिए नीचे दिए गए वीडियो को देखें (सफेद उदाहरण हमारा खिलाड़ी है, लाल उदाहरण एआई द्वारा नियंत्रित होते हैं):