当我有多个敌人时,他们的健康值为250.0f
左右。因此,当我向其中一个人射击时,每次向敌人开枪时,这个数字应减少50。但是这是我的问题:第一个敌人死了大约4/5射击它,但当我开始射击另一个(在第一个敌人之后),它需要1枪并且死亡。
所以这里是玩家Bullet的Bullet脚本,名为Bullet.cs:
public class Bullet : MonoBehaviour {
public GameObject BulletObject;
public GameObject GlobelObjectExplosion;
public GameObject GlobelBulletExplosion;
public float life = 3.0f;
private EnemyAI enemy;
private Transform bulletTransform;
// Use this for initialization
void Start () {
}
void OnTriggerEnter(Collider other)
{
if(other.gameObject.tag == "Enemy")
{
EnemyAI.currEnemyLife -= 50;
Player.score += 50;
//Creates an explosion on collision
GameObject objBullet = Instantiate(GlobelBulletExplosion, transform.position, Quaternion.identity) as GameObject;
Destroy(objBullet, 2.0f);
Debug.Log("ColliderWorking");
if(EnemyAI.currEnemyLife <= 0.0f)
{
Destroy(other.gameObject);
//creates an explosion when enemy is destoryed
GameObject obj = Instantiate(GlobelObjectExplosion, other.gameObject.transform.position, Quaternion.identity) as GameObject;
Destroy(obj, 2.0f);
Player.score += 250;
}
Destroy(gameObject);
}
}
// Update is called once per frame
void Update () {
life -= Time.deltaTime;
transform.Translate(0, 0, Player.bulletSpeed * Time.deltaTime);
if(life <= 0.0)
{
Destroy(gameObject);
}
}
}
还有EnemyAI脚本,名为EnemyAI.cs:
public class EnemyAI: MonoBehaviour {
public Transform target;
public int moveSpeed;
public int rotationSpeed;
public GameObject explosion;
public static float maxEnemyLife = 250.0f;
public static float currEnemyLife;
public static float maxEnemyBullets = 60.0f;
public static float currEnemyBullets;
public static float maxEnemyFuel = 1260.0f;
public static float currEnemyFuel;
private Transform myTranform;
public static Transform LocalTransform;
void Awake(){
myTranform = transform;
LocalTransform = myTranform;
}
// Use this for initialization
void Start () {
if(GameObject.FindGameObjectWithTag("Player") != null){
GameObject go = GameObject.FindGameObjectWithTag("Player");
currEnemyFuel = maxEnemyFuel;
currEnemyLife = maxEnemyLife;
currEnemyBullets = maxEnemyBullets;
target = go.transform;
}
}
// Update is called once per frame
void Update () {
if (currEnemyFuel > maxEnemyFuel)
{
currEnemyFuel = maxEnemyFuel;
}
//Debug.DrawLine(target.position, myTranform.position, Color.cyan);
if(currEnemyFuel <= 0.0)
{
currEnemyFuel = 0.0f;
//myTranform.rotation = Vector3.zero;
//myTranform.position = Vector3.zero;
moveSpeed = 0;
}
else if (currEnemyFuel > 0.0)
{
//Look at target
if(GameObject.FindGameObjectWithTag("Player") != null){
myTranform.rotation = Quaternion.Slerp(myTranform.rotation, Quaternion.LookRotation(target.position - myTranform.position), rotationSpeed * Time.deltaTime);
//Move towards Target
myTranform.position += myTranform.forward * moveSpeed * Time.deltaTime;
currEnemyFuel -= 0.2f;
}
}
}
}
我试图找出是否有人遇到了一些问题,或者是否有解决方法,但我找不到解决方案或谷歌。所以有人可以告诉我,如果我做错了什么或是否有教程或其他什么。
答案 0 :(得分:6)
Enemy
中的属性都是static
,这意味着整个应用程序之间只共享一个属性。因此,直接死亡的下一个敌人将使用前一个已经死亡的生命。
从static
,currEnemyLife
和currEnemyBullets
属性中删除currEnemyFuel
修饰符。
然后,您需要更改Bullet
中修改这些值的方式,因为您无法再通过EnemyAI
直接访问这些值。我对Unity3D了解不多,但经过一些阅读后我认为你需要做这样的事情:
var enemy = otherObject.GetComponent<EnemyClass>();
enemy.currEnemyLife -= 50f;
// etc...