参考原视频链接
【视频】:https://www.bilibili.com/video/BV1Xy4y1N7Cb
注意:本文为学习笔记记录,推荐支持原作者,去看原视频自己手敲代码理解更加深入

先来看看最终效果

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前言

当今大多数游戏都拥有一些形式的Buff系统,利用这种系统可以增强或削弱游戏角色的特定属性。在Unity中,我们可以使用脚本轻松地创建这样的Buff系统。

在本教程中,我们将探索如何实现一种基本的Buff系统,其中包括对游戏中的玩家或敌对角色施加各种不同类型的Buff。我们还将学习如何设置时间限制和叠加限制,以及如何实现Buff效果的应用和移除。

通过本教程,您将学习如何在Unity中创建一个完整的Buff系统,为您的游戏增加全新的深度和策略性。

开始

新增脚本PlayerController,添加玩家血量和攻击力变量,并实时显示

public class PlayerController : MonoBehaviour
{
    [Header("生命值")]
    public float HP;
    [Header("攻击力")]
    public float AD;
    public TextMeshProUGUI HPText;
    public TextMeshProUGUI ADText;

    private void Update()
    {
        HPText.text = $"生命值:{HP}";
        ADText.text = $"攻击力:{AD}";
    }
}

效果
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绘制BUFF显示界面
状态栏
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遮罩
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最终效果
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BUFF系统

定义BUFF类型枚举

public enum BuffType
{
    /// <summary>
    /// 正面buff
    /// </summary>
    Buff,
    /// <summary>
    /// 负面buff
    /// </summary>
    Debuff,
    /// <summary>
    /// 没有buff
    /// </summary>
    None,
}

BUFF冲突方式枚举类型

/// <summary>
/// 当两个不同单位向同一个单位施加同一个buff时的冲突处理
/// </summary>
public enum ConflictResolution
{
  /// <summary>
  /// 合并为一个buff,叠层(提高等级)
  /// </summary>
  combine,
  /// <summary>
  /// 独立存在
  /// </summary>
  separate,
  /// <summary>
  /// 覆盖,后者覆盖前者
  /// </summary>
  cover,
}

新建BuffBase,Buff系统中的基类

public class BuffBase
{
    private GameObject m_Owner;
    private string m_Provider = "";
    private float m_MaxDuration = 3;
    private float m_TimeScale = 1;
    private int m_MaxLevel = 1;
    private BuffType m_BuffType = BuffType.None;
    private ConflictResolution m_ConflictResolution = ConflictResolution.cover;
    private bool m_Dispellable = true;
    private string m_Name = "默认名称";
    private string m_Description = "这个Buff没有介绍";
    private int m_Demotion = 1;
    private string m_IconPath = "";


    private int m_CurrentLevel = 0;
    private float m_ResidualDuration = 3;

    private bool m_Initialized = false;

    /// <summary>
    /// 此buff的持有者
    /// </summary>
    public GameObject Owner
    {
        get { return m_Owner; }
        protected set { m_Owner = value; }
    }
    /// <summary>
    /// 此Buff的提供者
    /// </summary>
    public string Provider
    {
        get { return m_Provider; }
        protected set { m_Provider = value; }
    }
    /// <summary>
    /// Buff的初始持续时间
    /// </summary>
    public float MaxDuration
    {
        get { return m_MaxDuration; }
        protected set { m_MaxDuration = Math.Clamp(value, 0, float.MaxValue); }
    }
    /// <summary>
    /// buff的时间流失速度,最小为0,最大为10。
    /// </summary>
    public float TimeScale
    {
        get { return m_TimeScale; }
        set { m_TimeScale = Math.Clamp(value, 0, 10); }
    }
    /// <summary>
    /// buff的最大堆叠层数,最小为1,最大为2147483647
    /// </summary>
    public int MaxLevel
    {
        get { return m_MaxLevel; }
        protected set { m_MaxLevel = Math.Clamp(value, 1, int.MaxValue); }
    }
    /// <summary>
    /// Buff的类型,分为正面、负面、中立三种
    /// </summary>
    public BuffType BuffType
    {
        get { return m_BuffType; }
        protected set { m_BuffType = value; }
    }
    /// <summary>
    /// 当两个不同单位向同一个单位施加同一个buff时的冲突处理
    /// 分为三种:
    /// combine,合并为一个buff,叠层(提高等级)
    ///  separate,独立存在
    ///   cover, 覆盖,后者覆盖前者
    /// </summary>
    public ConflictResolution ConflictResolution
    {
        get { return m_ConflictResolution; }
        protected set { m_ConflictResolution = value; }
    }
    /// <summary>
    /// 可否被驱散
    /// </summary>
    public bool Dispellable
    {
        get { return m_Dispellable; }
        protected set { m_Dispellable = value; }
    }
    /// <summary>
    /// Buff对外显示的名称
    /// </summary>
    public string Name
    {
        get { return m_Name; }
        protected set { m_Name = value; }
    }
    /// <summary>
    /// Buff的介绍文本
    /// </summary>
    public string Description
    {
        get { return m_Description; }
        protected set { m_Description = value; }
    }
    /// <summary>
    /// 图标资源的路径
    /// </summary>
    public string IconPath
    {
        get { return m_IconPath; }
        protected set { m_IconPath = value; }
    }

