Instantiated Enemy 对每个在他之后生成的敌人输出双倍伤害

Instantiated Enemy outputs double damage for every enemy spawning after him

所以我正在制作一款 FPS 生存游戏。我制作了一个 GameManager 脚本来处理游戏的 Enemy Spawning 部分。我的 EnemyAttack 脚本处理敌人的攻击。问题是,当第一个敌人生成时,我只受到 1 点伤害(在 AttackDamage 中设置),但是当第二个敌人生成时,即使我只进入 1 个敌人的攻击范围,我也会受到 2 点伤害(AttackDamage * 2)。 这是我所有的敌人脚本:

EnemyAttack.cs:

   using UnityEngine;
   using UnityEngine.UI;
   using System.Collections;

  public class EnemyAttack : MonoBehaviour
  {
public float AttackDamage = 1.0f;
public float AttackSpeed = 1.0f;

void Start() {
    StartCoroutine(Attack());
}

IEnumerator Attack() {

    while (true)
    {

        while (PlayerMovement.isEnemyAttacking == true) {

            EnemyAttacking();
            yield return new WaitForSeconds(AttackSpeed);
        }
        yield return 0;
    }

}

public void EnemyAttacking() {

    Debug.Log("Enemy Attacking!");
    PlayerHealth.Health -= AttackDamage;
    GameObject.FindGameObjectWithTag("HealthPoints").GetComponent<Text>().text = "HEALTH: " + PlayerHealth.Health;

}

 }

EnemyAI.cs:

   using UnityEngine;
      using System.Collections;

        public class EnemyAI : MonoBehaviour {

public Transform TriggerBox;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update()
{

    if (EnemySight.inSight == true)
    {

        NavMeshAgent agent = GetComponent<NavMeshAgent>();
        agent.destination = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>().position;

    }

     }
    }

EnemySight.cs:

     using UnityEngine;
         using System.Collections;

      public class EnemySight : MonoBehaviour {

public static bool inSight = false;

// Use this for initialization
void Start()
{

}

// Update is called once per frame
void Update()
{

}

void OnTriggerEnter(Collider other)
{

    if (other.gameObject.tag == "Player")
    {
        inSight = true;
    }

}

void OnTriggerExit(Collider other) {

    if (other.gameObject.tag == "Player")
    {
        inSight = false;
    }

   }

   }

PlayerHealth.cs:

  using UnityEngine;
  using UnityEngine.UI;
       using System.Collections;

    public class PlayerHealth : MonoBehaviour {

public Transform Player;

public static float Health = 100;
public static float maxHealth = 100;

// Use this for initialization
void Start () {

    GameObject.FindGameObjectWithTag("HealthPoints").GetComponent<Text>().text = "HEALTH: " + Health;

}

// Update is called once per frame
void Update () {

    if (Health <= 0) {

        Dead();

    }
}

public static void Dead() {



}
 }

你的脚本有一些问题...

我觉得你不明白什么是静态变量。

A static variable shares the value of it among all instances of the class

Source

public static bool inSight;

不应该是静态的。

PlayerMovement.isEnemyAttacking

这也不应该是静态的。

现在,一旦你有 1 个敌人满足 "Attack" 条件,你就会设置和读取一个静态变量,导致所有敌人攻击。你应该让你的变量属于每个敌人实例,而不是让你的变量成为静态的。

基本上,你只需要了解什么是静态变量就可以了。一旦你知道了,你就会明白为什么你的逻辑不起作用。

编辑:解决方案

玩家健康脚本。将此脚本附加到场景中的玩家游戏对象。

using UnityEngine;
using UnityEngine.UI;

public class PlayerHealth : MonoBehaviour
{
    public static float Health;
    public static float maxHealth = 100;

    private Text healthText;


    void Start()
    {
        healthText = GameObject.FindGameObjectWithTag("HealthPoints").GetComponent<Text>();

        //Make it full 100% health on start
        Health = maxHealth;
        RefreshHealthBar();
    }



    public void TakeDamage(float damage)
    {
        Health -= damage;
        RefreshHealthBar();

        if (Health <= 0)
            Die();
    }

    public void Die()
    {
        Health = 0;
        RefreshHealthBar();

        //TODO: Your code
    }

    void RefreshHealthBar()
    {
        healthText.text = "HEALTH: " + Health;
    }
}

EnnemyAI 脚本。将其附加到您的 Ennemy 预制件上。

 using System.Collections;
using UnityEngine;

public class EnnemyAI : MonoBehaviour
{
    public float AttackDamage = 1.0f;
    public float AttackSpeed = 1.0f;
    public float AttackRange = 1.0f;

    private bool isPlayerInSight;
    private GameObject target;
    private NavMeshAgent agent;


    // Use this for initialization
    void Start ()
    {
        target = GameObject.FindGameObjectWithTag("Player");
        agent = GetComponent<NavMeshAgent>();

        StartCoroutine(AttackLoop());
    }

    // Update is called once per frame
    void Update ()
    {
        if (isPlayerInSight)
        {
            agent.destination = target.transform.position;
        }
    }

    IEnumerator AttackLoop()
    {
        while (true)
        {
            //I don't know your attacking logic, so lets say they can attack in a 1 unit range
            while (Vector3.Distance(target.transform.position, this.transform.position) <= AttackRange)
            {
                Attack();
                yield return new WaitForSeconds(AttackSpeed);
            }

            yield return 0;
        }
    }

    void Attack()
    {
        target.GetComponent<PlayerHealth>().TakeDamage(AttackDamage);
    }

    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "Player")
        {
            isPlayerInSight = true;
        }
    }

    void OnTriggerExit(Collider other)
    {
        if (other.gameObject.tag == "Player")
        {
            isPlayerInSight = false;
        }
    }
}
  1. 出于性能原因,我将 FindGameObjectWithTag 从 Update() 循环中移除。
  2. 玩家不再监听攻击。相反,敌人正在向玩家发送伤害。

这样我们就摆脱了静态变量。