2D Top Down игра на Unity с нуля #11 | Коллайдер для меча, нанесение урона врагу
Summary
TLDRIn this Unity development tutorial, the instructor demonstrates how to implement a sword swing mechanic for a 2D game, complete with collision detection and damage-dealing features. The process includes adding a polygon collider to the sword, detecting collisions with enemies, and applying damage to them. The tutorial also covers handling sword animations, ensuring the collider activates only during the attack and deactivates afterward. Additionally, it addresses optimization practices, such as caching components and following consistent naming conventions. The video concludes with tips for debugging and improving the overall gameplay mechanics.
Takeaways
- 😀 The tutorial focuses on adding combat mechanics in Unity, specifically the implementation of a sword and its collider to damage enemies.
- 😀 The sword's collider is set up with a polygon collider 2D that activates during an attack animation to detect collisions with enemy colliders.
- 😀 The game includes a system where enemies take damage when hit by the sword collider, with health values and damage calculations being central to gameplay.
- 😀 The script demonstrates how to track an enemy's health and apply damage when the sword collider intersects with the enemy's collider.
- 😀 It is important to disable the sword's collider by default to prevent unintended interactions and only enable it during attacks.
- 😀 The tutorial emphasizes the importance of animation events to trigger actions like enabling or disabling the sword's collider at appropriate times in the attack animation.
- 😀 The code convention for private variables uses an underscore prefix (e.g., _health), while method variables do not.
- 😀 There is a method created to handle the enemy's health, with a basic script to monitor if the health is below zero, at which point the enemy is destroyed.
- 😀 The tutorial introduces the use of 'Trigger and Attack Animation' methods to sync animation events and actions like turning off the sword collider after an attack.
- 😀 A debugging feature is shown, where you can view the enemy’s health in the Unity Inspector using the Debug mode to ensure the correct behavior of the game mechanics.
- 😀 The tutorial concludes with a discussion of the next steps, including adding death animations and exploring Scriptable Objects to manage game data more efficiently.
Q & A
What was added to the hero in the previous video tutorial?
-In the previous tutorial, the hero was given a sword, and they were taught how to swing it. Additionally, an air-cutting effect with a white flash was implemented.
How is the collision detection for the sword handled?
-A polygon collider was added to the sword, which will interact with the enemy's collider. This way, damage can be dealt when the sword comes into contact with the enemy.
What approach is used to make the sword collider active only during attacks?
-The sword collider is disabled by default and is only activated during an attack. Two methods were created: one to turn off the collider and another to turn it on during the attack.
What is the purpose of the 'SW Visual' script in the context of the sword's functionality?
-The 'SW Visual' script controls the sword's animation and collider behavior. It ensures that the collider is turned on during the attack and turned off once the attack animation completes.
How does the collision detection handle interaction with the enemy?
-When the sword's collider intersects with the enemy's collider, the collision trigger method is used to check if the object hit is an enemy. If so, damage is applied to the enemy.
What programming convention was introduced in the script for naming variables?
-The convention introduced involves using an underscore before private variables inside scripts. For variables inside methods, no underscore is used.
How does the 'enemy health' system work in this tutorial?
-The enemy health is set up using an integer variable, which is customizable in the inspector. Damage is applied when the sword collides with the enemy. The health value decreases with each attack.
Why does the damage to the enemy not register correctly when the sword is swung rapidly?
-The damage doesn't register correctly when the sword is swung rapidly because the collider does not have enough time to deactivate and reactivate between swings. This causes it to skip the proper trigger event for each swing.
How was the issue with rapid sword swings and collider activation resolved?
-The issue was resolved by adding an additional method that ensures the collider is deactivated after one swing and reactivated when the next attack occurs, thus ensuring it works correctly even during rapid swings.
What future enhancements will be added in the next tutorial, according to the video?
-In the next tutorial, animations for the enemy taking damage and dying will be added, along with learning to use Scriptable Objects to handle game data more efficiently, rather than hard-coding values.
Outlines
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