    /// <summary>
    /// 每次Buff持续时间结束时降低的等级,一般降低1级或者降低为0级。
    /// </summary>
    public int Demotion
    {
        get { return m_Demotion; }
        protected set { m_Demotion = Math.Clamp(value, 0, MaxLevel); }
    }




    /// <summary>
    /// Buff的当前等级
    /// </summary>
    public int CurrentLevel
    {
        get { return m_CurrentLevel; }
        set
        {
            //计算出改变值
            int change = Math.Clamp(value, 0, MaxLevel) - m_CurrentLevel;
            OnLevelChange(change);
            m_CurrentLevel += change;
        }
    }
    /// <summary>
    /// Buff的当前剩余时间
    /// </summary>
    public float ResidualDuration
    {
        get { return m_ResidualDuration; }
        set { m_ResidualDuration = Math.Clamp(value, 0, float.MaxValue); }
    }

    /// <summary>
    /// 当Owner获得此buff时触发
    /// 由BuffManager在合适的时候调用
    /// </summary>
    public virtual void OnGet() { }
    /// <summary>
    /// 当Owner失去此buff时触发
    /// 由BuffManager在合适的时候调用
    /// </summary>
    public virtual void OnLost() { }
    /// <summary>
    /// Update,由BuffManager每物理帧调用
    /// </summary>
    public virtual void FixedUpdate() { }
    /// <summary>
    /// 当等级改变时调用
    /// </summary>
    /// <param name="change">改变了多少级</param>
    protected virtual void OnLevelChange(int change) { }
    /// <summary>
    /// 初始化
    /// </summary>
    /// <param name="owner"></param>
    /// <param name="provider"></param>
    /// <exception cref="Exception"></exception>
    public virtual void Initialize(GameObject owner, string provider)
    {
        if (m_Initialized)
        {
            throw new Exception("不能对已经初始化的buff再次初始化");
        }
        if (owner == null || provider == null)
        {
            throw new Exception("初始化值不能为空");
        }
        Owner = owner;
        Provider = provider;
        m_Initialized = true;
    }
}

新建ShowBuff,控制BUFF的显示

public class ShowBuff : MonoBehaviour
{
    [SerializeField, Header("Buff项预制体")]
    private GameObject m_BuffItemTemplate;
    [SerializeField, Header("对象池")]
    private GameObject m_Pool;
    [SerializeField, Header("Buff项父物体")]
    private GameObject m_Buffs;
    [SerializeField, Header("与Buff相关联的游戏对象")]
    private PlayerController m_Hero;

    private ObjectPool<UI_BuffItem> m_BuffItemPool;// Buff项对象池
    // Buff项对象池的创建函数,用于实例化Buff项
    private UI_BuffItem Pool_CreateFunc()
    {
        return Instantiate(m_BuffItemTemplate, this.transform).GetComponent<UI_BuffItem>();
    }
    // Buff项对象池的获取时回调,用于激活对象并设置父物体
    private void Pool_ActionOnGet(UI_BuffItem UI_BuffItem)
    {
        UI_BuffItem.gameObject.SetActive(true);
        UI_BuffItem.transform.SetParent(m_Buffs.transform);
    }
    // Buff项对象池的回收时回调,用于隐藏对象并设置父物体
    private void Pool_ActionOnRelease(UI_BuffItem UI_BuffItem)
    {
        UI_BuffItem.gameObject.SetActive(false);
        UI_BuffItem.transform.SetParent(m_Pool.transform);
    }
    // Buff项对象池的销毁时回调,用于销毁对象
    private void Pool_ActionOnDestroy(UI_BuffItem UI_BuffItem)
    {
        Destroy(UI_BuffItem.gameObject);
    }
    // Buff监听器,当有新的Buff时调用ShowBuffCore方法
    private void BuffListener(BuffBase newBuff)
    {
        ShowBuffCore(newBuff);
    }

