Unity agrega enemigos a un juego de plataformas en 2D

Crear un juego de plataformas en Unity es relativamente fácil, pero agregar enemigos funcionales puede no ser tan sencillo.

En esta publicación, mostraré cómo crear un juego de plataformas en 2D con una IA enemiga.

Por lo general, en juegos de plataformas en 2D, el jugador solo puede caminar hacia adelante/atrás, saltar y, en algunos casos, subir/bajar por la escalera, si el mapa tiene varios niveles. Sabiendo que podríamos usar un enfoque modular donde el mismo controlador se comparte entre el jugador y la IA.

Paso 1: Crea los guiones

Comencemos por crear todos los scripts necesarios. Compruebe el código fuente a continuación:

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)
    }
}

CámaraSeguir2D.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);
    }
}

Paso 2: configura el jugador y los enemigos

Ahora es el momento de configurar nuestro jugador y la IA enemiga usando los scripts anteriores.

Configurando nuestra instancia de Player

  • Cree un nuevo GameObject y asígnele un nombre "Player"
  • Cambie la etiqueta de ese objeto a "Player"
  • Cambie la capa del objeto a 8 (si no hay una Capa 8 en la selección, agregue una haciendo clic en Agregar capa..., asígnele el nombre "Player")
  • Cree otro GameObject, llámelo "Body" y agregue un componente SpriteRenderer
  • Asigne su jugador Sprite a un "Body" y muévalo dentro del objeto "Player"
  • Seleccione el objeto "Player" y agregue los componentes CapsuleCollider2D, Rigidbody2D y PlayerController2D
  • Escale el CapsuleCollider2D hasta que se ajuste al jugador Sprite

Como puede ver, PlayerController2D tiene un par de variables, la mayoría de ellas se explican por sí mismas, sin embargo, una de ellas necesita un poco de explicación:

PlayerHP: este valor se usa en BotController2D para decidir si la IA debe huir cuando su HP es demasiado bajo.

Use la variable PlayerHP cuando implemente la función de ataque (marque void Attack() al final del script PlayerController2D.cs).

Configuración de la cámara del reproductor

  • Seleccione la cámara principal y agregue el componente CameraFollow2D
  • Asignar el jugador a la variable de destino
  • Opcionalmente, puede modificar la variable Offset (si no desea que la cámara se centre exactamente en el medio)

Montar una escalera

PlayerController2D también admite escaleras escalables.

Montar una nueva escalera es muy fácil:

  • Crea un nuevo GameObject y llámalo "Ladder"
  • Cambiar su capa a "IgnoreRaycast"
  • Cree otro objeto de juego con un SpriteRenderer y asigne un sprite de su escalera y muévalo dentro del objeto Ladder
  • Agregue los componentes BoxCollider2D y Ladder2D al objeto "Ladder"
  • Escale las dimensiones del colisionador para que coincidan con el Sprite de escalera y márquelo como Trigger

Configuración de la IA enemiga

  • Primero, vaya al panel Physics2D y deshabilite una colisión entre la capa del jugador, para que los bots y los jugadores no queden atrapados entre sí.

  • Duplicar la instancia del jugador
  • Agregar un componente BotController2D
  • El bot ya está listo.

Propiedades de IA de bot 2D

Mira el video a continuación para ver la IA enemiga en acción (la instancia blanca es nuestro jugador, las instancias rojas están controladas por la IA):

Sharp Coder Reproductor de video