deathCounter 不递增
deathCounter not incrementing
您好,在我尝试修改的这款游戏中,有 3 种不同类型的敌人,它们都具有相同的 enemyHealth 脚本。在这个健康脚本中,我试图在每次敌人死亡时增加一个计数器。下面的代码显示了 enemyHealth class
using UnityEngine;
namespace CompleteProject
{
public class EnemyHealth : MonoBehaviour
{
public int startingHealth = 100; // The amount of health the enemy starts the game with.
public bool isDead; // Whether the enemy is dead.
public int deathCount;
public int currentHealth; // The current health the enemy has.
public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead.
public int scoreValue = 10; // The amount added to the player's score when the enemy dies.
public AudioClip deathClip; // The sound to play when the enemy dies.
Animator anim; // Reference to the animator.
AudioSource enemyAudio; // Reference to the audio source.
ParticleSystem hitParticles; // Reference to the particle system that plays when the enemy is damaged.
CapsuleCollider capsuleCollider; // Reference to the capsule collider.
bool isSinking; // Whether the enemy has started sinking through the floor.
void Awake ()
{
// Setting up the references.
anim = GetComponent <Animator> ();
enemyAudio = GetComponent <AudioSource> ();
hitParticles = GetComponentInChildren <ParticleSystem> ();
capsuleCollider = GetComponent <CapsuleCollider> ();
// Setting the current health when the enemy first spawns.
currentHealth = startingHealth;
}
void Update ()
{
// If the enemy should be sinking...
if(isSinking)
{
// ... move the enemy down by the sinkSpeed per second.
transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);
}
}
public void TakeDamage (int amount, Vector3 hitPoint)
{
// If the enemy is dead...
if(isDead)
// ... no need to take damage so exit the function.
return;
// Play the hurt sound effect.
enemyAudio.Play ();
// Reduce the current health by the amount of damage sustained.
currentHealth -= amount;
// Set the position of the particle system to where the hit was sustained.
hitParticles.transform.position = hitPoint;
// And play the particles.
hitParticles.Play();
// If the current health is less than or equal to zero...
if(currentHealth <= 0)
{
// ... the enemy is dead.
Death ();
}
}
void Death ()
{
// The enemy is dead.
isDead = true;
// Turn the collider into a trigger so shots can pass through it.
capsuleCollider.isTrigger = true;
deathCount++;
Debug.Log("Deaths" + deathCount);
// Tell the animator that the enemy is dead.
anim.SetTrigger ("Dead");
// Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing).
enemyAudio.clip = deathClip;
enemyAudio.Play ();
}
public void StartSinking ()
{
// Find and disable the Nav Mesh Agent.
GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false;
// Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
GetComponent <Rigidbody> ().isKinematic = true;
// The enemy should no sink.
isSinking = true;
// Increase the score by the enemy's score value.
ScoreManager.score += scoreValue;
// After 2 seconds destory the enemy.
Destroy (gameObject, 2f);
}
}
}
游戏中的所有 3 个敌人都在其预制件上附加了此脚本,因此它们的行为方式相同,所以我不明白为什么当敌人被摧毁时计数器不会增加。
调试时计数器似乎变为 1,然后每次击杀之后都再次保持在 1。
没错。它是一个成员,所以它会存在于你的敌人的每个实例中。您想跟踪三种不同的健康状况,对吗?
所以敌人 1 开始时是 100,敌人 2 是 100,敌人 3 是 100。当敌人 1 受到 20 伤害时,它会变成 80 而 2,3 保持在 100,对吗?为什么柜台的行为会有所不同呢?都是从0开始,死后到1。
要么有一个上层对象(例如 enemymanager)并计算敌人死亡的次数(首选解决方案),要么使用静态变量。
您好,在我尝试修改的这款游戏中,有 3 种不同类型的敌人,它们都具有相同的 enemyHealth 脚本。在这个健康脚本中,我试图在每次敌人死亡时增加一个计数器。下面的代码显示了 enemyHealth class
using UnityEngine;
namespace CompleteProject
{
public class EnemyHealth : MonoBehaviour
{
public int startingHealth = 100; // The amount of health the enemy starts the game with.
public bool isDead; // Whether the enemy is dead.
public int deathCount;
public int currentHealth; // The current health the enemy has.
public float sinkSpeed = 2.5f; // The speed at which the enemy sinks through the floor when dead.
public int scoreValue = 10; // The amount added to the player's score when the enemy dies.
public AudioClip deathClip; // The sound to play when the enemy dies.
Animator anim; // Reference to the animator.
AudioSource enemyAudio; // Reference to the audio source.
ParticleSystem hitParticles; // Reference to the particle system that plays when the enemy is damaged.
CapsuleCollider capsuleCollider; // Reference to the capsule collider.
bool isSinking; // Whether the enemy has started sinking through the floor.
void Awake ()
{
// Setting up the references.
anim = GetComponent <Animator> ();
enemyAudio = GetComponent <AudioSource> ();
hitParticles = GetComponentInChildren <ParticleSystem> ();
capsuleCollider = GetComponent <CapsuleCollider> ();
// Setting the current health when the enemy first spawns.
currentHealth = startingHealth;
}
void Update ()
{
// If the enemy should be sinking...
if(isSinking)
{
// ... move the enemy down by the sinkSpeed per second.
transform.Translate (-Vector3.up * sinkSpeed * Time.deltaTime);
}
}
public void TakeDamage (int amount, Vector3 hitPoint)
{
// If the enemy is dead...
if(isDead)
// ... no need to take damage so exit the function.
return;
// Play the hurt sound effect.
enemyAudio.Play ();
// Reduce the current health by the amount of damage sustained.
currentHealth -= amount;
// Set the position of the particle system to where the hit was sustained.
hitParticles.transform.position = hitPoint;
// And play the particles.
hitParticles.Play();
// If the current health is less than or equal to zero...
if(currentHealth <= 0)
{
// ... the enemy is dead.
Death ();
}
}
void Death ()
{
// The enemy is dead.
isDead = true;
// Turn the collider into a trigger so shots can pass through it.
capsuleCollider.isTrigger = true;
deathCount++;
Debug.Log("Deaths" + deathCount);
// Tell the animator that the enemy is dead.
anim.SetTrigger ("Dead");
// Change the audio clip of the audio source to the death clip and play it (this will stop the hurt clip playing).
enemyAudio.clip = deathClip;
enemyAudio.Play ();
}
public void StartSinking ()
{
// Find and disable the Nav Mesh Agent.
GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false;
// Find the rigidbody component and make it kinematic (since we use Translate to sink the enemy).
GetComponent <Rigidbody> ().isKinematic = true;
// The enemy should no sink.
isSinking = true;
// Increase the score by the enemy's score value.
ScoreManager.score += scoreValue;
// After 2 seconds destory the enemy.
Destroy (gameObject, 2f);
}
}
}
游戏中的所有 3 个敌人都在其预制件上附加了此脚本,因此它们的行为方式相同,所以我不明白为什么当敌人被摧毁时计数器不会增加。
调试时计数器似乎变为 1,然后每次击杀之后都再次保持在 1。
没错。它是一个成员,所以它会存在于你的敌人的每个实例中。您想跟踪三种不同的健康状况,对吗?
所以敌人 1 开始时是 100,敌人 2 是 100,敌人 3 是 100。当敌人 1 受到 20 伤害时,它会变成 80 而 2,3 保持在 100,对吗?为什么柜台的行为会有所不同呢?都是从0开始,死后到1。
要么有一个上层对象(例如 enemymanager)并计算敌人死亡的次数(首选解决方案),要么使用静态变量。