    private void ShowBuffCore(BuffBase buff)
    {
        m_BuffItemPool.Get().Initialize(buff, m_BuffItemPool);
    }
    private void Awake()
    {
        m_BuffItemPool = new ObjectPool<UI_BuffItem>(
                    Pool_CreateFunc,
                    Pool_ActionOnGet,
                    Pool_ActionOnRelease,
                    Pool_ActionOnDestroy,
                    true,
                    100,
                    10000
                    );
        // 遍历BuffManager中与m_Hero关联的所有Buff,并调用ShowBuffCore方法显示它们
        foreach (BuffBase item in BuffManager.Instance.StartObserving(m_Hero.gameObject, BuffListener))
        {
            ShowBuffCore(item);
        }
    }
 }

挂载脚本并配置参数
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新增UI_BuffItem,控制Buff信息UI显示

public class UI_BuffItem : MonoBehaviour
{
    [SerializeField, Header("遮罩层")]
    private Image m_Mask_M;
    [SerializeField, Header("等级文本")]
    private TextMeshProUGUI m_Level;
    
    [SerializeField, Header("边框")]
    private Image m_Frame;
    [SerializeField, Header("图标")]
    private Image m_Icon;

    [Space]
    [Header("Buff详情")]
    [SerializeField, Header("详情弹窗")]
    private GameObject m_BuffInfo;
    [SerializeField, Header("Buff名称文本")]
    private TextMeshProUGUI m_BuffName;

    [SerializeField, Header("Buff描述文本")]
    private TextMeshProUGUI m_Description;

    [SerializeField, Header("Buff来源文本")]
    private TextMeshProUGUI m_Provider;


    private ObjectPool<UI_BuffItem> m_RecyclePool;


    private bool m_Initialized = false;// 是否已经初始化
    private bool m_NeedNumber = false;// 是否需要显示等级
    private bool m_NeedLine = false;// 是否需要显示计时工具


    private BuffBase m_TargetBuff;

    public void OnPointerEnter()
    {
        m_BuffInfo.gameObject.SetActive(true);
        ShowInfo(m_TargetBuff);
    }

    // 显示Buff详细信息
    public void ShowInfo(BuffBase buff)
    {
        m_BuffName.text = buff.Name;
        m_Description.text = buff.Description;
        m_Provider.text = "来自:" + buff.Provider;
    }

    public void OnPointerExit()
    {
        m_BuffInfo.gameObject.SetActive(false);
    }
    public void Initialize(BuffBase buff, ObjectPool<UI_BuffItem> recyclePool)
    {
        m_Icon.sprite = Resources.Load<Sprite>(buff.IconPath);
        m_TargetBuff = buff;
        m_RecyclePool = recyclePool;
        if (m_TargetBuff.MaxLevel > 1)
        {
            m_NeedNumber = true;
            m_Level.gameObject.SetActive(true);
        }
        else
        {
            m_NeedNumber = false;
            m_Level.gameObject.SetActive(false);
        }


        if (m_TargetBuff.TimeScale > 0)
        {
            m_NeedLine = true;
            m_Mask_M.gameObject.SetActive(true);
        }
        else
        {
            m_NeedLine = false;
            m_Mask_M.gameObject.SetActive(false);
        }

        switch (buff.BuffType)
        {
            case BuffType.Buff:
                m_Frame.color = Color.green;
                break;
            case BuffType.Debuff:
                m_Frame.color = Color.red;
                break;
            case BuffType.None:
                m_Frame.color = Color.white;
                break;
            default:
                break;
        }
        m_Initialized = true;
    }

    private void Update()
    {
        if (m_Initialized)
        {
            //需要显示计时工具才显示
            if (m_NeedLine)
            {
                m_Mask_M.fillAmount = 1 - (m_TargetBuff.ResidualDuration / m_TargetBuff.MaxDuration);
            }
            //需要显示等级才显示
            if (m_NeedNumber)
            {
                m_Level.text = m_TargetBuff.CurrentLevel.ToString();
            }
            //如果当前等级等于零说明他已经被废弃了,所以就可以回收了
            if (m_TargetBuff.CurrentLevel == 0 )
            {
                m_RecyclePool.Release(this);
            }
        }
    }
}

