我正在尝试通过触发器激活脚本。我有一个脚本,使对象浮动和旋转,但我想让该脚本在玩家接近对象时启动。此时对象在游戏开始时浮动,而不是在玩家激活触发器时浮动。
这是浮动脚本:
public class AutoMoveAndRotate : MonoBehaviour
{
public Vector3andSpace moveUnitsPerSecond;
public Vector3andSpace rotateDegreesPerSecond;
public bool ignoreTimescale;
private float m_LastRealTime;
private void Start()
{
m_LastRealTime = Time.realtimeSinceStartup;
}
// Update is called once per frame
private void Update()
{
float deltaTime = Time.deltaTime;
if (ignoreTimescale)
{
deltaTime = (Time.realtimeSinceStartup - m_LastRealTime);
m_LastRealTime = Time.realtimeSinceStartup;
}
transform.Translate(moveUnitsPerSecond.value*deltaTime, moveUnitsPerSecond.space);
transform.Rotate(rotateDegreesPerSecond.value*deltaTime, moveUnitsPerSecond.space);
}
[Serializable]
public class Vector3andSpace
{
public Vector3 value;
public Space space = Space.Self;
}
}
}
这是触发器脚本(附加到放置在浮动对象之前的对象):
public class ActivateTrigger : MonoBehaviour
{
// A multi-purpose script which causes an action to occur when
// a trigger collider is entered.
public enum Mode
{
Trigger = 0, // Just broadcast the action on to the target
Replace = 1, // replace target with source
Activate = 2, // Activate the target GameObject
Enable = 3, // Enable a component
Animate = 4, // Start animation on target
Deactivate = 5 // Decativate target GameObject
}
public Mode action = Mode.Activate; // The action to accomplish
public Object target; // The game object to affect. If none, the trigger work on this game object
public GameObject source;
public int triggerCount = 1;
public bool repeatTrigger = false;
private void DoActivateTrigger()
{
triggerCount--;
if (triggerCount == 0 || repeatTrigger)
{
Object currentTarget = target ?? gameObject;
Behaviour targetBehaviour = currentTarget as Behaviour;
GameObject targetGameObject = currentTarget as GameObject;
if (targetBehaviour != null)
{
targetGameObject = targetBehaviour.gameObject;
}
switch (action)
{
case Mode.Trigger:
if (targetGameObject != null)
{
targetGameObject.BroadcastMessage("DoActivateTrigger");
}
break;
case Mode.Replace:
if (source != null)
{
if (targetGameObject != null)
{
Instantiate(source, targetGameObject.transform.position,
targetGameObject.transform.rotation);
DestroyObject(targetGameObject);
}
}
break;
case Mode.Activate:
if (targetGameObject != null)
{
targetGameObject.SetActive(true);
}
break;
case Mode.Enable:
if (targetBehaviour != null)
{
targetBehaviour.enabled = true;
}
break;
case Mode.Animate:
if (targetGameObject != null)
{
targetGameObject.GetComponent<Animation>().Play();
}
break;
case Mode.Deactivate:
if (targetGameObject != null)
{
targetGameObject.SetActive(false);
}
break;
}
}
}
private void OnTriggerEnter(Collider other)
{
DoActivateTrigger();
}
}
}
如果我将浮动脚本添加到对象,它将开始浮动,无论玩家是否通过触发器。所以不确定如何使这项工作?
请帮帮忙?
非常感谢
答案 0 :(得分:0)
在开始游戏之前,应该停用浮动对象上的AutoMoveAndRotate
组件。否则它将在游戏开始后执行。