Unity أضف أعداء إلى منصة ثنائية الأبعاد

يعد إنشاء منصة في Unity أمرًا سهلاً نسبيًا، لكن إضافة أعداء وظيفيين قد لا يكون بهذه البساطة.

في هذا المنشور، سأعرض كيفية إنشاء لعبة منصات ثنائية الأبعاد باستخدام الذكاء الاصطناعي للعدو.

بشكل عام في ألعاب المنصات ثنائية الأبعاد، يمكن للاعب فقط المشي للأمام/الخلف، والقفز، وفي بعض الحالات تسلق السلم لأعلى/لأسفل، إذا كانت الخريطة متعددة المستويات. مع العلم أنه يمكننا استخدام نهج معياري حيث تتم مشاركة وحدة التحكم نفسها بين اللاعب والذكاء الاصطناعي.

الخطوة 1: إنشاء البرامج النصية

لنبدأ بإنشاء جميع البرامج النصية الضرورية. تحقق من الكود المصدري أدناه:

Ladder2D.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 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);
        }
    }
}

PlayerController2D.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.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)
    }
}

CameraFollow2D.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 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);
    }
}

الخطوة 2: إعداد اللاعب والأعداء

حان الوقت الآن لإعداد لاعبنا والذكاء الاصطناعي للعدو باستخدام البرامج النصية أعلاه.

إعداد مثيل المشغل الخاص بنا

  • قم بإنشاء GameObject جديد وقم بتسميته "Player"
  • قم بتغيير علامة هذا الكائن إلى "Player"
  • قم بتغيير طبقة الكائن إلى 8 (إذا لم تكن هناك طبقة 8 في التحديد، أضف واحدة بالنقر فوق إضافة طبقة...، وقم بتسميتها "Player")
  • قم بإنشاء GameObject آخر، وأطلق عليه اسم "Body" وأضف مكون SpriteRenderer
  • قم بتعيين كائن اللاعب الخاص بك إلى "Body" وحركه داخل الكائن "Player"
  • حدد الكائن "Player" وأضف مكونات CapsuleCollider2D وRigidbody2D وPlayerController2D
  • قم بقياس CapsuleCollider2D حتى يناسب اللاعب Sprite

كما ترون، يحتوي PlayerController2D على متغيرين، معظمهما لا يحتاجان إلى شرح، ومع ذلك، يحتاج أحدهما إلى القليل من الشرح:

PlayerHP - يتم استخدام هذه القيمة في BotController2D لتحديد ما إذا كان يجب على الذكاء الاصطناعي الهرب عندما تكون صحته منخفضة جدًا.

استخدم متغير PlayerHP عند تنفيذ وظيفة الهجوم (تحقق من void Attack() في نهاية البرنامج النصي PlayerController2D.cs).

إعداد كاميرا المشغل

  • حدد الكاميرا الرئيسية وأضف مكون CameraFollow2D
  • قم بتعيين اللاعب إلى المتغير الهدف
  • اختياريًا، يمكنك تعديل متغير الإزاحة (إذا كنت لا تريد أن تتمركز الكاميرا في المنتصف تمامًا)

إعداد سلم

يدعم PlayerController2D أيضًا السلالم القابلة للتسلق.

يعد إعداد سلم جديد أمرًا سهلاً حقًا:

  • قم بإنشاء GameObject جديد وقم بتسميته "Ladder"
  • تغيير طبقته إلى "IgnoreRaycast"
  • قم بإنشاء كائن لعبة آخر باستخدام SpriteRenderer وقم بتعيين كائن من سلمك وحركه داخل كائن السلم
  • أضف مكوني BoxCollider2D وLadder2D إلى الكائن "Ladder"
  • قم بقياس أبعاد المصادم لتتناسب مع السلم Sprite وقم بوضع علامة عليه كمشغل

إعداد العدو AI

  • أولاً، انتقل إلى لوحة Physics2D وقم بتعطيل التصادم بين طبقة المشغل، حتى لا تلتصق الروبوتات واللاعبون ببعضهم البعض.

  • تكرار مثيل المشغل
  • إضافة مكون BotController2D
  • الروبوت جاهز الآن

خصائص الروبوت الآلي ثنائي الأبعاد

تحقق من الفيديو أدناه لمشاهدة الذكاء الاصطناعي للعدو أثناء العمل (المثيل الأبيض هو لاعبنا، والمثيلات الحمراء يتم التحكم فيها بواسطة الذكاء الاصطناعي):

Sharp Coder مشغل فديوهات

مصدر
📁2DEnemyAI.unitypackage40.49 KB
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