绑定脚本,配置参数并添加鼠标移入移出事件
在这里插入图片描述
新增ShowBuff,控制BUFFBuff的显示

public class ShowBuff : MonoBehaviour
{
    [SerializeField, Header("Buff项预制体")]
    private GameObject m_BuffItemTemplate;
    [SerializeField, Header("对象池")]
    private GameObject m_Pool;
    [SerializeField, Header("Buff项父物体")]
    private GameObject m_Buffs;
    [SerializeField, Header("与Buff相关联的游戏对象")]
    private PlayerController m_Hero;

    private ObjectPool<UI_BuffItem> m_BuffItemPool;// Buff项对象池
    // Buff项对象池的创建函数,用于实例化Buff项
    private UI_BuffItem Pool_CreateFunc()
    {
        return Instantiate(m_BuffItemTemplate, this.transform).GetComponent<UI_BuffItem>();
    }
    // Buff项对象池的获取时回调,用于激活对象并设置父物体
    private void Pool_ActionOnGet(UI_BuffItem UI_BuffItem)
    {
        UI_BuffItem.gameObject.SetActive(true);
        UI_BuffItem.transform.SetParent(m_Buffs.transform);
    }
    // Buff项对象池的回收时回调,用于隐藏对象并设置父物体
    private void Pool_ActionOnRelease(UI_BuffItem UI_BuffItem)
    {
        UI_BuffItem.gameObject.SetActive(false);
        UI_BuffItem.transform.SetParent(m_Pool.transform);
    }
    // Buff项对象池的销毁时回调,用于销毁对象
    private void Pool_ActionOnDestroy(UI_BuffItem UI_BuffItem)
    {
        Destroy(UI_BuffItem.gameObject);
    }
    // Buff监听器,当有新的Buff时调用ShowBuffCore方法
    private void BuffListener(BuffBase newBuff)
    {
        ShowBuffCore(newBuff);
    }

    private void ShowBuffCore(BuffBase buff)
    {
        m_BuffItemPool.Get().Initialize(buff, m_BuffItemPool);
    }
    private void Awake()
    {
        m_BuffItemPool = new ObjectPool<UI_BuffItem>(
                    Pool_CreateFunc,
                    Pool_ActionOnGet,
                    Pool_ActionOnRelease,
                    Pool_ActionOnDestroy,
                    true,
                    100,
                    10000
                    );
        // 遍历BuffManager中与m_Hero关联的所有Buff,并调用ShowBuffCore方法显示它们
        foreach (BuffBase item in BuffManager.Instance.StartObserving(m_Hero.gameObject, BuffListener))
        {
            ShowBuffCore(item);
        }
    }
}

挂载脚本,配置参数
在这里插入图片描述
新增BuffManager,BUFF管理类

public class BuffManager : MonoBehaviour
{
    /// <summary>
    /// 固定时间更新的更新频率,此值不宜过高,可以过低(会增加性能消耗)。
    /// </summary>
    public const float FixedDeltaTime = 0.1f;


    #region 单例
    private static BuffManager m_Instance;
    public static BuffManager Instance
    {
        get
        {
            if (m_Instance == null)
            {
                GameObject l_GameObject = new GameObject("Buff Manager");
                m_Instance = l_GameObject.AddComponent<BuffManager>();
                DontDestroyOnLoad(l_GameObject);
            }
            return m_Instance;
        }
    }
    #endregion

    /// <summary>
    /// 存储了所有的buff,key为buff持有者,value为他所持有的所有buff。
    /// </summary>
    private Dictionary<GameObject, List<BuffBase>> m_BuffDictionary = new Dictionary<GameObject, List<BuffBase>>(25);
    private Dictionary<GameObject, Action<BuffBase>> m_ObserverDicitinary = new Dictionary<GameObject, Action<BuffBase>>(25);
    #region Public方法
    /// <summary>
    /// 返回要观察的对象现有的buff,并且在对象被添加新buff时通知你
    /// (如果现在对象身上没有buff会返回空列表,不会返回null)
    /// </summary>
    /// <returns></returns>
    public List<BuffBase> StartObserving(GameObject target, Action<BuffBase> listener)
    {
        List<BuffBase> list;
        //添加监听
        if (!m_ObserverDicitinary.ContainsKey(target))
        {
            m_ObserverDicitinary.Add(target, null);
        }
        m_ObserverDicitinary[target] += listener;
        //查找已有buff
        if (m_BuffDictionary.ContainsKey(target))
        {
            list = m_BuffDictionary[target];
        }
        else
        {
            list = new List<BuffBase>();
        }
        //返回
        return list;
    }
    /// <summary>
    /// 停止观察某一对象,请传入与调用开始观察方法时使用的相同参数。
    /// </summary>
    /// <param name="target"></param>
    /// <param name="listener"></param>
    /// <exception cref="Exception"></exception>
    public void StopObsveving(GameObject target, Action<BuffBase> listener)
    {
        if (!m_ObserverDicitinary.ContainsKey(target))
        {
            throw new Exception("要停止观察的对象不存在");
        }
        m_ObserverDicitinary[target] -= listener;
        if (m_ObserverDicitinary[target] == null)
        {
            m_ObserverDicitinary.Remove(target);
        }
    }
    /// <summary>
    /// 在目标身上挂buff
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="target"></param>
    /// <param name="provider"></param>
    /// <param name="level"></param>
    public void AddBuff<T>(GameObject target, string provider, int level = 1) where T : BuffBase, new()
    {
        //如果我们的字典里没有存储这个key,就进行初始化
        if (!m_BuffDictionary.ContainsKey(target))
        {
            m_BuffDictionary.Add(target, new List<BuffBase>(5));
            //目标身上自然没有任何buff,直接挂一个新buff即可
            AddNewBuff<T>(target, provider, level);
            return;
        }

        //如果目标身上没有任何buff,直接挂一个新buff即可
        if (m_BuffDictionary[target].Count == 0)
        {
            AddNewBuff<T>(target, provider, level);
            return;
        }

        //遍历看看目标身上有没有已存在的要挂的buff。
        List<T> temp01 = new List<T>();
        foreach (BuffBase item in m_BuffDictionary[target])
        {
            if (item is T)
            {
                temp01.Add(item as T);
            }
        }
        //如果没有直接挂一个新buff就行了
        //如果有已存在的要挂的buff,就要进行冲突处理了
        if (temp01.Count == 0)
        {
            AddNewBuff<T>(target, provider, level);
        }
        else
        {
            switch (temp01[0].ConflictResolution)
            {
                //如果是独立存在,那也直接挂buff
                case ConflictResolution.separate:
                    bool temp = true;
                    foreach (T item in temp01)
                    {
                        if (item.Provider == provider)
                        {
                            item.CurrentLevel += level;
                            temp = false;
                            continue;
                        }
                    }
                    if (temp)
                    {
                        AddNewBuff<T>(target, provider, level);
                    }
                    break;
                //如果是合并,则跟已有的buff叠层。
                case ConflictResolution.combine:
                    temp01[0].CurrentLevel += level;
                    break;
                //如果是覆盖,则移除旧buff,然后添加这个buff。
                case ConflictResolution.cover:
                    RemoveBuff(target, temp01[0]);
                    AddNewBuff<T>(target, provider, level);
                    break;
            }
        }

    }
    /// <summary>
    /// 获得单位身上指定类型的buff的列表
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="Owner"></param>
    /// <returns></returns>
    public List<T> FindBuff<T>(GameObject Owner) where T : BuffBase, new()
    {
        List<T> result = new List<T>();
        if (m_BuffDictionary.ContainsKey(Owner))
        {
            List<BuffBase> buff = m_BuffDictionary[Owner];
            foreach (BuffBase item in buff)
            {
                if (item is T)
                {
                    result.Add(item as T);
                }
            }
        }
        return result;
    }
    /// <summary>
    /// 获得单位身上所有的buff
    /// 如果单位身上没有任何buff则返回空列表
    /// </summary>
    /// <param name="Owner"></param>
    /// <returns></returns>
    public List<BuffBase> FindAllBuff(GameObject Owner)
    {
        List<BuffBase> result = new List<BuffBase>();
        if (m_BuffDictionary.ContainsKey(Owner))
        {
            result = m_BuffDictionary[Owner];
        }
        return result;
    }
    /// <summary>
    /// 移除单位身上指定的一个buff
    /// </summary>
    /// <param name="owner"></param>
    /// <param name="buff"></param>
    /// <returns>是否成功,如果失败说明目标不存在</returns>
    public bool RemoveBuff(GameObject owner, BuffBase buff)
    {
        if (!m_BuffDictionary.ContainsKey(owner))
        {
            return false;
        }

        bool haveTarget = false;
        foreach (BuffBase item in m_BuffDictionary[owner])
        {
            if (item == buff)
            {
                haveTarget = true;
                item.CurrentLevel -= item.CurrentLevel;
                item.OnLost();
                m_BuffDictionary[owner].Remove(item);
                break;
            }
        }
        if (!haveTarget)
        {
            return false;
        }
        return true;
    }
    #endregion

    #region Private方法
    private void AddNewBuff<T>(GameObject target, string provider, int level) where T : BuffBase, new()
    {
        T buff = new T();
        buff.Initialize(target, provider);
        m_BuffDictionary[target].Add(buff);
        buff.ResidualDuration = buff.MaxDuration;
        buff.CurrentLevel = level;
        buff.OnGet();
        if (m_ObserverDicitinary.ContainsKey(target))
        {
            m_ObserverDicitinary[target]?.Invoke(buff);
        }
    }
    #endregion


    private WaitForSeconds m_WaitForFixedDeltaTimeSeconds = new WaitForSeconds(FixedDeltaTime);
    private IEnumerator ExecuteFixedUpdate()
    {
        while (true)
        {
            yield return m_WaitForFixedDeltaTimeSeconds;
            //执行所有buff的update;
            foreach (KeyValuePair<GameObject, List<BuffBase>> item1 in m_BuffDictionary)
            {
                foreach (BuffBase item2 in item1.Value)
                {
                    if (item2.CurrentLevel > 0 && item2.Owner != null)
                    {
                        item2.FixedUpdate();
                    }
                }
            }
        }
    }
    private WaitForSeconds m_WaitFor10Seconds = new WaitForSeconds(10f);
    private Dictionary<GameObject, List<BuffBase>> m_BuffDictionaryCopy = new Dictionary<GameObject, List<BuffBase>>(25);
    private IEnumerator ExecuteGrabageCollection()
    {
        while (true)
        {
            yield return m_WaitFor10Seconds;
            //复制一份
            m_BuffDictionaryCopy.Clear();
            foreach (KeyValuePair<GameObject, List<BuffBase>> item in m_BuffDictionary)
            {
                m_BuffDictionaryCopy.Add(item.Key, item.Value);
            }
            //清理无用对象
            foreach (KeyValuePair<GameObject, List<BuffBase>> item in m_BuffDictionaryCopy)
            {
                //如果owner被删除,我们这边也跟着删除
                if (item.Key == null)
                {
                    m_BuffDictionary.Remove(item.Key);
                    continue;
                }
                //如果一个owner身上没有任何buff,就没必要留着他了
                if (item.Value.Count == 0)
                {
                    m_BuffDictionary.Remove(item.Key);
                    continue;
                }
            }
        }
    }

    private void Awake()
    {
        StartCoroutine(ExecuteFixedUpdate());
        StartCoroutine(ExecuteGrabageCollection());
    }


    private BuffBase m_Transfer_Buff;
    private void FixedUpdate()
    {
        //清理无用对象
        foreach (KeyValuePair<GameObject, List<BuffBase>> item in m_BuffDictionary)
        {
            //清理无用buff
            //降低持续时间
            for (int i = item.Value.Count - 1; i >= 0; i--)
            {
                m_Transfer_Buff = item.Value[i];
                //如果等级为0,则移除
                if (m_Transfer_Buff.CurrentLevel == 0)
                {
                    RemoveBuff(item.Key, m_Transfer_Buff);
                    continue;
                }
                //如果持续时间为0,则降级,
                //降级后如果等级为0则移除,否则刷新持续时间
                if (m_Transfer_Buff.ResidualDuration == 0)
                {
                    m_Transfer_Buff.CurrentLevel -= m_Transfer_Buff.Demotion;
                    if (m_Transfer_Buff.CurrentLevel == 0)
                    {
                        RemoveBuff(item.Key, m_Transfer_Buff);
                        continue;
                    }
                    else
                    {
                        m_Transfer_Buff.ResidualDuration = m_Transfer_Buff.MaxDuration;
                    }
                }
                //降低持续时间
                m_Transfer_Buff.ResidualDuration -= Time.fixedDeltaTime;
            }
        }
    }
}

加几个BUFF测试

1. 逐层消失,升级不重置剩余时间的BUFF

public class Buff001 : BuffBase
{
    // Buff每秒钟恢复的生命值
    private float m_HealingPerSecond = 20f;

    // 作用目标,即被添加Buff的角色
    private PlayerController playerController;

    // 初始化Buff的属性和状态
    public override void Initialize(GameObject owner, string provider)
    {
        base.Initialize(owner, provider);

        // 获取作用目标的PlayerController组件
        playerController = owner.GetComponent<PlayerController>();

        // 设置Buff的基本属性
        MaxDuration = 15; // 最大持续时间为15秒
        TimeScale = 1f;   // 时间流失速度为正常值
        MaxLevel = 5;     // 最大等级为5级
        BuffType = BuffType.Buff; // Buff类型为增益效果
        ConflictResolution = ConflictResolution.combine; // Buff冲突时采用合并方式
        Dispellable = false; // 不可被驱散
        Name = "生命值";   // Buff的名称
        Description = $"每秒恢复{m_HealingPerSecond}点生命值"; // Buff的描述
        Demotion = 1; // 每次Buff持续时间结束时降低的等级
        IconPath = "Icon/2003"; // Buff的图标路径
    }

    // 在固定时间间隔内更新Buff的效果
    public override void FixedUpdate()
    {
        // 每秒钟恢复指定的生命值
        playerController.HP += m_HealingPerSecond * BuffManager.FixedDeltaTime;
    }
}

调用测试

public class Test : MonoBehaviour
{
    public PlayerController playerController;

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
        	//作用目标 来源:自己,每次加1层
            BuffManager.Instance.AddBuff<Buff001>(playerController.gameObject, "自己", 1);
        }
    }
}

效果
在这里插入图片描述

2. 一次性全部消失,升级重置剩余时间的BUFF

public class Buff002 : BuffBase
{
     // 攻击力增加的数值
    private float m_ADUp = 10f;
    private PlayerController playerController;
    public override void Initialize(GameObject owner, string provider)
    {
        base.Initialize(owner, provider);
        MaxDuration = 5f;// 最大持续时间为5秒
        MaxLevel = 10;// 最大等级为10级
        BuffType = BuffType.Buff;// Buff类型为增益效果
        ConflictResolution = ConflictResolution.combine;// Buff冲突时采用合并方式
        Dispellable = false;// 不可被驱散
        Name = "借来的短剑";// Buff的名称
        Description = "每层增加10点攻击力";// Buff的描述
        IconPath = "Icon/1036";// Buff的图标路径
        Demotion = MaxLevel;// 每次Buff持续时间结束时降低的等级
        playerController = Owner.GetComponent<PlayerController>();
    }

    //当等级改变时调用
    protected override void OnLevelChange(int change)
    {
        // 根据变化的等级调整角色的攻击力
        playerController.AD += m_ADUp * change;
        //每次升级,重置Buff的当前剩余时间
        ResidualDuration = MaxDuration;
    }
}

调用

BuffManager.Instance.AddBuff<Buff002>(playerController.gameObject, "自己", 1);

效果
在这里插入图片描述

3. 永久BUFF,类似被动BUFF

public class Buff003 : BuffBase
{
    PlayerController playerController;
    public override void Initialize(GameObject owner, string provider)
    {
        base.Initialize(owner, provider);
        TimeScale = 0f;// 时间缩放为0,暂停游戏中的时间流逝
        MaxLevel = int.MaxValue;// 最大等级设置为int的最大值,表示无限等级
        BuffType = BuffType.Buff;// Buff类型为增益效果
        ConflictResolution = ConflictResolution.separate;// Buff冲突时采用分离方式
        Dispellable = false;// 不可被驱散
        Name = "盛宴";
        Description = "增加生命值";
        IconPath = "Icon/Feast";
        Demotion = 0;// 每次Buff持续时间结束时降低的等级
        playerController = owner.GetComponent<PlayerController>();
    }

     // 当Buff等级发生变化时触发
    protected override void OnLevelChange(int change)
    {
        // 根据变化的等级调整角色的生命值
        playerController.HP += change;
    }
}

调用

BuffManager.Instance.AddBuff<Buff003>(playerController.gameObject, "自己", 80);

效果
在这里插入图片描述

4. 负面BUFF,根据当前BUFF等级计算每秒收到伤害值,当两个不同单位向同一个单位施加同一个buff时BUFF独立存在

public class Buff004 : BuffBase
{
    PlayerController playerController;
    // 每秒受到的伤害值
    float m_DamagePerSeconds = 30;
    public override void Initialize(GameObject owner, string provider)
    {
        base.Initialize(owner, provider);

        playerController = owner.GetComponent<PlayerController>();

        MaxDuration = 5f;// Buff的最大持续时间为5秒
        TimeScale = 1f;// 时间缩放为1,正常流逝时间
        MaxLevel = 5;// 最大等级设置为5
        BuffType = BuffType.Debuff;// Buff类型为减益效果
        ConflictResolution = ConflictResolution.separate;// Buff冲突时采用分离方式
        Dispellable = true;// 可以被驱散
        Name = "流血";
        Description = "每层每秒受到30点伤害";
        IconPath = "Icon/Darius_PassiveBuff";
        Demotion = MaxLevel;// 每次Buff持续时间结束时降低的等级
    }

    // 当Buff等级发生变化时触发
    protected override void OnLevelChange(int change)
    {
        //每次升级,重置Buff的当前剩余时间
        ResidualDuration = MaxDuration;
    }
    public override void FixedUpdate()
    {
        // 根据当前等级、每秒伤害值和固定时间步长来计算角色受到的伤害
        playerController.HP -= m_DamagePerSeconds * CurrentLevel * BuffManager.FixedDeltaTime;
    }
}

调用

if (Input.GetKeyDown(KeyCode.Alpha4))
{
    BuffManager.Instance.AddBuff<Buff004>(playerController.gameObject, "敌人1", 1);
}
if (Input.GetKeyDown(KeyCode.Alpha5))
{
    BuffManager.Instance.AddBuff<Buff004>(playerController.gameObject, "敌人2", 1);
}

效果
在这里插入图片描述

5. 一级叠加两层,后面都叠加一层

public class Buff005 : BuffBase
{
    PlayerController playerController;

    // 每秒受到的伤害值
    float m_DamagePerSeconds = 10;

    public override void Initialize(GameObject owner, string provider)
    {
        base.Initialize(owner, provider);

        playerController = owner.GetComponent<PlayerController>();

        MaxDuration = 1f;// Buff的最大持续时间为1秒
        TimeScale = 1f;// 时间缩放为1,正常流逝时间
        MaxLevel = int.MaxValue;// 最大等级设置为int.MaxValue,即无限大
        BuffType = BuffType.Debuff;// Buff类型为减益效果
        ConflictResolution = ConflictResolution.combine;// Buff冲突时采用合并方式
        Dispellable = true;// 可以被驱散
        Name = "被点燃";
        Description = "每秒受到10点伤害,首次受到该BUFF伤害,一次叠加2层,后续叠加1层";
        IconPath = "Icon/Darius_PassiveBuff";
        Demotion = 1;// 每次Buff持续时间结束时降低的等级
    }

    public override void FixedUpdate()
    {
        // 根据每秒伤害值和固定时间步长来计算角色受到的伤害
        playerController.HP -= m_DamagePerSeconds * BuffManager.FixedDeltaTime;
    }
}

调用

if (Input.GetKeyDown(KeyCode.Alpha6))
{
    int number = 1;
    //获取叠加的BUff层数
    if(BuffManager.Instance.FindBuff<Buff005>(playerController.gameObject).Count == 0  )
    {
        number = 2;
    }
    BuffManager.Instance.AddBuff<Buff005>(playerController.gameObject, "敌人1", number);
}

效果

在这里插入图片描述

最终效果

在这里插入图片描述

参考

【视频】https://www.bilibili.com/video/BV1Xy4y1N7Cb

源码

https://gitcode.net/unity1/buffsystem
在这里插入图片描述

参考

【视频】https://www.bilibili.com/video/BV1Xy4y1N7Cb

完结

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好了,我是向宇https://xiangyu.blog.csdn.net

一位在小公司默默奋斗的开发者,出于兴趣爱好,于是最近才开始自习unity。如果你遇到任何问题,也欢迎你评论私信找我, 虽然有些问题我可能也不一定会,但是我会查阅各方资料,争取给出最好的建议,希望可以帮助更多想学编程的人,共勉~
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